Enhancement Proc Changes
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*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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3) Procs Per Minute will use modified recharge instead of base recharge. The reason for this is that the whole idea of Procs Per Minute goes right out the window when we keep the base recharge even though that value can be dramatically altered.
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But with your suggested change, the value of any procs placed in that power will continue to diminish as I attempt to reduce the cooldowns of other powers.
And as has previously been stated, involuntary increases to my recharge speed (through Speed Boost, Accelerate Metabolism, Chronoshift, et al) will push my recharge reduction as high as +400%. That does NOT mean I will be activating Charged Brawl every 1.43 seconds (3s / 5.0 + 0.83 activation time)!
While I understand your desire to limit the effect of recharge bonuses on the value of procs, you're really just ... killing procs. Their effectiveness will either scale positively or negatively with a character's recharge bonuses depending on how PPM is implemented; in live the situation is the former -- you're just suggesting changing it to the latter, arguably a worse situation in which players are punished for receiving buffs and shy away from most procs entirely.
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Except that after a certain threshold is crossed, most high-recharge builds aim to reduce the recharge time of one or two specific high-cooldown powers while receiving no additional dps benefit from the majority of attacks in their regular attack chain. For example, if I pump my recharge through the roof on my Elec/Nin Stalker, having a sub-1-second recharge on Charged Brawl is providing no benefit to me in that specific power. I won't be hitting that button on cooldown.
But with your suggested change, the value of any procs placed in that power will continue to diminish as I attempt to reduce the cooldowns of other powers. And as has previously been stated, involuntary increases to my recharge speed (through Speed Boost, Accelerate Metabolism, Chronoshift, et al) will push my recharge reduction as high as +400%. That does NOT mean I will be activating Charged Brawl every 1.43 seconds (3s / 5.0 + 0.83 activation time)! While I understand your desire to limit the effect of recharge bonuses on the value of procs, you're really just ... killing procs. Their effectiveness will either scale positively or negatively with a character's recharge bonuses depending on how PPM is implemented; in live the situation is the former -- you're just suggesting changing it to the latter, arguably a worse situation in which players are punished for receiving buffs and shy away from most procs entirely. |
EDIT: Curses! Scooped by Sanguine Sentinel!
Can I ask if you're considering (not putting you on the spot for a commitment to removing the cap, just wondering if it is being considered) removing the 90% cap, or should we expect a cap as a part of the change?
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This was the feedback that I received repeatedly from you all during this thread. Which is why we've decided to only use recharge on a power from enhancement sources and alpha slots. Global recharge will not reduce proc chance. Take a look at previous posts for all the details
EDIT: Curses! Scooped by Sanguine Sentinel! |
Add my voice to the chorus of people praising Synapse for adjusting based on feedback in a very productive manner.
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No reason I can think of to expect patch powers to work any differently than they do now - a chance to proc on activation, and every ten seconds thereafter. And I'm also pretty sure that the proc rate would be based on a 10 second cycle time.
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Personally I think using the same 10 second activation time that toggle powers use is kind of unfair to patches, since they can't be turned on all the time, but I wanted to find out for sure how they are actually intended to work before I start discussing it.
So any chance of an answer on this Positron?
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This was the feedback that I received repeatedly from you all during this thread. Which is why we've decided to only use recharge on a power from enhancement sources and alpha slots. Global recharge will not reduce proc chance. Take a look at previous posts for all the details
EDIT: Curses! Scooped by Sanguine Sentinel! |
You're not making Musculature affect the proc damage, so why would recharge alphas get punished?
I have a question about this, and forgive me if this one has been answered already. I'm not really a math type. I do builds, and I like IOing and all that, but I don't really push the edge a lot, so I'll need this explained to me in a way I understand.
Here's my question:
How will these changes effect the Performance Shifter +END proc when slotted in Stamina (or Quick Recovery or whatever)? Will it fire more often/less often/not really change anything?
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This was the feedback that I received repeatedly from you all during this thread. Which is why we've decided to only use recharge on a power from enhancement sources and alpha slots. Global recharge will not reduce proc chance. Take a look at previous posts for all the details
EDIT: Curses! Scooped by Sanguine Sentinel! |
1) A significantly lower proc floor chance for higher PPMs relative to their original proc values in comparison to the proc floor chance for low PPMs relative to their original proc values.
--For example the proc floor of a 15% proc is 64.4% of it's original value, wheras the proc floor of a 33% proc is 40.72% of it's original value.
2) Spiritual and Agility alpha significantly harming proc rates for characters that took them.
--For example Greater Fire Sword with 89.9%% Recharge and a Hecatomb and Mako proc will have 81% and 54% chances to proc, respectively. With T4 Spiritual Alpha and those same circumstances it would only have 71% and 47% chance to proc respectively.
In many cases where I have taken Spiritual or Agility alpha I could be better off just building for more global recharge and picking a different alpha.
Any thoughts on these two issues Synapse?
This was the feedback that I received repeatedly from you all during this thread. Which is why we've decided to only use recharge on a power from enhancement sources and alpha slots. Global recharge will not reduce proc chance. Take a look at previous posts for all the details
EDIT: Curses! Scooped by Sanguine Sentinel! |
I think we might be running into Design Intent on that issue. The devs intend for these types of procs to have a random element. I think moving things to a 95% cap is more likely to fly than no cap at all.
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Limiting the proc rate to 90%-95% of a number that's either the exact number of expected PPMs, or already less than the intended number of PPMs is something I'm not too keen on.
That gets to my argument of two mutually exclusive design intents, cannot be 100% vs normalized around a specified rate of fires per minute. With one of the design intents needing to go, I'm asking for the 'has to be random always' design to be scrapped in favor of the normalization PPM design.
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.
2) Spiritual and Agility alpha significantly harming proc rates for characters that took them.
--For example Greater Fire Sword with 89.9%% Recharge and a Hecatomb and Mako proc will have 81% and 54% chances to proc, respectively. With T4 Spiritual Alpha and those same circumstances it would only have 71% and 47% chance to proc respectively. In many cases where I have taken Spiritual or Agility alpha I could be better off just building for more global recharge and picking a different alpha. |
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I've gone through the digest, and I might have missed it, but is there any info or ideas of how this might work in toggle damage auras or rain pet powers?
And would it be too forward to assume that procs like the 10% + end that can end up in an auto power may end up firing more often if it's adjusted to the last PPM model or will it be hand adjusted to stay at 6ppm?
I have a question about this, and forgive me if this one has been answered already. I'm not really a math type. I do builds, and I like IOing and all that, but I don't really push the edge a lot, so I'll need this explained to me in a way I understand.
Here's my question: How will these changes effect the Performance Shifter +END proc when slotted in Stamina (or Quick Recovery or whatever)? Will it fire more often/less often/not really change anything? |
This will give a % chance to fire of (1.875*10)/(60*1) = 31.25% chance to trigger, which is about 50% higher than the flat 20% proc commonly used now.
Or, if you take Spiritual/Agility, you could remove any recharge enhancements in the powers that have procs.
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Best case scenario you're 5 slotting, say, Hecatombs, you could change the dmg/rchg and replace it with the dmg. That would drop it down from 126 to 104, but that's still higher than what it would be without a Recharge alpha (89%).
However what if you need to 6 slot that set for your set bonuses, Then you're screwed, there is nothing that you would be able to remove without breaking your set bonus.
What you're saying wouldn't work.
As Kyriani said, that's not really an option when you're going for set bonuses. Recharge is internally integrated into sets, it's not something you can just extract all by itself.
Best case scenario you're 5 slotting, say, Hecatombs, you could change the dmg/rchg and replace it with the dmg. That would drop it down from 126 to 104, but that's still higher than what it would be without a Recharge alpha (89%). However what if you need to 6 slot that set for your set bonuses, Then you're screwed, there is nothing that you would be able to remove without breaking your set bonus. What you're saying wouldn't work. |
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I was using a 5.625PPM proc rate mentioned earlier in the thread. If that's incorrect, then whoops. 5.625 being what the proc rate would be with the same 25% PPM increase that was mentioned for other procs.
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Is that how the PPM procs work now? I'm not sure and that's part of why I'm asking. I also heard several other people ask about whether or not procs would be switching to actual activation time.
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Personally I think using the same 10 second activation time that toggle powers use is kind of unfair to patches, since they can't be turned on all the time, |
-Morgan.
Ah. I was just confused then, because you had the 25% increase included in one example and not another. Looks like you're doing things right then.
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That is a good question though. Would ATO procs be increased 20%-25% as has been mentioned for other procs, would they stay the same, or would they be more likely to get the same proc rate as others of the type?
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 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
And lord only knows if someone would do that slotting, but I just wanted to show, at it's absolute most penalized, that it's still a decent proc rate.
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.