Enhancement Proc Changes
While it's easy enough to find them in the Dev Digest, perhaps you could edit your original post to include a link to the second proposal Synapse? That would help prevent some of the confusion.
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-Morgan.
I just don't understand it. Min-Max already avoids the Tier 1 attacks. It's not like Purple procs make these into Uber DPA or anything.
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There's nothing inherently wrong with T1 attacks in the sense that many of them have reasonable damage per activation. What's wrong with most of them is that their animation time is too long for that damage, which (unfortunately) isn't something that was taken into serious consideration when most of the powersets were created.
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
Signature: Now with more math.
@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.
It's base recharge time. If you have a single target attack slotted with a 2 ppm IO, the power would need to have a 30 second recharge to have a 100% proc chance. You could then IO it to ~100% recharge and combine that with 100% global recharge bonus to get the power's recharge down to 10 seconds, and it would still have that 100% proc chance. This is how all of the store-bought IO set procs work, as well as the ATO procs that are not global bonuses. This changes the math on "optimal proccing" significantly from the traditional "flat rate" approach, and causes the performance delta of optimal and non-optimal to be much smaller, so you can really slot these in any power you use and you will see them be effective.
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If I recall correctly, it wasn't a balance-driven change. It was about BaB normalizing/correcting the animation and activation times.
As an aside, and if I recall even more minutia about that particular change, I don't think it affected people as much as we all thought it did, because I think that all happened before the general populace knew about Arcanatime. |
I could be wrong, and the calculations determining the impact may have involved attack chains like ours, but I don't think they did.
(And yeah, I remember BAB's reasoning now, too--lots of people thought it was to reel in "buzzsaw" builds).
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I think the main reason it didn't affect people as much, though, is that they had better attack chains than Caulderone and I do.
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Even if you weren't doing a buzz saw build, the change wasn't as bad as it looked on paper, but it did worsen an already poor power.
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
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Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I don't know the details yet but this looks like a BALANCE issue not a BAIT and SWITCH. And I think even the cash item description says that the chance % is subject to change in the future? |
If it's that the balance between regular IOs and Attuned IOs are different, you could make players able to attune regular IOs, make them a new tier of item, and make Catalysts useful. All in one fell swoop.
If it's because of abused mechanics, unless theres some way to use the ToLG proc to kill hami I didn't notice, this doesn't really change anything.
After PPMs take slotted recharge into consideration, it just feels like time invested in change for the sake of change and power creep.
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.
If it's that the balance between regular IOs and Attuned IOs are different, you could make players able to attune regular IOs, make them a new tier of item, and make Catalysts useful. All in one fell swoop.
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I prefer that they have one system.
After PPMs take slotted recharge into consideration, it just feels like time invested in change for the sake of change and power creep. |
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
Possibly. Back before that change and before we knew about the impacts of Arcanatime, people used Shadow Punch in "buzz saw" builds that added lots of procs to SP. Then the activation time changed, and everyone that did that was sad about how it affected the performance on paper. Then we found out about Arcanatime, and found out that the buzz saw builds weren't as good in practice as they looked on paper.
Even if you weren't doing a buzz saw build, the change wasn't as bad as it looked on paper, but it did worsen an already poor power. |
I wanted to continue this conversation, but we're off topic, so I just sent you a PM.
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This change makes a lot of sense to me, but I think it should be accompanied by a balance pass on damage powers with recharges of 4s or less with particular attention to damage per animation time. Many of the fastest recharging powers have very poor DPA and are using the fixed chance procs as a crutch to achieve performance levels on par with slightly slower recharging powers.
The formula for actual recharge is Base Recharge / (1 + ΣRecharge Increase) where Base Recharge is a value in seconds and ΣRecharge Increase is the decimal sum of all recharge modifiers such as enhancements, buffs, and debuffs.
In short, yes, the more recharge you have, the less each percentage point is worth. |
The notion here is that the "return" on recharge is the actual literal reduction in recharge time, which is false. No one builds recharge to move that number any more than they build resistance to move that number. The "return" on resistance is survivability which is why we consider the jump from 20% to 30% to be less of a jump than from 80% to 90%. The first increases the amount of damage you can take by about 15% while the second doubles the amount of damage you can take. If you just count points, the return is the same: ten percentage points. Suvivability is the real return, so the latter is a bigger return.
The return on recharge is "able to use power more often" not the numerical representation of the recharge. Suppose we have a power that recharges in eight seconds, and we boost the recharge +100%. Its recharge drops to four seconds. Now we boost the recharge by an additional +100%. Now its recharge drops from four seconds to 2.7 seconds. It might *seem* like the return on that second boost was lower, just like the difference between 20 and 30 seems identical to the difference between 80 and 90. But actually, the difference is the same. A power with recharge 8 can be used once every 8 seconds (not exactly, but hold that thought). A power with 4s recharge can be used twice in 8 seconds. A power with 2.7s recharge can be used three times in 8 seconds. The first recharge boost increased the number of times you can use the power per eight seconds by one, and the second recharge boost did the same thing. If this was an attack the damage per time curve would be linear with recharge: recharge 1.0, damage X; recharge 2.0, damage 2X; recharge 3.0, damage 3X. That is the definition of equal return on investment.
What makes the return on investment for recharge actually have a diminishing return is cast time immutability. Recharge doesn't directly reduce cycle time, it reduces only recharge time, not cast time. So doubling recharge doesn't halve cycle time. Cast time cuts into that. The bigger cast time is compared to recharge, the higher the diminishing return effect. If you're talking about Elude with a 2s cast time and 1000s recharge, the effect is almost zero. You get almost full return on recharge. If you're talking about Fire Blast, with 1.67s cast time and 4s recharge, the effect is very pronounced. For Elude, going from 1.0 to 2.0 to 3.0 recharge the number of times you can use the power per base cycle time (1002s) goes from 1.0 to 1.996 to 2.988. That's basically 1/2/3. But for Fire Blast, its 1.0 to 1.545 to 1.888. That's obviously a much harsher diminishing return on investment in recharge.
There are some corner cases where you could argue the actual intended "return" is something other than "increase the rate of use of the power" but as this is the general definition of the purpose of recharge, in the general case there is no diminishing return on recharge due to scaling. There's only due to the ratio of cast time to recharge time. Higher is worse, lower is better.
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I don't know why it matters but For those asking:
I personally felt the performance of the SBE Procs and PPM procs in general were way out of line. I came to this conclusion after buying about 10 bucks worth for my Traps defender.
It was clearly becoming a situation where people who had the disposable income were outstripping the performance available to people who didn't want to spend money on paragon points, and I for one am happy the devs put an end to it (though I wish it would happen sooner than issue 24).
I still think anyone saying they felt a 100% chance on something called a PROC was acceptable or even made sense?
PROgrammed Random OCcurance is what I remember PROC standing for.
A 100% chance is not even close to random.
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Okay, did a test run with Synaptic Overload using the Coercive Persuasion SBE. It fired every time on the first target hit, and was about 18% on the jumps.
Curiously, this was right around the expected rate for a 4.5 ppm proc in an AoE with radius 15 and an 8 second cycle time. Just as the proc rate I saw for Jolting Chain jumps with the Devastation proc was right around expected for a 2.5 ppm proc in an AoE with the same stats.
Whether this is sensible or not, I don't know. But it seems like currently the CP proc in Synaptic Overload is going to be greatly disadvantaged compared to something like Seeds of Confusion, without any particular reason I can see why it should be so.
-Morgan.
....Looking through Synapse's posts in this thread, as I write my response to you UberGuy, I think I found my answer.
The designed intent for the PPM mechanic (ingoring specific procs ATM) was not supposed to be better than the flat percentage. It has little to nothing to do with how the procs were used, and has much more to do with their comparative potential benefit of use. SBEs vs IOs, standard procs in fast cycle time powers, and PPMs in long cycle time powers are all just symptomatic to reason for this change.
Both mechanics can not exist at the same time with pairity, so as a casualty of making the mechanic fit with the designed intent we are seeing the original IO proc mechanic dissapear, and a general buff to performance with procs in most situations.
That makes sense and leaves a potential opening for getting the proc rate cap removed.
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.
The way I see it, the devs realized they had a screwed up situation with procs and needed to standardize things across the board. I'm not surprised or dismayed - standardizing mechanics that prevent extreme outliers are necessary for a decently balanced game.
Conversely, I do think there should be a floor to the chance to proc in any given power of no less than the current flat rate of each proc (so no matter how short a recharge+activation time, say, a melee attack has, Touch of Death would never fall below a 15% proc chance, for example).
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I'm really shocked that this isn't a more prevalent concern...
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I'd bet that most players won't even notice the change.
However, people do frequently build for recharge for the absolute value in seconds reduced from a cooldown. This is especially common when considering buff uptime.
The most prevalent example is probably Hasten, which has a 450s cooldown at 0% Recharge (note that I'm disregarding the complication made by the fact that Hasten has a partial-uptime Recharge buff itself, since, while it makes the math more complicated than I feel like doing, it doesn't affect the point) which has a 120/450 ~= 26.67% uptime.
Hasten with 50% Recharge has a 450/1.5 = 300 second Recharge, a reduction from base of ~33.33%. 120/300 = 40% uptime, an increase of ~33%.
Hasten with 100% Recharge has a 450/2 = 225 second Recharge, a reduction from 50% recharge of 25%. 120/225 ~= 53.33% uptime, an increase from 50% recharge of ~25%.
When speaking in the relative, each 50% Recharge increase is about a 13.33% uptime increase from the previous, but in the absolute sense, the second 50% recharge increases the buff uptime by ~25% less than the first. Every percentage point of Recharge gains you less uptime than the previous, until you hit the magic number where the buff becomes permanent, at which point, unless it can stack, any further increase has no value at all.
This isn't the only perspective of recharge, certainly, but I don't see how it's an incorrect one, either.
@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 little perspective is in order here. This change leaves 99.999% of the game unaffected. It only affects procs. It only heavily affects super IO'd builds that also have perfectly calculated attack chains (a tiny minority), and those attack chains are mostly a solo or single target thing. On a more chaotic team or aoe basis (which is most of the game) those chains are less used/useful. I'd bet that most players won't even notice the change. |
Agreed. This won't prevent the screwing up of perfect min/maxed chains, but it will prevent the procs from actually becoming virtually nonfunctional in a League with tons of AoE recharge buffs.
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Although I do hope the floor ends up a bit higher than last proposed, or it could end up pretty hard to play my Elec/Rad controller...
-Morgan.
The quote in Greyhame's post is pre-PPM Proposal 2.0.
@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.
....Looking through Synapse's posts in this thread, as I write my response to you UberGuy, I think I found my answer.
The designed intent for the PPM mechanic (ingoring specific procs ATM) was not supposed to be better than the flat percentage. It has little to nothing to do with how the procs were used, and has much more to do with their comparative potential benefit of use. SBEs vs IOs, standard procs in fast cycle time powers, and PPMs in long cycle time powers are all just symptomatic to reason for this change. Both mechanics can not exist at the same time with pairity, so as a casualty of making the mechanic fit with the designed intent we are seeing the original IO proc mechanic dissapear, and a general buff to performance with procs in most situations. That makes sense and leaves a potential opening for getting the proc rate cap removed. |
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it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Right now we have two different and clashing design intents for procs.
The first is the general design intent for procs, which is a chance for something to happen. Having a 100% chance to fire violates this intent, as it's not a chance so much as simply an added thing to happen.
The second is the PPM design intent, which is to adjust the percentage chance to fire and added effect, depending on a power's cycle time, so that any power choice with give a comprable number of 'effects' per minute. A 100% proc chance is neccessary for this, because even with a 100% chance to fire some powers cycle too slow to get the full number of intended procs per minute. The only advantage they get is knowing they will always fire, when other powers may still get more procs in a minute.
Of the two clashing design intents, the PPM design intent is the most fair to long cycle time powers. Much like the competeing designs of PPM vs. the flat percentage chance to proc, the PPM design is more fair to a greater number of slotting options, so it was in.
The same situation is found here. Two competeing design intents, with the PPM design being more fair to more powers. The original design intent should be dropped in favor for the PPM, and 100% chances to fire should still be allowed.
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.
As an aside, and if I recall even more minutia about that particular change, I don't think it affected people as much as we all thought it did, because I think that all happened before the general populace knew about Arcanatime.
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