Protip: SBE Decimation Build-Up proc


 

Posted

Quote:
Originally Posted by Cheetatron View Post
i'd rather have the benefit as long as possible most would
There are lots of things most people would like. That doesn't mean they're the best thing they should have. Full-time cocaine highs come to mind.

It is always the best situation that anything that is most likely overpowered be reviewed and changed ASAP. The longer it goes unchanged, the more general dissatisfaction is created by the act of changing it. Depending on the thing in question, it also may allow dissatisfaction to fester in the playerbase while the situation persists - if there is something that's a clear winner, people often resent the perceived need to play/do/buy that thing.

The quicker such things are addressed, the less overall dissatisfaction is created. The ideal is that they never happen. Once they happen, though, it's always better that their persistence is as brief as possible.


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Posted

Quote:
Originally Posted by Kosmos View Post
My tests with the Tanker attacks are not working out to MaxTargets. For example, in 134 hits against a single target with Tremor (14s Rech, 3.3s Cast) using a 5 PPM proc I saw a 43.3% proc rate, despite a 10 target cap. That's an error of a whopping 9.5 sdev assuming the MaxTargets modifier (11.4 sdev if you use the incorrect Rech only formula). The AoE mod for a 15', 360 deg, 10 tgt attack appears to be pretty close to 3, not 10.
Their area modifier for damage:recharge ratios is area modifier = 1+(0.75*(RADIUS/5))-(((0.011*(RADIUS/6))*(360-ARC))/5). For Tremor, that's 3.25. I wonder if that's it? I'd love to get confirmation from a Dev, because I'm putting this in Mids right now.


Global @Diellan - 5M2M
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Posted

Quote:
Originally Posted by Kosmos View Post
My tests with the Tanker attacks are not working out to MaxTargets. For example, in 134 hits against a single target with Tremor (14s Rech, 3.3s Cast) using a 5 PPM proc I saw a 43.3% proc rate, despite a 10 target cap. That's an error of a whopping 9.5 sdev assuming the MaxTargets modifier (11.4 sdev if you use the incorrect Rech only formula). The AoE mod for a 15', 360 deg, 10 tgt attack appears to be pretty close to 3, not 10.
Quote:
Originally Posted by Diellan_ View Post
Their area modifier for damage:recharge ratios is area modifier = 1+(0.75*(RADIUS/5))-(((0.011*(RADIUS/6))*(360-ARC))/5). For Tremor, that's 3.25. I wonder if that's it? I'd love to get confirmation from a Dev, because I'm putting this in Mids right now.
That actually works out almost perfectly for Tremor.

Tremor is 14 second recharge + 3.3 second activation, so 17.3 seconds total. 12 seconds is the baseline for 100% chance on a 5 PPM proc. 17.3 seconds / 12 seconds = 144.16% chance.

144.16% / 3.25 = 44.36%


 

Posted

Quote:
Originally Posted by Codewalker View Post
That actually works out almost perfectly for Tremor.

Tremor is 14 second recharge + 3.3 second activation, so 17.3 seconds total. 12 seconds is the baseline for 100% chance on a 5 PPM proc. 17.3 seconds / 12 seconds = 144.16% chance.

144.16% / 3.25 = 44.36%
Unfortunately it doesn't work for the general case however. The aforementioned Crowd Control, for example, would have a 69.8% proc rate instead of 100% using the Damage Scale AoEMod.


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

What if they made the market IOs the superior versions of the normal ones? So you can still get one b using a catalyst with out nerfing anything


 

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It's currently looking like that it may be using the old damage area mod formula for spherical AoEs, but different values for cone portion of it. Guy is doing some testing for SCIENCE, and not only is Crowd Control proccing at 100% at noted above, but Heavy Burst is proccing about ~10% more often than the estimate.


 

Posted

Quote:
Originally Posted by Diellan_ View Post
Their area modifier for damage:recharge ratios is area modifier = 1+(0.75*(RADIUS/5))-(((0.011*(RADIUS/6))*(360-ARC))/5). For Tremor, that's 3.25. I wonder if that's it? I'd love to get confirmation from a Dev, because I'm putting this in Mids right now.
As stated, it's NOT what the PPM code is using. Also, the calculated value for Tremor isn't actually what is used for it; it has a DS of 1 instead of the calculated 0.8. I tried using both the DS AoEMod formula and (0.16*Rech + 0.36)/DS to account for tweaks such as Tremor received, and neither worked well. I'd just started to try to figure out alternatives when I22 launched and I lost interest in testing.

Anyway, I've always hated that messy formula you listed. I can't imagine anyone wouldn't hate it; so if you're going to code it in anywhere you may want to use this instead...

AoEMod = 1 + radius * (11 * arc + 540) / 30000

... it's the same thing but with the variables collected and the constants scaled to use integer values.


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

I had figured that that formula was a shoe-in, just based on "lazy programmers like to re-use code". Darn.

It occurs to me that one really critical test is to find a pair of powers that have the same recharge and AoE, but different target caps, since that variable is *not* present in the hypothetical formula, but Arbiter Hawk indicated that it's being considered for PPM rates.


 

Posted

Quote:
Originally Posted by Kosmos View Post
As stated, it's NOT what the PPM code is using. Also, the calculated value for Tremor isn't actually what is used for it; it has a DS of 1 instead of the calculated 0.8. I tried using both the DS AoEMod formula and (0.16*Rech + 0.36)/DS to account for tweaks such as Tremor received, and neither worked well. I'd just started to try to figure out alternatives when I22 launched and I lost interest in testing.

Anyway, I've always hated that messy formula you listed. I can't imagine anyone wouldn't hate it; so if you're going to code it in anywhere you may want to use this instead...

AoEMod = 1 + radius * (11 * arc + 540) / 30000

... it's the same thing but with the variables collected and the constants scaled to use integer values.
The AOEmod formula seems to work out for PPM when it comes to sphere aoe powers, so whatever we're missing is probably tied to the arc.


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Posted

Quote:
Originally Posted by Diellan_ View Post
The AOEmod formula seems to work out for PPM when it comes to sphere aoe powers, so whatever we're missing is probably tied to the arc.
Well, I went live with that formula for now. Hopefully, we'll figure out the correct formula in the near future and I'll update Mids with it.


Global @Diellan - 5M2M
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Posted

I wonder how this works with temporary pets.

For example, if I slot Positron's proc into Water Spout, will it have a 100% chance of going off every proc check?


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Posted

Quote:
Originally Posted by Auroxis View Post
I wonder how this works with temporary pets.

For example, if I slot Positron's proc into Water Spout, will it have a 100% chance of going off every proc check?
it wont

Basically if you put a proc into a pet summoning power (or pseudopet like distortion field) the proc rate is based on how often whatever powers those pets (or pseudopets) use are cycled. So if your pet's blast has a 10 sec cooldown then that is the recharge rate the proc uses to determine its ppm.


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Posted

So putting a superior controller ato proc (5ppm) into shadow field which is a psudopet with a continuous effect in a spherical 25ft radius would give:
Proc checks every 10s
60/5 = 12s for 100% proc chance
10/12 = 83.33% proc chance
1 + 25 * (11 * 360 + 540) / 30000 = 4.75 aoe mod
83.33/4.75 = 17.54% chance per check

Putting the same proc is distortion field, a psudopet with a constant effect in a spherical 20 foot radius would give:
Proc checks every 10s
60/5 = 12s for 100% proc chance
10/12 = 83.33% proc chance
1 + 20 * (11 * 360 + 540) / 30000 = 4 aoe mod
83.33/4 = 20.83% chance per check

Water spout has a 7ft spherical radius constant effect, posi=3ppm (thank you blueruckus), giving:
Proc checks every 10s
60/3 = 20s for 100% proc chance
10/20 = 50% proc chance
1 + 7 * (11 * 360 + 540) / 30000 = 2.05 aoe mod
50/2.05 = 24.39% chance per check

Correct?

edit: fixed for posi=3ppm


 

Posted

Posi proc is 3 PPM. Nothing in the store goes over 3 PPM currently.


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Posted

Quote:
Originally Posted by Vimes_NA View Post
Correct?
Only if the formula posted earlier is correct, which it definitely isn't, although it may be a decent approximation for at least some powers.


 

Posted

Quote:
Originally Posted by blueruckus View Post
Posi proc is 3 PPM. Nothing in the store goes over 3 PPM currently.
Currently this is correct - but there IS something coming that's set to 4.5 PPM (Source)


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Quote:
Originally Posted by Shubbie View Post
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Posted

Awesome. I remember seeing some patch notes a few weeks back regarding attuned Purples. Will be interesting to see how much these sell for. I'd buy the procs for sure.


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Posted

Quote:
Originally Posted by blueruckus View Post
Awesome. I remember seeing some patch notes a few weeks back regarding attuned Purples. Will be interesting to see how much these sell for. I'd buy the procs for sure.
Quote:
Originally Posted by Ghost Falcon View Post
  • The price of each single IO is targeted for 400 points.
  • The price of the entire set is targeted for 2000 points (17% bundled savings).
Do not want. Well, I DO, but not THAT badly.


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Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.

 

Posted

Ouch that is a bit steep. I would only buy a few of the procs to min/max my main.

I wonder if you'd be able to slot these earlier than level 50. One of the main perks of the SBEs is slotting them early and having them level with you. If not, then I don't see the point as you can +5 boost the normal versions but not these.


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Posted

Quote:
Originally Posted by blueruckus View Post
I wonder if you'd be able to slot these earlier than level 50. One of the main perks of the SBEs is slotting them early and having them level with you. If not, then I don't see the point as you can +5 boost the normal versions but not these.
Given that you can't use superior ATEs before 50, I'd suspect you couldn't slot these until you're 50.


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American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
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WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
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Posted

We have dev-blessed information provided indirectly through the Beta forums that says the AoE damage adjustment factor is indeed the correct adjustment.

Can we figure out why reported testing does not appear to confirm that, or possibly report a bug? One possibility I considered, based on figuring out what was wrong in testing of my own: are tests allowing for the base PPM calculation exceed 100% chance to proc before dividing by the AoE factor?

In other words, did we try to correlate tested values with:

MAX(1.0,CycleTime/60*PPM/AoE)

or

MAX(1.0,CycleTime/60*PPM)/AoE

?


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

 

Posted

Uber, that would prevent long-recharge AoEs from ever having a 100% proc chance, and for many they would cap out far lower. This is contrary to observation, so we can pretty safely rule it out.


 

Posted

Yes, several of the spherical AoE tests resulted in an initial calculation that was over 100%, but below 100% once divided by the AoE factor. After division, the calculated rate matched up with the observed rate perfectly. So I think it's safe to say that it's not capped at 100% prior to division.

Indeed some people are seeing 100% per-target proc rates on AoEs with very long recharges.


 

Posted

Quote:
Originally Posted by Hopeling View Post
Uber, that would prevent long-recharge AoEs from ever having a 100% proc chance, and for many they would cap out far lower. This is contrary to observation, so we can pretty safely rule it out.
I realize that, but I hadn't seen a post of someone testing the proc in a sufficiently long recharge AoE to produce 100% chances irrespective of the AoE modifier, (at least in this thread). If it's been eliminated already, then coolness.

Edit: I know based on the info in the beta thread that the 2nd formula is wrong. I was making sure everyone else did too.


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

 

Posted

Semi-related and could have an impact here, confirmed on Dom forums they seem to have fixed the Dom ATO AoE problem.

Since the last patch(?) the +Dam proc seems to be firing as consistently (up to PPM limit) in the AoE power 'Roots' as it does in ST powers like 'Subdue'. Possibly a change in the AoE factors affecting ATO procs but I'll leave that for the number-crunchers to evaluate.

I'm just happy I can get the proc into a power in my attack chain now.