Enhancement Proc Changes
In Acid Mortar: 3.125 * 0.04825 = 0.1508, or about 15%, still.
I'm assuming this question is referring to the Devastation proc, which can be slotted by the Corruptor/Defender versions of Acid Mortar.
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
A PPM cap, and many of the raised PPMs mean it isn't a change attempting to normalize proc rates between powers with different cycle times. A 90% cap limits the proc rates in high cycle time powers, and really, the number of times powers could be cycled in a minute limited the proc capabilties of the powers.
It isn't that the Procs were overpowered, because in many cases the proc rates are going up. If a power that could cycle 5 times a minute was too much for a proc given 6PPMs, increasing all the proc rates, in powers that can cycle that many times in a minute without exceeding the 90% rate, doesn't make sense. |
So it is explicitly a buff to some powers and a nerf to others, with the goal that most stuff in between the extremes won't change much.
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
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
... Uh, no.
15% flatrate would become 3.125 PPM, under the newly proposed system. Try again. |
let me double check
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
Devastation and Touch of Death are both 15% Proc Chance IO, 2.5 PPM SBO. They were the only 15% IOs I could think to check; I didn't realize Lockdown broke that pattern.
|
Setting aside the cap, which seems imposed by a design imperative that has nothing to do with rate calculations, the impetus behind the change seems two-fold. (1) To make longer-cycling powers more attractive places to slot procs for reasons beyond getting a six-piece set bonus. (2) To slightly reduce the performance of high-chance procs in fast cycle time powers.
So it is explicitly a buff to some powers and a nerf to others, with the goal that most stuff in between the extremes won't change much. |
With the side effect (due to the AoE penalty diminishing) that most AoE powers (possibly excluding patches/rains) actually seem to improve a decent bit in proc use, too.
Given the general feeling that AoE rules when grouping, this may be a huge buff to a lot of builds (not mine unfortunately). AoE farmers are likely to enjoy it a lot, too.
You are entitled to that opinion. I, however, feel that it is the wrong way to go for the health of the game. There shouldn't be any kind of power that is behind a pay-wall that is strictly better than what you can get in-game. Period. Doing anything else create disparity based on income bracket, which, quite frankly, is something that many come to the world of games to avoid.
|
Just wanted to say, feeling much better about the direction this is now taking. Thanks for listening to our concerns!
You are entitled to that opinion. I, however, feel that it is the wrong way to go for the health of the game. There shouldn't be any kind of power that is behind a pay-wall that is strictly better than what you can get in-game. Period. Doing anything else create disparity based on income bracket, which, quite frankly, is something that many come to the world of games to avoid.
|
@Rorn ---- Blue Baron ---- Guardian
Setting aside the cap, which seems imposed by a design imperative that has nothing to do with rate calculations, the impetus behind the change seems two-fold. (1) To make longer-cycling powers more attractive places to slot procs for reasons beyond getting a six-piece set bonus. (2) To slightly reduce the performance of high-chance procs in fast cycle time powers.
So it is explicitly a buff to some powers and a nerf to others, with the goal that most stuff in between the extremes won't change much. |
3.75 and 5.625 PPMs if the previous poster's math is to be trusted. (If not please correct me)
If -my- math's to be trusted, that makes the new chance:
3.75 * 3.448/60= .21 (Rate goes up not down in a very fast cycle time)
5.625 * 3.448/60 = .323 (Rate goes down by .007 or .7%)
Medium to long cycle time powers would see a buff from the PPM vs a flat percentage, but the only thing I'm seeing take a hit is powers that should have a 100% chance, due to the number of times the proc should fire and the power's cycle time, getting cut off and powers that were using extreme recharge to take advantage of the fact -base- recharge was being considered.
This is the primary nerf (Slotted recharge time being used for proc chance). The secondary nerf is the cap. AoEs are taking a bit of a hit, but it seems some mitigating measures are being taken.
The rest is all a buff, and a level of power creep that has me wonder where the priorities are focused, and the specific whys that prompted the change.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
Synapse, I know you've tossed out the numbers (or projected numbers) based on your formulas. But what about the auto on powers that don't have 'recharge times' that can accept Procs? Just how would they work with these changes. Performance Shifter (which has been the prime example in regards to the PPM vs straight up percent debate in other threads) is a prime example here in that it's fairly common to hear of people slotting it into stamina.
I mean I don't mean to come off as paranoid, but since we're talking a power that essentially has a 0 for recharge time, wouldn't that possibly muck up the procs that they're slotted in?
Also, just for an official word in regards to what would count as a Proc in regards to the changes you're talking about and what wouldn't? I doubt the +Stealth would count myself, but without some sort of official list that you guys can point at in regards to what counts and what doesn't, there probably will be some confusion in regards to which enhancements are being changed and which aren't.
@Aoide Muse
Arc IDs: #3571 Digital Love, #182068 The Rikti Roll, #334016 The Null Earth Saga: A Reflected Web
Synapse, I know you've tossed out the numbers (or projected numbers) based on your formulas. But what about the auto on powers that don't have 'recharge times' that can accept Procs? Just how would they work with these changes. Performance Shifter (which has been the prime example in regards to the PPM vs straight up percent debate in other threads) is a prime example here in that it's fairly common to hear of people slotting it into stamina.
I mean I don't mean to come off as paranoid, but since we're talking a power that essentially has a 0 for recharge time, wouldn't that possibly muck up the procs that they're slotted in? Also, just for an official word in regards to what would count as a Proc in regards to the changes you're talking about and what wouldn't? I doubt the +Stealth would count myself, but without some sort of official list that you guys can point at in regards to what counts and what doesn't, there probably will be some confusion in regards to which enhancements are being changed and which aren't. |
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
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
With the side effect (due to the AoE penalty diminishing) that most AoE powers (possibly excluding patches/rains) actually seem to improve a decent bit in proc use, too.
Given the general feeling that AoE rules when grouping, this may be a huge buff to a lot of builds (not mine unfortunately). AoE farmers are likely to enjoy it a lot, too. |
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Then can I complain about how all the Judgement powers ignore Cardiac and resilience because none of them use intangibility?
|
This is basically the same thing as if Musculature affected the damage of any procs in a negative or positive way.
Will Interface be switched to a PPM style too?
I am going to guess that this behavior is unintended and will be reduced. There is, as far as I can tell, no good reason to buff AoEs from the flat chance procs. I'd much rather have a slight reduction in the AoE proc rate than any increase.
|
Procs are simply a limited critical. I don't see a reason to single them out as some attempt to balance AoEs in this game when, in the scope of effects that apply to AoE, they are possibly the least powerful in general.
They cannot change from flat rate to PPM without buffing procs in some AoEs, unless they do, in fact, nerf procs in AoEs period. It's inherent in the very point of using PPM mechanics that there will be powers where the proc chance to go off is higher.
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
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit