What's the deal on market purples?


blueruckus

 

Posted

I must have missed the discussion of these.

I've seen the procs on these use Proc Per Minute like ATOs, rather than the 33% chance their tradeable counterparts have. 4.5 PPM versus 33% chance sounds like a better deal in powers like Foot Stomp and KO Blow. Are they?


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Posted

Quote:
Originally Posted by Johnny_Butane View Post
I must have missed the discussion of these.

I've seen the procs on these use Proc Per Minute like ATOs, rather than the 33% chance their tradeable counterparts have. 4.5 PPM versus 33% chance sounds like a better deal in powers like Foot Stomp and KO Blow. Are they?


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Yes.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

In Foot Stomp, I'm not certain, due to the PPM proc chance reduction on AoE powers. That would end up around... a 50% proc chance, I think? Hecatomb doesn't go in Foot Stomp anyway, but if/when Armageddon arrives, yeah.

In KO blow, yes, definitely.

Edit: A word of caution: despite extensive discussion in the beta feedback thread, the last we heard on the disparity between PPM and normal procs was basically 'we'll think about it and get back to you'. We haven't yet heard back on that, and now Hecatomb is live, which I would like to think implies they've decided to leave it as-is. Still, without an actual comment, we don't yet know if that was in fact the decision.


 

Posted

Quote:
Originally Posted by Hopeling View Post
In Foot Stomp, I'm not certain, due to the PPM proc chance reduction on AoE powers. That would end up around... a 50% proc chance, I think? Hecatomb doesn't go in Foot Stomp anyway, but if/when Armageddon arrives, yeah.

In KO blow, yes, definitely.
I'll probably grab the purple Hold set's Smashing proc for KO Blow when it comes.
The nice part is I can just buy the procs because they still count for the set bonuses even if the rest of the set is non-market purples.


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Posted

Yes, that part is nice.

Note my edit, though, in case you started posting before I added it.


 

Posted

Quote:
Originally Posted by Hopeling View Post
Edit: A word of caution: despite extensive discussion in the beta feedback thread, the last we heard on the disparity between PPM and normal procs was basically 'we'll think about it and get back to you'. We haven't yet heard back on that, and now Hecatomb is live, which I would like to think implies they've decided to leave it as-is. Still, without an actual comment, we don't yet know if that was in fact the decision.
Also, they can change the PPM values on these at any time. So even if they're great now, they may be not so great later, and you're not entitled to any form of compensation regardless of the fact that you purchased these with real money.

Source: Performance Shifter


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

Quote:
Originally Posted by blueruckus View Post
Source: Performance Shifter
It's even more clear cut than just going by that example. There's a bold red label next to the final checkout button on the Paragon Market that reads "All Sales Final".


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

The lesson I took from performance shifter's PPM nerf was that they completely intend PPMs to be better than normal procs. Yes, it was nerfed, but it is still superior to a craftable PS proc for the only application anyone actually uses them for.

It would be difficult for them to nerf a proc like hecatomb's to the point where players wouldn't be capable of getting much more out of it than out of the craftable version. As I said elsewhere, they could reduce its PPM to 2 and it would still be far better than the craftable proc in any "long recharge" melee attack. They could reduce its PPM to 1 and it would still be substantially better than the standard proc in crushing uppercut and knockout blow.

The only way for them to keep it from being relatively overpowered in any case would be to make sure it sucks in every case. Since they're trying to make money off of the thing, I somehow don't see them doing that.


 

Posted

1) After getting tricked for 800 points worth of the PS Proc before I heard it was not WAI, I have no intention of being sucked in again. "Fool me once shame on you, fool me twice shame on me!" applies here I think. Buying a Heca Proc only might be an option, if we are told it is cast in stone as is.
2) In any event, since enhancement boosters cannot be applied to Store Bought sets, the only use for SBE I see is on an exemplar oriented build. EDIT: Guess I had my full dose of Duh pills today. Exemplaring is a useful feature of non Purple SBE, but crafted Purples already exemplar just fine. I suppose being able to slot it at a low level might be worthwhile, if the SBE Purple follows the level 10, or whatever it is, minimum rule of other SBE.

Jak


 

Posted

Quote:
Originally Posted by JakHammer View Post
1) After getting tricked for 800 points worth of the PS Proc before I heard it was not WAI, I have no intention of being sucked in again. "Fool me once shame on you, fool me twice shame on me!" applies here I think. Buying a Heca Proc only might be an option, if we are told it is cast in stone as is.
2) In any event, since enhancement boosters cannot be applied to Store Bought sets, the only use for SBE I see is on an exemplar oriented build. EDIT: Guess I had my full dose of Duh pills today. Exemplaring is a useful feature of non Purple SBE, but crafted Purples already exemplar just fine. I suppose being able to slot it at a low level might be worthwhile, if the SBE Purple follows the level 10, or whatever it is, minimum rule of other SBE.

Jak
SBE purples are only slottable at 50, the same as crafted purples.


 

Posted

And Synapse says they're going to convert all procs to PPM, so the thread is now moot.


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Posted

Quote:
Originally Posted by blueruckus View Post
Also, they can change the PPM values on these at any time. So even if they're great now, they may be not so great later, and you're not entitled to any form of compensation regardless of the fact that you purchased these with real money.

Source: Performance Shifter
That was a bug fix.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Quote:
Originally Posted by JayboH View Post
That was a bug fix.
Not really. It wasn't "bugged". It was working exactly as designed. They just designed it horribly and realized after they had already released that it was working way better than they wanted it to. So they nerfed it.


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
And Synapse says they're going to convert all procs to PPM, so the thread is now moot.


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I'm not trying to be contrary, but where was this mentioned? This is great news and I hope this happens soon.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

Here.

Sadly, it doesn't sound soon.


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

Quote:
Originally Posted by LineNoise View Post
Not really. It wasn't "bugged". It was working exactly as designed. They just designed it horribly and realized after they had already released that it was working way better than they wanted it to. So they nerfed it.
I don't think the design intent was to make it more powerful than the dropped versions.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Quote:
Originally Posted by JayboH View Post
I don't think the design intent was to make it more powerful than the dropped versions.
Since they fixed it to still be more powerful than the dropped versions (but only slightly more powerful instead of hugely), I'm not convinced you're right. Or maybe they fixed it that way to try to placate the people who had bought it just for its overperformance, or because 1.2 PPM would be a weird number.


 

Posted

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.


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

Something tells me that when issue 24 hits beta the new system will be a huge nerf to most procs in most situations. The actual versus base recharge thing seems like a good way to get around the current PPM imbalance if you don't want there to be a floor to how ineffective procs can be. Wouldn't be a CoH issue beta without something to rile everyone up though.


 

Posted

Quote:
Originally Posted by UberGuy View Post
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.
This is why I haven't bought any PPM procs yet, and I won't be buying them until I see the final fix in place. It was obvious from the start that they hadn't been thought through very well, since the devs were making statements about the mechanics that didn't at all match up with actual in-game performance. I think they could well turn out to be a bit of a mare to get right.


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Death is part of my attack chain.

 

Posted

Quote:
Originally Posted by UberGuy View Post
Here.

Sadly, it doesn't sound soon.
However, since procs have been problematic since their creation in Issue 9, it might be a happy thing that there will be lots of time to work on it, think about it, and hopefully a good chunk of time testing it. It may eliminate even more headaches in the future.


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Posted

Quote:
Originally Posted by JayboH View Post
That was a bug fix.
Wrong, that was rebalancing a proc that followed a the same formula it's peers had around autos making the current iteration an abberation

it's original ppm was not a bug
thus
the change was not a bug fix


 

Posted

Quote:
Originally Posted by Cheetatron View Post
it's original ppm was not a bug
thus
the change was not a bug fix
It got 3 PPM because most 20% procs get that, without considering if that was appropriate for how it was actually used, and then was rushed through beta at a time when very few players were aware of PPM at all, much less understood how it worked. The lead powers guy was literally unaware of its effectiveness. That is not a mark of something done intentionally. If the functionality is both unintended and undesirable to the devs, that's... uh, pretty much the definition of a bug.


 

Posted

Quote:
Originally Posted by Cheetatron View Post
Wrong, that was rebalancing a proc that followed a the same formula it's peers had around autos making the current iteration an abberation
There's "working as designed" and "working as intended". Someone laid out a design that said 20% chance procs convert to 3 PPM SBE procs. According to that, PShifter was "working as designed".

Unfortunately, what that actually did in practice was not "working as intended". Someone didn't catch that this design created EPS recovery performance well above not just the 20% chance version of PShifter (more than double) but also significantly better than the SBE version of Numina and Miracle. When it outperforms both the regular version and comparable things they're selling in the Paragon Market, that's a great candidate for asking "hmm, should it really be like 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