Enhancement Proc Changes
I'd like to clarify: I'm not "scared" by how much this will impact me. I just think it's wrong to make things that were supposed to be buffs (speed boost, etc) reduce the effectiveness of your powers. Again, the issue here isn't the actual exact proc chance numbers, it's the fact that, if you have a full attack chain, you shouldn't get worse performance because someone boosted your recharge.
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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'd like to specifically address how this change will affect aoe powers. It is pretty well known at this point that PPMs are AWFUL in aoes compared to ST powers. Minimum proc chance will help, but in most cases the chance for PPMs to proc will be at that minimum (assumption based on current live model).
Overall I think the Area Factor is too harsh. If it's always taking the max radius and max targets hit as the factor, what about all the times that tha max radius and max targets don't come into play. What about all the aoes that are used as part of single target attack chains.
I'm not sure what specifically the Area Factor is, but what I feel it should be is # of targets actually hit (or hit rolled against, so misses factor in) so that AoEs aren't suffering when there aren't alot of targets. Radius, if it is a part of the factor, needs to be thrown out the window, if it has a better radius it will affect more targets, more targets affected will lower the proc chance without needing the equation to take a double whammy from being affected by the radius.
Basically what I'm getting at, is could you state exactly what the Area Factor is, Synapse, or better yet do a breakdown of what the proc chance would be for AoE attacks (like what you did for Stalkers Guile in AS)
Interesting. So, basically anyone who goes for a decent amount of recharge of a little over 100% (including Hasten, which is easily done and not by any means an extreme min/max build) that character can expect to have the proc chance cut in half. Is the current way this proc works really that game breaking? I honestly find this hard to believe.
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Edit: as for capping the proc chance, why not the 95% we've all come to know and curse every time we miss with an attack?
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I've read some good points in this thread and I wanted to let you know I am continuing to read all of your comments. I do want to stress that in most cases this change will increase proc chances. I'll give you guys some concrete numbers once I have them, but my internal examples I am using look pretty good.
Before we continue let me explain the math. There seems to be some confusion regarding how Procs Per Minute work. Here's the formula that is currently in game: If power is a click: (PPM * (Base Recharge Time + Time To Activate)) / (60 * Area Factor) This basically adds your Recharge Time and the power's Cast Time and Divides them by the 60 times the size of the power's area of effect (if any) and then multiplies it by the power's procs per minute. In short: powers with long recharge times and cast times proc more than powers with low recharge times and cast times. Additionally, powers with large area factors have a reduced chance to proc as well. If power is not a click: (PPM * Activate Period) / (60 * Area Factor) This applies to powers like damage toggles and the like. The proposed change would do the following: 1) Increase the PPM value by 50-75% (So a 4 PPM proc would become 6 or 7 PPM) NOTE: The exact amount is still being figured out. 2) Change the Base Recharge in the formula to your actual power's recharge. This is the part where I think a lot of you are scared. I'll show you an example of how this will actually play out in game later in this post so you can decide how much this will actually impact you. 3) Procs will have a maximum chance to trigger. I'm leaning toward 90%. Someone mentioned a minimum chance to proc. I really like this idea and I am thinking about this value being 10%, but I'll have to test this internally to find out if this breaks anything. 4) All non-PPM enhancements with a chance to trigger less than 100% will use PPMs. (Note: Enhancements like Numina's Convalesence: Regen/Recovery will not be affected by this change as they have 100% chance to trigger). |
The current fixed chance Positron's Blast proc has a flat 20% chance to trigger per target. This is by far the most common version of the proc out there I'm sure.
The current PPM version of Positron's blast is set to 3 PPM, which gives fireball a 5.66% chance to hit per target. This is already a major nerf to the normal proc.
With the new proc, we'll have to take recharge into account. Assuming the PPM goes up to 4.5 (a 50% increase as you suggested), we have:
At the base recharge, the chance to trigger is 8.5% per target.
At 100% recharge, the chance to trigger is 4.5% per target.
At 200% recharge, the chance to trigger is 3.2% per target.
At 300% recharge, the chance to trigger is 2.5% per target.
At 400% recharge, the chance to trigger is 2.1% per target.
It just keeps getting worse. By the time you've hit the recharge cap (which isn't all that hard to do on leagues during incarnate trials right now), the chance to trigger is down to 10% of what the fixed chance proc gives. That's a pretty massive nerf.
Were AoE damage procs really so broken that they need to be nerfed that hard?
I do understand why the AoE factor works the way it does for procs that can be slotted in both AoE and ST attacks. But is it really necessary to work that way for damage procs that can only be slotted into AoE powers anyway? At the very least, if you're going to keep the area of effect scaling for AoE damage set procs, the PPM should be increased significantly to make up for it. Otherwise these are going to become almost useless.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I guess this is a new form of damage DR.
PROPOSED CHANGES
... 0% Global Recharge/95% Power Recharge Proc Chance: 31.0% per target ... 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.
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
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
It's a fairly substantial boost to Stalker performance that has builds including it routinely over 200 dps, with many over 300 dps, in pylon testing. It wasn't just the new Assassin's Strike that provided such a substantial jump; it was also the guaranteed critical immediately afterwards on your heaviest hitter.
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To say something needs nerfing/adjustment based on pylon challenges is just hogwash. How many people actually run around fighting pylons all the time, compared to those who make builds for normal content? I've been leveling up 3 different stalkers since these new ATOs came out and don't think they are game breaking anymore than builds that capitalize on defense bonuses that soft cap defense on a combo that normally doesn't even come close.
Don't I know you???
This example makes me fairly unhappy, because of how it would translate to most of my level 50 characters.
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. |
This is the biggest issue I think. Penalizing builds that are recharge heavy, even if this recharge focus has little to do with increasing DPS.
Don't I know you???
But "PVE diminishing returns" was one of the first things that went through my head when I read about the SBEs being balanced around "procs per minute" in the first place, which is why I was amazed that they used base recharge instead of final recharge in the calculation - then the measurement of how many times it will proc "per minute" is completely skewed.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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That's the current problem with both fixed chance procs and the current implementation of PPMs. You can slot a very fast recharging power with a bunch of fixed chance procs to cause way more damage than is intended.
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As far as putting a bunch of procs into a low-recharge power is concerned, this really comes off as a solution in search of a problem.
No, I don't consider this proc to be very abused. Here's how it works now:
This power has a recharge of 30 a 1.17second cast time and an Area Factor of 4. IO version has a 20% chance to proc. SBE version has 3 PPMs and thus has a 39% chance to proc. PROPOSED CHANGES Theft of Essence: Chance for Endurance PPM: 4.5 0% Global Recharge/Power Recharge Proc Chance: 58.4% per target 0% Global Recharge/95% Power Recharge Proc Chance: 31.0% per target 100% Global Recharge/95% Power Recharge Proc Chance: 21.3% per target 200% Global Recharge/95% Power Recharge Proc Chance: 16.4% per target 300% Global Recharge/95% Power Recharge Proc Chance: 13.6% per target |
Edit-- just to add, the lower bound should ideally remain at the current proc rate, as most players do not want to be penalized for haveing extra global recharge. In the example given here for Theft of Essence, just because Dark Regeneration CAN be cast every 7.5 seconds when at the recharge cap, it doesn't mean that a player will WANT to cycle it as such. Players want to keep a skill like this in reserve, and use it when most needed. Having the proc rate dictated by current recharge rather than base recharge really penalizes players.
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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they also told me one thing to sell me on a system that no longer applies that makes it bait and switch
Okay, now onto the example. Let's use Assassin's Strike slotted with Stalker's Guile: +Rech/Chance to Hide (Standard):
CURRENT PPMs Assassin Strike Base Recharge: 15 seconds Cast Time: 1 second Area Factor: 1 Stalker's Guile: +Rech/Chance to Hide PPM: 4 Proc Chance: 106.7% PROPOSED PPMs Assassin Strike Base Recharge: 15 Cast Time: 1 second Area Factor Stalker's Guile: +Rech/Chance to Hide PPM: 6 0% Global Recharge/Power Recharge Proc Chance: 90% 0% Global Recharge/95% Power Recharge Proc Chance: 86.9% 100% Global Recharge/95% Power Recharge Proc Chance: 60.8% 200% Global Recharge/95% Power Recharge Proc Chance: 48% 300% Global Recharge/95% Power Recharge Proc Chance: 40.3% Superior Stalker's Guile: +Rech/Chance to Hide 0% Global Recharge/Power Recharge Proc Chance: 90% 0% Global Recharge/95% Power Recharge Proc Chance: 90% 100% Global Recharge/95% Power Recharge Proc Chance: 76.1% 200% Global Recharge/95% Power Recharge Proc Chance: 60% 300% Global Recharge/95% Power Recharge Proc Chance: 50.4% PPM: The above values are assuming we apply a 50% bonus to existing PPMs. Regards, Synapse |
Elec/EA/Mu Stalker
Plant/Earth Dom
Fire/Earth Dom
SS/Shield/Soul Brute
Traps/Arch/Dark Defender.
Seems I will be heavily impacted by ths change in regard to my global recharge, power enhancement, AND AOE factors...
There is nothing I can do about the single target procs, but the AoE procs look like junk now.
C'est la vie.
When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...
BEHOLD THE POWER OF CHEESE!
This sounds pretty terrible. It also sounds like stalkers won't be as fun to play again. C'est la vie.
No, that's an inferred meaning. We all know what happens when we assume, right?
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The change was made deliberately and talked about repeatedly. It's just that until the change goes through, you could always use the flat percentage procs and still get the better performance with the only theoretical limitation being the level you get to keep your set bonuses at.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I'd like to clarify: I'm not "scared" by how much this will impact me. I just think it's wrong to make things that were supposed to be buffs (speed boost, etc) reduce the effectiveness of your powers. Again, the issue here isn't the actual exact proc chance numbers, it's the fact that, if you have a full attack chain, you shouldn't get worse performance because someone boosted your recharge.
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Take my fire/sr scrapper for example. He has enough recharge to run a gapless chain of GFS/incinerate/cremate. Since the cap on recharge is 500%, no amount of added recharge can let him run a better chain, so any recharge buff is going to actually lower his damage.
Though it seems like positron is seriously considering the idea of a minimum chance to trigger, which should hopefully fix this problem for the most part.
Can you think of any other logical explanation beyond assuming incompetence?
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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.
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
This is an interesting idea. Something like 10 + ~2 per PPM for example maybe?
Synapse |
So a min-chance to proc that varies with rarity (or PPM, presumably the same thing?) works for me as a compromise. I don't want anything to be abused, but I also don't want to bother trying to fire off every power as often as possible to get full use out of it. I'm lazy that way.
thanks!
This is one of my biggest concerns as well. Especially considering that there is no good way to stop from getting these boosts. Especially on a large team or league when they're flying around so freely.
Take my fire/sr scrapper for example. He has enough recharge to run a gapless chain of GFS/incinerate/cremate. Since the cap on recharge is 500%, no amount of added recharge can let him run a better chain, so any recharge buff is going to actually lower his damage. Though it seems like positron is seriously considering the idea of a minimum chance to trigger, which should hopefully fix this problem for the most part. |
My Elec/EA/Mu stalker has just enough recharge (110% global) to run its chain and boost its survival powers (Energy Drain/Energize). On teams Any recharge buff I get hurts my build.
Then I have my SS/Shield who needs to go for as much recharge as is sanely possible to get the most benefit out of Shield charge. Procs will practically be useless in his AoEs and massively diminished in his Single target attacks.
Its frustrating and these aren't extreme examples. Look at Uberguys DB/Regen vs DB/SR example. That is going to be night and day.
(Heck and all stalkers have a interest in high recharge as AS is the best attack they have, and they all want it used as much as possible).
When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...
BEHOLD THE POWER OF CHEESE!
Synapse, is there any way to make it so that rather than the chance to proc is based on the number of enemies hit with an AoE as opposed to the AoE Factor of the power itself?
There are some powers out there that are AoE based, but often times get utilized for single target DPS. Such as Ripper for Spines Stalkers. And I'm curious if it would provide better balance or not over the AoE factor. Of course, if it's not possible to have the chance change depending on number of targets hit than that scratches this idea out completely. (Though, for the record, what is the AoE factor on Ripper?) EDIT: Sniped by Uberguy... he makes a very important point, and I wonder the same thing now. |
This leads me to my next point...
I think the way the formula handles Area Factor isn't ideal and it over penalizes AoE proc chance in a way that is more harsh than was originally intended. So, I would like to address that somehow. Back to the drawing board on that part.
Synapse
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.
"They have to realize that setting the percent chance off of base recharge while setting PPM rates to intersect non-SBE rates at 3-4s cycle times would be a massive increase in proc performance." 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. |
Edit: Since Synapse posted while I was writing this, it looks like they're at least revisiting that part of the formula.
Edit2: And other portions.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Synapse, is there any way to make it so that rather than the chance to proc is based on the number of enemies hit with an AoE as opposed to the AoE Factor of the power itself?
There are some powers out there that are AoE based, but often times get utilized for single target DPS. Such as Ripper for Spines Stalkers. And I'm curious if it would provide better balance or not over the AoE factor. Of course, if it's not possible to have the chance change depending on number of targets hit than that scratches this idea out completely. (Though, for the record, what is the AoE factor on Ripper?)
EDIT:
Sniped by Uberguy... he makes a very important point, and I wonder the same thing now.
Damage Proc Mini-FAQ
Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.