Pay To Win: Performance Shifter
Honestly, my spider-sense has been tingling ever since I read that description of ppm procs. Something about it "feels" wrong, but I have no evidence to support that feeling. Besides, of course, the obvious problem that recharge time is not the same thing as cycle time.
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I'm more weirded out that it is oblivious to recharge slotting. I mean, I get why that is probably true from a computational cost perspective, but it seems funky to me that you can slot something in a power that will result in a proc chance based on the base recharge, and then use that power 2-3x more often than the base recharge, getting 2-3x higher PPM.
I'm not complaining, mind you. I'm just ... surprised. |
If you think about it, if the PPM calculator took recharge enhancement into account, then it would mean that the procs effectively ignore recharge, since their rate would go down the more recharge you slotted to compensate. This would make the procs that use PPM vastly inferior to crafted procs which do scale with recharge (the more you use a power, the better the odds it will go off in a given time frame).
The one big difference is of course AoE attacks. With crafted procs, the odds of a proc going off in any given activation dramatically increase in AOEs. PPM does some extra math so that they do not. I've done a bit of testing in this area (see the Dominator ATO thread) and while I still believe that it's not working right for unstackable self-effects, the rate seems about on par for things like damage procs.
That of course makes PPM-based procs inferior to crafted procs for AoE attacks, but they have a much higher proc rate in single-target attacks, probably to split the difference.
All of this of course doesn't apply to slotting in autopowers. For those, the PPM rating should be dead on for how often it actually goes off. I suspect setting Performance Shifter to 3PPM was a mistake.
Could we get a confirm on what this will be reduced to? 2.0? 1.5? 1.2 like the normal would not be worth buying but /shrug.
I might be interested in these if we got a confirm on their reduction.
If you think about it, if the PPM calculator took recharge enhancement into account, then it would mean that the procs effectively ignore recharge, since their rate would go down the more recharge you slotted to compensate. This would make the procs that use PPM vastly inferior to crafted procs which do scale with recharge (the more you use a power, the better the odds it will go off in a given time frame).
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That doesn't really address the part that makes me uncomfortable. It's probably nothing, but the last time I felt this way about a technical description, I uncovered a discrepancy that unfortunately I can't discuss, due to a peculiarity in the way implementation was first described and then paraphrased.
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With the way that they're stated to work, for any given PPM there's clearly an optimal base recharge at which recharge buffs and enhancement give you free guaranteed procs. The only apparent escape valve we've been told about is an AoE factor, and it isn't at all clear how that affects things.
That doesn't really address the part that makes me uncomfortable. It's probably nothing, but the last time I felt this way about a technical description, I uncovered a discrepancy that unfortunately I can't discuss, due to a peculiarity in the way implementation was first described and then paraphrased.
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Honestly, my spider-sense has been tingling ever since I read that description of ppm procs. Something about it "feels" wrong, but I have no evidence to support that feeling. Besides, of course, the obvious problem that recharge time is not the same thing as cycle time.
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Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
They're also free on the beta server, which for the moment at least is running the exact same build as live.
I have plenty of Kheld and MM ATO procs, but those are really set bonuses. I don't have many of the others, so I would specifically have to buy them. But after Enhancement Converters go live I plan to convert the 1000+ cheap ATOs I have to random ones, and should end up with a full set of procs. I've got enough to do now, so there's no reason to spend the time or Inf to buy the procs now.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
I have over 300 ATOs stashed away... I was going to ask where you could possibly store a thousand of them, and then I remembered, CEBR, base on every server.
Anyway I don't even use my base on Freedom to store stuff. I'm too lazy. ^_^
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Not quite every server. I only leveled up CEBRs on the servers where I didn't already have a 50, so that's 11. But I also have about a half dozen other large personal bases from my years of playing. I can store a lot.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
I ran a simple test Friday.
20 Minutes with a regular on a 110 point endurance toon.
0-5 min - 10 procs, 5-10 Minutes - 8 procs, 10-15 min. 2 procs, 15-20 min. 11 procs.
31 triggers- 341 endurance/1200 seconds = .284 end/sec
Somewhat higher than the .22 you would expect, and with two significant voids. These voids can be a real pain in actual play.
Then swapped in the Store bought PS Proc. for a 20 min test.
0-5 min. 13 triggers, 5-10 min. 14 triggers, 10-15 min. 15 triggers, 15-20 min. 12 triggers.
54 triggers - 594 endurance/ 1200 sec. = .495 endurance/sec, and the longest void was no more than 40 seconds during the 14 trigger 2nd time block.
I think that lack of any significant voids is what makes this PPM version a super winner for now, as the endurance is much much more reliable. Immediately running the newly equipped toon for a couple of hours was so much smoother. Buff the old IO and leave this thing Exactly as is.
Jak
Well, if anything is to be changed it should not be the proc itself but rather the way PPM works in non-damaging passive/toggle power, similar to how AoE has a different calculation.
Eventhough Stamina is the most popular choice for this SBE, it can be used in other powers. Nerfing the entire SBE just because it's too good in one power is unfair to how it performs in elec-based attacks, for example.
I personally like the new PPM formula because it makes procs more viable in multiple powers and not just your quick recharge spam powers. Scaling % chance based off recharge just makes more sense.
Just look at the Stalker proc, guaranteed hide everytime you use AS? Everyone loves it, but how much would you love it if it was originally in game as a 30% chance and then the PPM version was introduced? Would the reaction be similar to what we're discussing now? Or is the main problem that you have to spend real money? If the Perf Shift PPM proc was available in game like ATOs would it be a problem?
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If the Perf Shift PPM proc was available in game like ATOs would it be a problem?
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Of course, if the PPM PShifter were available in-game (say, as a Catalized version of the regular proc), that concern would disappear. Although I'd still be concerned about it being too good. The Regular PShifter is already a very strong IO - .495 for the PPM version strikes me as ridiculous. But then again, what is and isn't ridiculous on an IO is pretty vaguely defined.
One of my biggest gripes about Freedom is, despite some good features, it is unapologetically, full-on pay-to-win. One of the reasons why Freedom only garnered 18%ish revenue increase where other freemiums double or tripled theirs.
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Of course, if the PPM PShifter were available in-game (say, as a Catalized version of the regular proc), that concern would disappear. Although I'd still be concerned about it being too good. The Regular PShifter is already a very strong IO - .495 for the PPM version strikes me as ridiculous. But then again, what is and isn't ridiculous on an IO is pretty vaguely defined. |
Then again the Decimation build up proc hasn't caught anyone's attention even though it can give anywhere between 6% chance to a 33% chance if you slot it in something like Beanbag, Screech, or Taser. So who really knows.
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They've been charging for the highest tier of power (Incarnate) from day 1, so why would this be at all surprising? |
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I don't think labeling incarnate content as pay to win is, well, at all correct. It's subscriber content and has been structured as such since the beginning of Freedom, yes, but that's one of the few large incentives to subscribe (I'd say unrestricted number of active characters would be the other, with most everything else being available to a high enough tier of premium account with no further investment ever).
This is to be expected in any hybrid model - there must be good incentives to subscribe if you expect anyone to remain on the subscription service at all. Where you diverge into pay-to-win territory is when your microtransactions and/or your subscriber incentives so overshadow the rest of your content that there doesn't seem to be any way to contribute in a meaningful way without spending significant volumes of real money.
Incarnate content is very specifically gated and completely turns off below level 50, which is clearly a protective measure to keep incarnate content from trivializing the lower-level game. Microtransactions are carefully balanced and, like the one in this thread, obviously monitored to keep them from being overpowered since this is particular example is getting changed.
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One of my biggest gripes about Freedom is, despite some good features, it is unapologetically, full-on pay-to-win. One of the reasons why Freedom only garnered 18%ish revenue increase where other freemiums double or tripled theirs.
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First, how, exactly, is Freedom "full-on" pay-to win? What are the things which you can buy which have absolutely unequivocal numerical gameplay superiority over their "free" equivalents, or which can only be bought? For the ones we can find, like the mention of the Decimation proc, above, are we sure that they are actually intended to be so superior, or are they like the example in the OP of this thread - something that was too good because it was not translated correctly from strict activation chance to this PPM system?
As Justaris mentions, I don't consider Incarnate content and powers "Pay to Win". They are "pay to progress beyond this point". That's a fairly typical F2P approach. Outside of that, everyone can get to 50 without ever touching F2P purchases.
Moreover, there have been long threads about other F2P systems. All F2P systems are not comparable, on several grounds. What were the revenues before the game went F2P? What was its prior player base size? What was the characterization of its existing player base: did it have lots of churn, or a loyal base of long-term subscribers?
CoH's F2P system could have almost certainly aimed for higher profits by risking alienating its existing veteran base. We've heard before that this game has an unusually high percentage of long-term loyal players compared to typical contemporary or predecessor MMOs. The most likely explanation for why CoH did not see as high relative revenue jumps were (a) its base revenues may not have been as low as other F2P transitions, (b) its F2P approach was more conservative, leaving more things as one-time or even zero-time purchases for long-term subscribers instead of trying to get money off of them.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I think that lack of any significant voids is what makes this PPM version a super winner for now, as the endurance is much much more reliable. Immediately running the newly equipped toon for a couple of hours was so much smoother. Buff the old IO and leave this thing Exactly as is.
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Seriously? You're really asking for that?
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
My understanding of the Market proc IOs is that they are normalized around an average recharge power. I don't know what they are using as a baseline, but the idea as I understand it, is that powers with long recharge and perhaps activation times won't be punished vis a vis quicker recharging powers.
The set proc rate makes standard procs significantly better in faster powersets. For example, it has long been know that one of Katanas many advantages over Broadsword is that procs fire more often.
My suspicion is that the listed PPM rate is based around a 4 second recharge Tier 1 attack. I also suspect that it's a straight ratio increase in chance to proc based on recharge. Because the passives check every 10 seconds, that's the baseline recharge the proc is using.
10/4=2.5
2.5*20=50%
Now while that's probably too good against the standard version, I don't necessarily think the idea itself is flawed. Just that it's flawed in this instance. I will note, that you can use this to make certain procs have a 100% chance to fire.
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I don't get it why did they change market IOs and even the new atos procs to proc per minute? why couldn't they just leave them like 20% to fire or whatever?
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
My comments about what they should do to fix this are merely from the point of view of what response I would expect for good customer service. If they feel they must adjust the proc for game balance then they should be expected to offer refunds to the people who bought it from the market whether those people assumed as I did it would be less effective or whether they knew it was better and thought they were getting a good deal.
What I expect they will actually do is downscale the one on the market without any more than an "oops" to the people who did buy it. This bothers me because I think that is terrible customer service because people can and do buy paragon points to buy things on the market so there is a real money for items aspect to this.
Meanwhile they remain up on the market with a growing knowledge that it is better than the regular one and the problem is getting worse. They need to be pulled from the market immediately.
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This is like having Ra's Al Ghul show up at your birthday party.