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I'm torn on the concept of a cap. It makes a certain amount of sense in an environment where things like hit chances cap out at 95%. But when I think about what PPM procs are supposed to do, mechanically, my brain sort of melts when I think about a 90% cap when we already have an inviolate 100% cap.
Consider - the main mechanical benefit of having a PPM system is that you can make the proc contribute its effect at a constant rate even when it's slotted in powers with different cycle times. Powers with long cycles are more likely trigger the proc than powers with shorter cycles, shooting for a mostly normalized "effect/sec" rate.
But if your power has too long of a cycle time, you hit a "cap" naturally, because you can't have a proc rate greater than 100% If you have a 4 PPM proc and a power that really has a cycle time of 20s, then to really hit 4 PPM, your power would have to go off 33% more often than you activated the power! So there's already a kind of cap built into the system by virtue of the fact that the proc can't fire faster than the power does.
At least under the system originally proposed in this thread, the real PPM would never be higher than the rated value for a proc (and would often be worse), so either 90% or 100% cap only comes into play for very long cycle times. And when cycle times are long enough, even 100% won't meet the PPM rating. So the choice to reduce it to 90% or 95% seems to me to be about not liking things that always work more than any real concern that the PPM rate is too high.
And if adding it was a subjective thing, showing numbers won't necessarily be convincing to change their mind. -
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It's always easy to offer thanks when someone says they'll look at your specific concerns, but seriously, it's ridiculously awesome that the possibility for that to happen even exists. Thank you.
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Quote:I asked Synapse because what makes sense or not to me may not be relevant. I think what you're assuming is the justification is silly unless they plan to make other changes. And if they are interested in making those other changes, I'd like to know.Can you think of any other logical explanation beyond assuming incompetence?
Quote:They have to realize that setting the base PPM value off of a percentage that fires per target actually hit and then reducing that number based on the area size without a proportional increase in the base PPM to compensate would result in less proc damage overall.
See how that goes?
Inferring intent from what is actually being implemented has consistently proven unwise. It might give the right answer, but it often does not. -
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Quote:This example makes me fairly unhappy, because of how it would translate to most of my level 50 characters.PROPOSED CHANGES
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0% Global Recharge/95% Power Recharge
Proc Chance: 31.0% per target
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200% Global Recharge/95% Power Recharge
Proc Chance: 16.4% per target
I have the kinds of recharge slotting going on you're talking about here, but not for purposes of my attack chain. Things like Dark Miasma and Regen characters can benefit from much more global recharge than they need to build a full attack chain, and that +recharge isn't really going into things that I slot with procs. A Regen, for example, benefits from having lots or recharge for powers like Moment of Glory and Instant Healing, while a Dark Miasma benefits from it for things like Fearsome Stare and Howling Twilight. In "final" builds on these character types, I usually jack up my total recharge into the 200-300% range (150-200% global + 50-100% slotted) to benefit those kinds of powers, not my attack chain. But by doing that, using this example, procs that do go in my attacks end up with worse proc rates than they would be today with non-SBE procs.
A non-SBE purple proc today has a 33% chance to activate, and SBE versions have a 4.5 PPM. If the ToE proc had a purple equivalent, in this example it would only go off around 24.6% of the time. -
Why? All it shows is that they changed their minds. We may not always enjoy it, but they're allowed to do that.
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Quote:Synapse, could you give us just a little insight into the thinking behind the use of an area factor here? It confuses me that, for procs that affect foes (as opposed to the caster) you would want a proc to go off less when the power affects multiple targets.If power is a click: (PPM * (Base Recharge Time + Time To Activate)) / (60 * Area Factor)
It may seem strange to you that I find that strange, but let me explain why. In CoH, powers that affect multiple targets don't dynamically degrade with number of targets. So if your power deals 100 damage and can hit 5 targets, and you hit all 5, you always do 100 base damage to all 5 targets.
Most AoEs have some fixed assumption about average number of targets they will affect baked into their damage, recharge and endurance cost values, and if you happen to hit more than that average, using the power then is an efficiency win.
Things like today's damage procs used in such situations provide a per-target increase in damage efficiency to AoEs they're slotted in. If you hit 5 targets, a proc with an X% chance to go off (whether X is fixed or based on the power) on each target.
Making procs less likely to activate based on larger powers reduces this efficiency. I'm sure you intend it to, or you wouldn't have added it, but I'm trying to understand what thought process leads you to think that's important to do when our base powers don't act that way. If I have Aim, Soul Drain, Rage Fiery Embrace or even a DoT Interface Slot power, my AoEs all increase their damage on a per-target basis. What is the goal in singling out IO procs as a +damage mechanism that's not allowed to work this way?
I understand that there can be good reasons to limit the way that self-buffing procs scale with large numbers of targets. The Defender and Brute ATE procs come to mind as things you might want to average one activation per AoE. But it seems very alien to CoH's other mechanics to limit procs that affect opponents in this way. -
Quote:Anything is possible, but that hypothetical change and this actual change are worlds apart in nature. Making everything use PPM mechanics is potentially disruptive to current builds, but not wildly disruptive in two regards.And I still guarantee that as soon as they can figure out a way to sell it as a "positive" change like they've done with this PPM change, IO Defense bonuses, particularly S/L and Melee will get -slashed-.
- PPM procs are a pretty new thing. "Nerfing" their top-end performance is only strongly affecting cutting-edge builds, recently modified to take maximal advantage of them. IO set Defense bonuses have been around since I9. That's not to say they don't change old things - the ET change showed that. But it's rather reasonable for them to be changing PPM because it's still pretty new.
- Total loss of DPS in the worst "nerf" cases we're talking about is almost certainly less dramatic than the disruption to survival that would come from "slashing" defense bonuses. DPS contributions are linear, while +Defense and DR contributions to survival follow 1/(1-x).
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Quote:I mentioned early in the thread that I don't know that they aren't trying to do that, too, but I believe the way they implemented PPM rates initially suggests they are are not trying to make that specific change. They set PPMs so that, for single-target powers, PPM procs were break even with non-SBE procs for powers with cycle times of 3-4 seconds. Given that extremely few powers have less than 1s activation time and 2-3s base recharge times, that suggests they were trying to break even at a minimum on the vast majority of powers.While I know the PPM mechanic was put in to help procs be more useful in longer cycle powers, I am not entirely convinced it wasn't also put in to help regulate their strength in low cycle time powers.
I know I might want to moderate the way standard Apocalypse works in Flares, for example. -
I want to clarify my suggestion for future PPM procs.
- Implement a minimum chance to activate so that any given PPM proc is no worse than an existing "X% chance of Y" proc, no matter how fast the power it's slotted in cycles.
- Be sure that AoE factors are calculated before the "floor" is checked.
- Make the PPM rate based on fixed recharge, and not on either slotted or buff/global recharge.
- Set the PPM rate to some middle-of-the road value, smaller than the ones we see today, not greater. Choose the rate based on some "typical" expected level of recharge in powers. Alternatively, make PPM non-linear with cylce time - a progression like LOG(t*C) or SQRT(t*C) for some scale factor C might make more sense, but may be computationally prohibitive.
- Keep the 90% ceiling, though #3 makes it less necessary.
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Quote:It may be a net gain in a static situation, but as soon as you get recharge buffs above whatever your baseline is, your proc rate will go down, and your attack rate may not.Before we DOOOM this change, let's find out how #4 may affect #3. It's entirely possible that the balance between those two may end up placing the minimum at or near the recharge cap. If that's the case, then this would be a net gain instead of nerf.
I'm only vaguely concerned that the static situation will create a net nerf. I'm really not fond of the implications of the dynamic situation. -
I certainly don't think makes a valid case to argue against this change, but I will say that PPM mechanics turn procs into something you need Mids, a calculator or maybe both to know what the heck they will do for you.
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It's pretty clear that the PPM system was intended to be conditionally superior for click powers with long cycle times. Without that goal, there would be no reason to implement it except possibly to nerf proc rates in fast powers, and the PPM rates they chose suggest to me that they actually tried not to do that.
But it's not clear what the PPM system should do in something like a toggle or a passive. There's essentially no concept of a passive or toggle with a long cycle time. That such powers even have activation rates is an implementation detail - conceptually they are meant to be something with a constant effect. Now, it turns out that not all passive/toggle powers do have the same activation rate, so it's not completely meaningless to have procs slotted in them have higher chances to proc in powers with longer activation periods. However, the activation periods for such powers are very high compared to click powers - usually 0.5-1s. Standard procs have a 10-second suppression window on reactivation in such powers, which would tend to dominate the benefit of a PPM version.
So it seems likely to me that it's not strictly intended for PPMs to be better (or worse) in passives or toggles. They should probably be about the same, the way Perfomance Shifter worked out to be.
The problem, of course, is that the PPM rates that make PPM PShifter comparable to the standard version in passives or toggles makes it very junky in click powers. This is something they need to address, because it's going to bite them as soon as they produce a PPM damage proc that can be slotted in a PBAoE. If they tune it for click powers, it will be insane in damage auras, and if they tune it for damage auras, it will suck in click attacks. They need a way to make them behave differently in each case. -
Quote:It has to, by definition, for the reason Hopeling mentions. (It's been mentioned by a bunch of people.) The question is how much the effect will be as a fraction of your total proc rate, which is a function of all sorts of things: the PPM rate of the proc, the size if it's an AoE power, the base recharge time of the power, how much total recharge you had before you were buffed, and how much you were buffed.I know RNGs can be a little streaky, but I don't know that a recharge buff will actively hurt your overall damage under the proposed system.
Edit: Let's try to put some realistic numbers to this. Consider that, under the current system, we have pretty easy access to proc rates in the 60-80% range on single-target powers. On a lot of builds, if PPM didn't increase, the new system Synapse described would drop the proc rate to around 30-40% range or less, because a lot of IO'd characters can churn out at least +100% total recharge between slotting and set bonuses. Same PPM at 1/2 the recharge time whould be roughly 1/2 the proc chance (I'm ignoring activation time.). But we know that the PPM rate will increase, so I'm hoping that will put us back up at least around 30-40% in powers with around 4s cycle times. (Consider that a current non-SBE purple proc is 33%.)
Now, if you have around 100% +recharge for a power (slotted + global), then something like speed Boost is going to reduce your proc rate to around 200/250 of its original value, which is 80%. So you'd go from 30-40% proc rate to around 24-32% proc rate. -
Quote:It doesn't make sense for more recharge to be a detriment to proc rate when it doesn't actually benefit attack rate.I have to disagree. The amount of Recharge a build can get at this point is insane. I think it is fabluous that there will be (or could be) a balance point at which more recharge isn't good.
Really. There is no good balance justification for that to happen.
Also: see my example of different builds with the same primary, above. -
Every playstyle might be considered important, but it should only be as important as it's prevalent. Breaking min/max builds almost certainly breaks a small minority of builds in play. If you have to break builds (and "have to" is always at the discretion of the game makers), that's the sort of thing you want to do - break the minority.
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Here's another use case where making the PPM based on actual recharge seems to create what I think are undesirable side-effects.
Imagine you have two Scrappers, one DB/WP and one DB/Regen.
DB can get a seamless attack chain that's pretty respectable at fairly low levels of global recharge. WP has one power that benefits from +recharge - it's self-rez. So basically the DB/WP can get enough recharge for their DB chain and not worry about more.
Regen benefits significantly from very high levels of global recharge, and it's quite reasonable to build Regen for more global recharge than is needed for the basic seamless DB attack chain.
So, built in ways that make sense for their primary/secondary, and using the same attack chain, the same procs in the DB/Regen's attacks would activate less often than those in the DB/WP's, simply because the DB/Regen built in a way that is optimized for their secondary.
That really feels wrong to me. -
Quote:That doesn't really work out, though. If you have an optimized attack chain, a power can recharge before you would actually re-insert it into the chain. "Optimized" in this case doesn't mean you use each power exactly as it recharges. Instead it just means you use the powers in an order that allows the longest recharging of them to come back in time for the entire chain to work, and you order all the others in a way that maximizes DPS.Then the solution would be to calculate the recharge of a power -- for the sake of calculating PPM -- based on an enhanceable and unenhanceable sum that would mirror recharge time and animation time.
Once you've got such a chain, unless you get so much recharge that it actually makes a whole new chain optimal, you wouldn't change it. In practice, I doubt very many people who use fixed attack chains change them on the fly even when they find themselves blessed with enough +recharge to execute a better one.
When that's the case, any proc rate dependency on recharge time starts to look like a penalty in this situation. -
Quote:It seems likely to only affect "chance to" procs, based on presumed intent, but we don't have formal word on that.To clarify:
Are these changes only on chance-to-X procs, or are they also on stuff like Kismet +6% and such which currently have a 100% chance to proc regardless of recharge rate?
Edit: According to RedTomax's site, Attuned Numina's and Kismet uniques have no PPM nature to them, so they appear excluded by explicit design. -
Quote:Cool. I know it's been brought up in some of the threads, too so hopefully he both acknowledges it and considers it to have merit.I suggested something sort of like that to Synapse a while back specifically to cover this potential objection, and I'm hoping it finds its way into the current system after initial testing.
When we were going to have both PPMs and flat-rate versions, the idea seemed to be that you could pick and choose the right one for the right power. Now that this won't be true, I'm hoping the idea that long-cycle-time powers should also be decent places to put procs. If so, that shouldn't automatically preclude them still being as good in fast-cycling powers as they are today.
What I don't know is whether they think how procs work on live is somehow too good. I don't know why they would think that, but I really have no idea what they think. -
I do see the objection to making the PPM mechanic obey buffs.
Consider that the people who care about the mechanics of this the most are, in my opinion, extremely likely to already have single-target attack chains that do not vary when they gain more recharge. Once you have enough attacks and recharge to maintain a seamless attack chain, I doubt most players change up that attack chain on the fly in relation to buffs.
If you receive buffs, and they either do not change your optimal chain or you do not change your chain when they could, you simply lose DPS if your PPM rate adjusts to the higher recharge, even though that recharge does nothing to improve the DPS of your "base" attack chain. This isn't very appealing to me, certainly.
Edit: Scooped while typing.
Edit2: And yeah, having lots of global recharge for other powers decrease your PPM rating is also very sucky. The more I think about this, the more I would prefer lower, but static PPM rates, plus a floor. -
Quote:You're right that it sucks, but you are wrong that it's "bait and switch". It doesn't meet the commonly recognized legal definition of that term.It's a bait and switch to then nerf it after clarifying to the masses "This is working as intended, go nuts!"
Or maybe I'm wrong.
Changing something after you buy it is something else all together. Bait-and-switch requires that they are attempting to get you to buy something other than the advertised item at a higher price than the original item you were interested in. -
Quote:Until we see the numbers, we don't know this is happening. It's worth mentioning the concern, but it's not worth making it into the sky falling, because it might not be.I'm really shocked that this isn't a more prevalent concern, but I've said my piece on the matter already. Anything further would probably be considered spamming.
You need to recognize that in a huge swath of powers, existing PPM procs are significantly better than standard procs. About the only single-target powers this is not true for are the most extreme of fast-cycling powers, such as Neutrino Bolt. If they both normalize on actual slotted recharge and increase the PPM rating, it could still work out that PPM procs will still be break-even with flat-rate ones in most T1-style powers that have around 4s base recharge times and get better in slower-cyclying powers.
The big concerns I have about the eventual implementation are for AoEs and toggle/passive powers.
I too am fond of the idea of a floor on the proc chance which could enforce that PPMs are never any worse than flat% ones. The creation of a 90% max rate suggests that this is technically possible (or will be in I24).