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  1. Synapse

    Devs moving on

    Quote:
    Originally Posted by SpyralPegacyon View Post
    I play STO off and on, so I have to honestly ask: "How many different powers can you make out of 'fire phasers?'"
    Challenge accepted.
  2. Quote:
    Originally Posted by Rylas View Post
    Too late! My sleuthing skills found this little tid bit on the internet. If you ask me, ocelot of power for one blast set.

    Wow, I don't have an adequate amount of internets to award you for that Rylas.

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  3. Quote:
    Originally Posted by I Burnt The Toast View Post
    Not to nitpick...but:
    From reading this it looks like nukes like Inferno and Nova for example are not crash-less nukes because they are PBAOE nukes and not RANGED? Am I misreading that or???
    All nukes. Ranged Blast is a classification of power set like: Fire Blast, Ice Blast, Assault Rifle and Ocelot Blast.

    Oops, there I go again spilling the beans. I sure hope Black Pebble isn't reading this thread. I almost leaked the eminent release of Marmoset Armor. Oops. Did it again. Geez.

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  4. Quote:
    Originally Posted by Crindon View Post
    when do we get to see those patch notes? =D
    Soon(TM)!

    Also, c-c-c-c-combo breeeeaker!

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  5. Quote:
    Originally Posted by Hopeling View Post
    They aren't purple, as far as we've seen. Well, the def/res/heal ones might conceivably be, but the TAoE one almost definitely isn't, since we already have a purple TAoE set.

    Also, yes, that IS a crazy thought.
    Correct. These new sets are orange flavored, full of citrus-y goodness. And by that I mean new set bonuses and pretty interesting procs and uniques.

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  6. Quote:
    Originally Posted by SpyralPegacyon View Post
    I finally gave in and created a new AR/Dev. I hope the devs are happy!
    /em blows off the dust on his Issue 0 AR/Dev Blaster

    I think I am as excited about these changes as you guys are. Maybe more since I can actually see the detailed patch notes.

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  7. Quote:
    Originally Posted by Angelxman81 View Post
    Will travel powers have a minimal VFX option? I want that better than tint superspeed or the onion rings from superjump... I want superspeed with no effect at all but my electric path aura
    Travel powers will have a minimal VFX option. Also, I am glad you brought it up. All powers will also have an onion ring option, because onion rings are delicious.

    NOTE: Only one of the two things mentioned above is true. Can you guess which one it is? :P

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  8. Quote:
    Originally Posted by Tenzhi View Post
    With all these changes, I kind of feel sorry for the people in charge of Mids'...
    I was thinking the same thing while looking at the epic patch notes we have compiled internally thus far. O_O

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  9. Quote:
    Originally Posted by Machariel View Post
    These all look like really good changes and I am very, very, very excited. Especially Ancillary/Patron/Power Pool customization.

    I do have a question: The Overview page mentions changes to some blasts (increasing range) and to snipe powers in reference to Blasters only. Will Dominator/Corruptor/Defender versions of Blaze, etc also get the range increase? What about the fast-snipe with 22% tohit?

    I know there had been some talk about making Dominator snipes faster not with a tohit requirement, but under Domination - what happened with that?
    I can comment on your first question. The blasts that received a range increase were the 40 foot blasts. Below is a list of powers that are affected in the current build and have had their range increased to the standard 80 feet.

    -Beam Rifle/Lancer Shot
    -Dual Pistols/Executioner's Shot
    -Energy Blast/Power Burst
    -Fire Blast/Blaze
    -Ice Blast/Bitter Ice Blast
    -Radiation Blast/Cosmic Burst
    -Sonic Blast/Shout

    Also, it looks like any such powers in Dominator Assault sets had their range increased as well.

    Regards,
    Synapse
    -Water Blast/Water Jet
  10. Quote:
    Originally Posted by JChaos View Post
    Okay, that's pretty cool. Not QUITE what I'd been hoping for, but still pretty awesome. Melee sets stand to benefit from this pretty well.

    Are you allowed to say what Debt Protection is going be changed to?
    It wasn't a universal "Debt Protection becomes X" it was more like "Replace Debt Protection with something that made sense to me".

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  11. Quote:
    Originally Posted by Zenlon View Post
    You've got me all glee-ful.

    edit#2: Seriously though - this is -fantastic- news.

    I've always hoped these things would be modified to grant more use -

    however, I'm curious - what will you do with the +All Status Resistance bonuses?

    Will these be changed to +All Resist? What about the Impervious Skin: +7.5% Status Resistance proc? Will this add actual resistance as well?
    I didn't over look this actually. Mez Resistance set bonuses got converted into Damage Resistance/Mez Resistance.

    I believe the +All Status Resistance uniques also received a buff.
  12. Quote:
    Originally Posted by Yogi_Bare View Post
    Stackable (rule of 5) single point mez protection to specific mez group(s)?
    Actually, I think I can talk about this. What were previously +Immob, Hold, Sleep, Stun, etc. Resist have been changed to be +Res Fire/Cold, Lethal/Smash, Energy/Negative energy and resistance to all common statuses. So basically you get a small amount of +damage resist to 2 types and +status resistance.

    Also, all old damage resistance set bonuses have been improved to work this way too.

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  13. Quote:
    Originally Posted by Agent White View Post
    no no, it was announced. We've got like 3 threads going "OMGSQUEE" over it.
    Okay, I thought so. There are so many awesome features coming out in Issue 24 it's hard to keep all of them straight.

    Now, if you'll excuse me I have to plan out my AR/Dev blaster's build for Issue 24. Perma insta-cast Sniper Rifle due to Targeting Drone? Yes please.

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  14. Quote:
    Originally Posted by Neo Nocturna View Post
    First off, I'd like to take the time to thank the Devs for finally adding Power Pool customization. It is literally the one thing I wanted to see the most out of CoH for a long time now. A friend of mine will appreciate that greatly as well, as he almost outright refuses to play any characters with Hasten now because of his hatred for the default effect. (It clashes with most of his costumes and powers.)

    I have two questions about i24!
    With the new Blaster buffs, is there any chance at seeing crashless nukes at any point? After seeing Geyser from Water Blast having no crash, I was really hoping that many other blaster sets would get the same treatment, even if it meant those powers needed to be nerfed.

    With the new Tier 9 VIP costume set, what will happen to the Fire & Ice costume set? Will it be removed? Is there any available information about when the Celestial set (and/or Fire & Ice if it gets removed) will be returning?
    In issue 24 ranged blast tier 9s will be crash-less. This was actually announced in one of our coffee talks. Err, at least I hope it was and I am not having a "moment".

    /em looks around for Black Pebble

    Blast sets got some love with short ranged blasts being bumped to 80 feet, snipes can be "insta-cast" if you have adequate +to hit, and ranged blast Tier 9 "nukes" no longer have a crash and have dramatically reduced recharge times.

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  15. Quote:
    Originally Posted by Triplash View Post
    The overview says "these new set bonuses provide more powerful resistance against a broader variety of damage." The way I read that was, things like "3.3% resistance to immobilize" and "2.2% resistance to stun" would be replaced by something more like "4% resistance to all mez types" or "7% resistance to confuse, fear and sleep", for example. You know, to make them useful.
    You're getting warm. These set bonuses are actually better than that. There's more than just mez resist. What could it be?

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  16. Quote:
    Originally Posted by Kodoku View Post
    Except that after a certain threshold is crossed, most high-recharge builds aim to reduce the recharge time of one or two specific high-cooldown powers while receiving no additional dps benefit from the majority of attacks in their regular attack chain. For example, if I pump my recharge through the roof on my Elec/Nin Stalker, having a sub-1-second recharge on Charged Brawl is providing no benefit to me in that specific power. I won't be hitting that button on cooldown.

    But with your suggested change, the value of any procs placed in that power will continue to diminish as I attempt to reduce the cooldowns of other powers.

    And as has previously been stated, involuntary increases to my recharge speed (through Speed Boost, Accelerate Metabolism, Chronoshift, et al) will push my recharge reduction as high as +400%. That does NOT mean I will be activating Charged Brawl every 1.43 seconds (3s / 5.0 + 0.83 activation time)!

    While I understand your desire to limit the effect of recharge bonuses on the value of procs, you're really just ... killing procs. Their effectiveness will either scale positively or negatively with a character's recharge bonuses depending on how PPM is implemented; in live the situation is the former -- you're just suggesting changing it to the latter, arguably a worse situation in which players are punished for receiving buffs and shy away from most procs entirely.
    This was the feedback that I received repeatedly from you all during this thread. Which is why we've decided to only use recharge on a power from enhancement sources and alpha slots. Global recharge will not reduce proc chance. Take a look at previous posts for all the details

    EDIT: Curses! Scooped by Sanguine Sentinel!
  17. Quote:
    Originally Posted by Hyperstrike View Post
    Synapse. If you're at the Summit, remind me to buy you a beer (or tasty beverage of your choice).
    I'll have to take you up on that.
  18. *sigh* Okay, I suppose I will be as vague and cryptic as possible then. That surely will do the trick...right? Right?

    I may or may not look at things...

    In all seriousness though Grey Pilgrim is right. I am going to go through the various procs and will test out those with a really low % proc chance and try to identify why they were set so low. If nothing scary happens (meaning I find a potential exploit) I will likely increase their performance. I can't say exactly what will change and by how much as everything involving these changes are simply on paper right now.

    Regards,
    Synapse
  19. Quote:
    Originally Posted by Siolfir View Post
    Not that I don't get where you're likely going with this, but I should think by now you'd realize that what some expect is vastly different than what others do.
    Allow me to explain it in a way that cannot be picked apart or misinterpreted: if these procs under-perform after the switch over I will buff them.

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  20. Quote:
    Originally Posted by Caulderone View Post
    As a slight aside, while converting things to PPM, I hope they standardize Touch of Death's proc to equal the other 20% procs.

    I've never understood why it was 15% instead of 20%. If it was because it was NE damage, that got broken when Cloud Senses proc came out.
    There are a number of procs that I boggle at. This and Entropic Chaos are among them. I'll be taking a look at these and likely normalizing them to what you would expect them to be.
  21. Quote:
    Originally Posted by William_Valence View Post
    ....Looking through Synapse's posts in this thread, as I write my response to you UberGuy, I think I found my answer.

    The designed intent for the PPM mechanic (ingoring specific procs ATM) was not supposed to be better than the flat percentage. It has little to nothing to do with how the procs were used, and has much more to do with their comparative potential benefit of use. SBEs vs IOs, standard procs in fast cycle time powers, and PPMs in long cycle time powers are all just symptomatic to reason for this change.

    Both mechanics can not exist at the same time with pairity, so as a casualty of making the mechanic fit with the designed intent we are seeing the original IO proc mechanic dissapear, and a general buff to performance with procs in most situations.

    That makes sense and leaves a potential opening for getting the proc rate cap removed.
    You hit the nail on the head.
  22. Quote:
    Originally Posted by firespray View Post
    Well, synapse did point out that in many cases this would end up being a buff to the proc rate from what we have now. I'm still just now sure whether the numbers for the % chance to trigger for AoE PPM procs is per target or not. I'm hoping it is, because otherwise the numbers we were shown mean a pretty significant nerf to proc chances in AoE powers when fighting a lot of enemies. And personally I'd rather see a buff than a nerf any day.
    Yes, proc chance on AoEs is per target.
  23. Quote:
    Originally Posted by Arcanaville View Post
    If you actually read that thread, Arbiter Hawk was being asked how the PPM procs specifically worked at that time, he wasn't commenting on their design intent. In fact one poster explicitly asked him to state how they worked directly and not explain side issues beyond that.

    In fact, Arbiter Hawk all but said he wasn't specifically involved in their design in the same thread, and thus his comments should only be taken to describe the procs, and not state their design intent:

    He knew the basic idea, but not the precise details of the system or its design or implementation at the time he was speaking and admitted so. Under those circumstances, his opinion is no more relevant to the design intent of the procs than mine is.
    As an aside PPMs don't strictly only affect store bought enhancements, they also affect Archetype Origin Enhancements as well. PPMs were intended to be used by Attuned enhancements not specifically SBEs.
  24. Quote:
    Originally Posted by Caulderone View Post
    Doh! You are right!

    And, my poor Lightning Field will be even WORSE off.

    5.625 * 2 (act.period) / (60 + AoE Factor)

    Even with an AoE factor of zero (which isn't right), that's going from 33% chance to proc (Armaggedon proc) to 18.75% chance.

    Gah! Minimum Proc Floor please!

    All damage auras will see HUGE proc chance/proc damage decreases from this.
    The minimum proc floor will be something like 5% +1.2% per PPM. However, like I said very few powers will actually hit that. Also...

    Regarding Slash and Focus:

    Slash with Hecatomb:
    Base Recharge: 4.8
    Area Factor: 1
    IO Proc Chance: 33%
    Attuned PPMs: 4.5 (46%)
    New PPMs: 5.625

    @0% Recharge: 57.5%
    @33% Recharge: 46.3%
    @66% Recharge: 36.6%
    @100% Recharge: 35%

    Focus with Apocalypse:
    Base Recharge: 6.4
    Area Factor: 1
    IO Proc Chance: 33%
    Attuned PPMs: 4.5 (56.8%)

    @0% Recharge: 71%
    @33% Recharge: 56.1%
    @66% Recharge: 47.1%
    @100% Recharge: 41%

    So, you're going to see an increase in performance against the current IO version of Hecatomb and Apocalypse in this particular instance. There are quite a few instances where your powers will have a greater chance to proc than they currently do with IOs. So, some people are calling this a "nerf" but in actuality there's also a good amount of buffing going on here too.

    Regards,
    Synapse
  25. Quote:
    Originally Posted by Sylph_Knight View Post
    While the newer formula is more acceptable Synapse, the current PPM rate you're using for powers like Foot Stomp is actually punishing players who use Procs in that power with a 2.2% nerf.

    It's not enormous, but when you have 2 procs per power, 2.2% twice over starts stacking up. It also defeats the purpose we had for buying SBE PPMs in the first place.

    I still need to sit down and figure out how this is going to affect Knockout Blow. The problem is that most of us use sets like Hecatomb WITHOUT the Damage enhancement because components like Damage/Recharge serve us much better with high-ranking procs like this. A few percentage points switched out on the base Enhancement values won't mean much on a high global-recharge build, but it still requires retooling on every power just so we can keep ourselves from losing whole percentages of proc chance in exchange for mere fractions of a second in speed enhancement. This forces an unfair benefit exchange with min-maxers who now have to try and avoid certain recharge caps just so they don't lose percentage points in proc chance in exchange for quarter-second recharge gains, and that's if they even get the choice since most set bonuses rely on you having so many IOs from a set.

    Also, this punishes players for taking IO Sets as opposed to just slotting individual Enhancements for Damage, Endurance, and Procs.
    There will be cases where your performance will decrease. That is by design. Speaking of which, it was never the DESIGNED intent to have SBEs consistently grant a superior benefit than their IO counterpart. However, there are instances where this has occurred. Again, my goal here is to create balance and address some issues with IO procs and Attuned procs.

    Also, this PPM change will have no affect on Interface Incarnate powers.