Enhancement Proc Changes
You are wrong. Long before Synapse posted, many of us were pointing out that the new PPM mechanic was obviously broken. Broken in ways that are characteristic of the sorts of oversight that the CoH devs are a little vulnerable to. If you had told me that the CoH devs were going to invent a PPM model for procs, I would have told you that they would probably do something silly with it; for instance, they might forget to consider the impact of recharge rates, which can be a factor of three or more difference in performance. And they would probably do it in a way which resulted in some well-known procs being either way overpowered or way underpowered in the new format. Because you can basically predict this stuff. I really like the CoH dev team, but they do have their fairly consistent blind spots. (Just a reminder, devs: activation time is significant when balancing powers. Thank you.)
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All the "many of us" did was decry "pay to win" in this highly competitive pvp game and now we're in this H. Bergeron-esque scenario where IO strong spots are weakened and PPM strong spots are weakened
Oh, and how do you propose to buff perf shifter in powers like speed boost when you rebalanced it for autos, you masaquered it in aoes and quick aoes got the worst of it
Er, as there are 28 pages and I got lost somewhere around the third, does all this Math mean I should buy the store Hecatomb or not?
And where should the proc go now (and other Store procs)? A slow recharge power? A quick? An AOE?
I was just coming to understand the 4 PPM enhancer needs to go in something with a 15-16second base recharge to proc every time.
[My wish would be for the SBE to be the same as the crafted version, though I guess the game would not change so much and people wouldn't be encouraged to buy/respec]
Warshades can use it too in human and dwarf form, though they don't likely need the +End proc. I prefer Touch of the Nictus anyway, for obvious reasons.
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-Morgan.
How about taking a look at Unspeakable Terror while you're at it?
If it was a 2% chance to insta-kill anything sub EB, I'd understand the proc rate being that low. But it's a chance to stun on a target that's already feared. Even at 50% it wouldn't be that useful.
Er, as there are 28 pages and I got lost somewhere around the third, does all this Math mean I should buy the store Hecatomb or not?
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And where should the proc go now (and other Store procs)? A slow recharge power? A quick? An AOE? |
In I24, you will need to use the enhanced recharge time instead of the base time, and PPM rates will go up slightly. For most builds, this will probably cut the proc rate to somewhere between 1/2 and 2/3 of what you'll get today. Additionally, the maximum chance for it to activate will be 90%, not 100%.
Hopefully that info can help you decide what makes the most sense. We can't really tell you if it makes sense to buy them now, later or ever. It depends on what's important to you, and what you think of the numbers you can get using the above info.
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
Allow me to explain it in a way that cannot be picked apart or misinterpreted:
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if these procs under-perform after the switch over I will buff them. |
Entropic is definitely one worth reexamining - although its not *immensely* low, just pretty low. There's a couple of 2% chance to stun ones that seem quixotic and might be typos: Debilitative Action and Unspeakable Terror.
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Allow me to explain it in a way that cannot be picked apart or misinterpreted: if these procs under-perform after the switch over I will buff them.
Synapse |
I just think you're underestimating the ability of this community to pick apart and/or misinterpret things - after all, "under-perform" is subjective and sometimes "buff" is as well.
Edit: scooped by Arcanaville.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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One could argue that Theft of Essence adds significantly to Dark Armor's playability. Not that DA is broken without it (leveled my SS/DA long before IOs) but that one proc does make a huge difference in survivability (via increased ability to spam DR) and QoL.
It's also the only proc that I would be genuinely upset about if it were significantly nerfed, simply for the QoL loss. I've always viewed it as Castle's sneaky underhanded means of buffing DA without actually buffing DA. After all, there's exactly one power in the game that gets any real use out of it, and it's a huge use. I doubt that was accidental. |
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IIRC Arbiter Hawk told us about the 100% chance aspect of the ppm system before the fanbase had any idea, he said that it remained true even when you added 100% recharge to it and 100% global recharge. What you call broken is how the dev team advertised it to us.
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I didn't say it wasn't what they tried to do, just that it was completely obvious that it would be game-breaking if it were that way, and they'd have to fix it.
(To clarify: I mean specifically the "ignoring recharge" part. I don't see a problem with procs hitting 100% when the powers really are slow, and think the 90% cap is silly.)
@Psycho Jas
while going through and doing this change, would you also be fixing the broken procs?
right now i think there are still several procs which are just not working period, i think the absolute amazement proc is still not working from what ive heard
I don't believe you. you and your dev team have destroyed PvP with i13 and never looked back at it, if the new rules for procs is going to work how I think it is you're about to destroy it all over again in terms of certain powers being useless again. how about you provide us an example of how flares, under PvP values will be effected by these changes if it were double/tripple proc'd. Same with neutrino bolt.
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I agree that PvP hasn't been tweaked and monitored like people were told during the i13 changes, and yes this change will negatively impact proc rates in those two powers - but that high proc rate is apparently one of the reasons why this change is being made in the first place.
As for how this will affect me, my PvE-build Rad/Kin Corruptor has 3 damage procs and an Achilles proc in Neutrino Bolt, just because the base damage is so pathetic that it's hardly worth the slot plus I can self-cap damage easily regardless with FS. Most of my other builds will actually proc more often, now that the PPM rate for AoEs is being adjusted - I think that Sleet, Rain of Fire, and Ice Storm are the only powers I use regularly that will be hurt by the revised changes.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Allow me to explain it in a way that cannot be picked apart or misinterpreted: if these procs under-perform after the switch over I will buff them.
Synapse |
On the mechanics of this, my two cents. I rather dislike that the proc system seems to be getting more complicated after all these years of being in another state. I'm sure we'll roll with the changes now (and really, a proc is often helpful in the old and new system, so you really only have to worry about the mechanics in extreme min/max cases), but it does bug me a bit.
I am, however, most in favor of all the procs getting looked at and making sure they work well. Some are just useless (Triumphant Insult's chance for a Mag 2 stun? Absolute Amazement's chance for -to hit? Besides others that have been mentioned) and have been needing a look for years.
I don't believe you. you and your dev team have destroyed PvP with i13 and never looked back at it, if the new rules for procs is going to work how I think it is you're about to destroy it all over again in terms of certain powers being useless again. how about you provide us an example of how flares, under PvP values will be effected by these changes if it were double/tripple proc'd. Same with neutrino bolt.
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As for the proc changes and how it affects any gameplay, especially PvP, that's part of playing an MMO. Power tweaks affect everyone in any MMO I've seen, and especially so in PvP. If you're going to PvP, you have to adapt. Your post seems more like a "I wanna keep things the same no matter what," and not particularly adaptive.
And blech, if PvP is that focused on procs right now, I'm much less interested in it. Not my cuppa tea.
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I don't believe you. you and your dev team have destroyed PvP with i13 and never looked back at it, if the new rules for procs is going to work how I think it is you're about to destroy it all over again in terms of certain powers being useless again. how about you provide us an example of how flares, under PvP values will be effected by these changes if it were double/tripple proc'd. Same with neutrino bolt.
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If I've got the numbers right, the 33% proc's chance to fire will be about 18%, and a 5PPM ATO proc would be 16% with 134.81% slotted recharge in flares (That's three lvl50IOs and T4 Spiritual Core) with the chance to proc increasing as the recharge rate goes down.
Neutrino bolt would have about a 26% chance instead of the 33% and 22% with the 5PPM Proc. Considering the same ammount of recharge.
Second:
You must not be big on PvP if you'll freak over a change this small. I've played PvP games were I had a literally, mathematically impossible to kill character builds ruined because the key power was actually underpowered and the attempt to improve it ended up removing the mechanic I leveraged.
If you're at all serious about wanting Dev support of PvP, you cannot freak out when balance adjustments are made. Especially when the "Balance adjustment" is in most places a buff.
It's one of my biggest pet peeves, but the devs did not kill PvP, the players did. If it didn't fit what they thought it should be it wasn't "Skilled" and "Completely ruined". The devs could do nothing right, because whatever they did was catering to "Nubs" who just happened to be whoever got their way at that specific time, with the people who didn't get their way acting like petulant children.
Half the players think you're a nub if you move, and the other half say nub to people who stand and duke it out while the poor devs are stuck in the middle. I couldn't blame them if they didn't care about PvP, but I don't think that's true. I think they -do- care, but the PvP playerbase is so split and venomous they don't know how to go about addressing it. I've abused their goodwill myself, and this thread shows itself, the devs are people pleasers who -do- attempt to cater to their playerbase. A design philosophy that does not actually sit well with good PvP mechanic design.
Of course I'd be a terrible PvP designer for this game, as the level of "Suck it up" I'd unleash upon the poor players would cause a Tsunami crisis.
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#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.
*sigh* Okay, I suppose I will be as vague and cryptic as possible then. That surely will do the trick...right? Right?
I may or may not look at things...
In all seriousness though Grey Pilgrim is right. I am going to go through the various procs and will test out those with a really low % proc chance and try to identify why they were set so low. If nothing scary happens (meaning I find a potential exploit) I will likely increase their performance. I can't say exactly what will change and by how much as everything involving these changes are simply on paper right now.
Regards,
Synapse
How about taking a look at Unspeakable Terror while you're at it?
If it was a 2% chance to insta-kill anything sub EB, I'd understand the proc rate being that low. But it's a chance to stun on a target that's already feared. Even at 50% it wouldn't be that useful. |
Making UnspkTerr into a short duration Fear proc might make sense. Then it would stack with your Fear and therefore you'd have a chance at basically +1 to the magnitude of the Fear.
*sigh* Okay, I suppose I will be as vague and cryptic as possible then. That surely will do the trick...right? Right?
I may or may not look at things... In all seriousness though Grey Pilgrim is right. I am going to go through the various procs and will test out those with a really low % proc chance and try to identify why they were set so low. If nothing scary happens (meaning I find a potential exploit) I will likely increase their performance. I can't say exactly what will change and by how much as everything involving these changes are simply on paper right now. Regards, Synapse |
*sigh* Okay, I suppose I will be as vague and cryptic as possible then. That surely will do the trick...right? Right?
I may or may not look at things... In all seriousness though Grey Pilgrim is right. I am going to go through the various procs and will test out those with a really low % proc chance and try to identify why they were set so low. If nothing scary happens (meaning I find a potential exploit) I will likely increase their performance. I can't say exactly what will change and by how much as everything involving these changes are simply on paper right now. Regards, Synapse |
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First:
If I've got the numbers right, the 33% proc's chance to fire will be about 18%, and a 5PPM ATO proc would be 16% with 134.81% slotted recharge in flares (That's three lvl50IOs and T4 Spiritual Core) with the chance to proc increasing as the recharge rate goes down. |
As for, say, Apocalypse, City of Data lists that as 4.5ppm, so it'd be slightly worse. (Which seems a bit peculiar.) So I don't know what you're doing to get 18%.
-Morgan, can't help but wonder, is that slotting that someone might actually do? o.O
Has anyone actually calculated the PPM rate of a power that has a 90% chance to fire instead of a 100% chance? I suspect it might be less than folks expect.
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1PPM- 54s enhanced cycle time
2PPM- 27s enhanced cycle time
3PPM- 18s enhanced cycle time
3.5PPM- 15.46s enhanced cycle time
3.75PPM- 14.4s enhanced cycle time
4PPM- 13.5s enhanced cycle time
4.5PPM- 12s enhanced cycle time
5PPM- 10.8s enhanced cycle time
5.625PPM- 9.6s enhanced cycle time
6PPM- 9s enhanced cycle time
6.5PPM- 8.3s enhanced cycle time
7PPM- 7.71s enhanced cycle time
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.
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
Synapse