Enhancement Proc Changes


Agent White

 

Posted

Quote:
Originally Posted by Arcanaville View Post
As far as I'm concerned, its about the facts, and the misrepresentation of the facts. Everyone is entitled to their opinion, but that right ends where the facts begin.
Yes, the misrepresentations by the devs were pretty bad...


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Posted

Quote:
Originally Posted by Cheetatron View Post
thx for that but what about 15% flat chance IOs what will they be converted tothx for pointing that out again
... Uh, no.

15% flatrate would become 3.125 PPM, under the newly proposed system. Try again.


 

Posted

Quote:
Originally Posted by Cheetatron View Post
thx for that but what about 15% flat chance
15% IOs are currently 2.5 PPM, and would be increased to 3.125 PPM with the proposed 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]
Code:
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.

 

Posted

Quote:
Originally Posted by William_Valence View Post
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.
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.


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Posted

Quote:
Originally Posted by Reppu View Post
... Uh, no.

15% flatrate would become 3.125 PPM, under the newly proposed system. Try again.
One thing Synapse hasn't mentioned yet (and he can correct me if I'm wrong here) but I think is operative here is that the devs don't usually make things like this 3.125. I believe its very likely that the devs will round upwards to the nearest 0.5, so that they don't have to make procs with a rating of 2.3184932764. That round upwards would be a separate net advantage to the players on at least some procs if it happens that way.


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Posted

Quote:
Originally Posted by Draeth Darkstar View Post
15% IOs are currently 2.5 PPM, and would be increased to 3.125 PPM with the proposed changes.

In Acid Mortar: 3.125 * 0.04825 = 0.1508, or about 15%, still.
are you using a current SBE for that 2.5 figure? I ask because the lockdown proc is currently only 2ppm do we know for certain that 15% will become 2.5 after roll out?


 

Posted

Quote:
Originally Posted by Cheetatron View Post
are you using a current SBE for that 2.5 figure? I ask because the lockdown proc is currently only 2ppm do we know for certain that 15% will become 2.5 after roll out?
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.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
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.

 

Posted

Quote:
Originally Posted by Reppu View Post
... Uh, no.

15% flatrate would become 3.125 PPM, under the newly proposed system. Try again.
Don't know what your asking me to try again about, I was asking a very simple question...

Quote:
Originally Posted by Draeth Darkstar View Post
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.
let me double check


 

Posted

Quote:
Originally Posted by Cheetatron View Post
are you using a current SBE for that 2.5 figure? I ask because the lockdown proc is currently only 2ppm do we know for certain that 15% will become 2.5 after roll out?
Nothing is final, but the current proposal was for an increase of 20-25% over current PPMs. That's 2.4 to 2.5 based on the current value of 2.


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Posted

Quote:
Originally Posted by Draeth Darkstar View Post
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.
Quote:
Originally Posted by UberGuy View Post
Nothing is final, but the current proposal was for an increase of 20-25% over current PPMs. That's 2.4 to 2.5 based on the current value of 2.
Lockdown is indeed 2ppm not sure how that effects things over all


 

Posted

Quote:
Originally Posted by UberGuy View Post
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.


 

Posted

Quote:
Originally Posted by Sylph_Knight View Post
Look, I don't care that the store-bought IOs I paid for are going to be evenly balanced to in-game IOs as long as I maintain a better advantage than what I had before SBEs.
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.



 

Posted

Quote:
Originally Posted by Thirty-Seven View Post
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.
I think you misread him


 

Posted

Just wanted to say, feeling much better about the direction this is now taking. Thanks for listening to our concerns!


 

Posted

Quote:
Originally Posted by Thirty-Seven View Post
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.
This. The fact that SBEs came out in a state that made them more powerful than standard IOs was a mistake that should not have occurred in the first place and unfortunately that means that some people have to lose an advantage that they paid for. But I'm ok with that since it fixes the problem.


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Posted

Quote:
Originally Posted by UberGuy View Post
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.
Well, lets see. In a high recharge Huntsman SoA, a Burst power could easily see a 2.26s recharge (I actually got this number from a build I've planned for myself). With the 1.188s activation you get a 3.448s cycle time. That's a maximum of 17 cycles per minute. Assume there's an Apoc proc and a Lady grey proc in there, that's 5.61 and 3.4 procs in the minute, on average. 33% and 20% chance to fire.

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.


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Posted

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.


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Posted

Quote:
Originally Posted by UberGuy View Post
I think it's pretty obvious from context that he meant the +recharge part. And that part is ignored.
Then can I complain about how all the Judgement powers ignore Cardiac and resilience because none of them use intangibility?


 

Posted

Quote:
Originally Posted by Aoide Muse View Post
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.
Synapse has already posted the answers to both of these questions. Read the Dev Digest.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
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.

 

Posted

Quote:
Originally Posted by MajorDecoy View Post
Then can I complain about how all the Judgement powers ignore Cardiac and resilience because none of them use intangibility?
No one was complaining in the post you responded to. He was trying to use it as an example of a mechanic he hoped could be implemented.


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Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Caulderone View Post
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.
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.


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Posted

Quote:
Originally Posted by MajorDecoy View Post
Then can I complain about how all the Judgement powers ignore Cardiac and resilience because none of them use intangibility?
While you're at it, complain about the entire playerbase because none of them use it either.

This is basically the same thing as if Musculature affected the damage of any procs in a negative or positive way.


 

Posted

Will Interface be switched to a PPM style too?


 

Posted

Quote:
Originally Posted by StratoNexus View Post
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.
This seems silly to me. It's like claiming that we should not allow any more critical-style effects that work on AoEs, or that no future effects like Build Up or Aim should buff AoEs.

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.


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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
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
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Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Everything_Xen View Post
Will Interface be switched to a PPM style too?
Quote:
Originally Posted by Synapse View Post
Also, this PPM change will have no affect on Interface Incarnate powers.
^^