Enhancement Proc Changes


Agent White

 

Posted

Its interesting how the moment i asked for a PvP version of double/triple proc'd flares, synapse hasn't got anything to show? Why because it'll be proof of how this change is also a massive nerf.


@Psycho Jas

 

Posted

Quote:
Originally Posted by Arcanaville View Post
The game was fine for eight years without an issue 23.
Releasing a new issue is a completely different animal than changing a system that's been in place for 5 years without (significant) complaint and you know it. Don't try to pretend they're the same thing.

Quote:
Originally Posted by Arcanaville View Post
That question is never really a valid question. It presupposes that the only reason to change anything is if you can prove its broken, or alternatively the devs should make a list of all the things they don't think are perfect so the players know in advance which of them the devs might decide to change five years from now in 2017.

That is the implication, is it not? That the devs should have said in 2007 that they were not really perfectly happy with the proc system, which was based on much more primitive mechanics that existed at the time, and that perhaps one day, in 2012, they might decide to experiment with changing it.

Or maybe its more than that. Maybe what the devs were supposed to do was say in 2007 that they were not exactly perfectly happy with the proc system, whereupon the players would get to say "well, if you want to change it the statute of limitations starts now, and if you don't change it within the year, I'm sorry but we're not going to allow you to do so." That way we would all know we were safe now.

Maybe the devs have been seeing problems for years, like how procs work in AoEs compared to single target attacks, and how they work in hyper-accelerated powers compared to conventional levels of recharge, and have wanted to make this change for a long time, which is why they were added to the store bought IOs first as a trial when the technology became available to add them. And maybe the devs aren't allowed to talk about things in development that may or may not actually get released because that always causes problems, and so they couldn't say they were unhappy with the previous proc system until they were certain it was going to be replaced.

I say maybe, but of course I don't really mean maybe.
I stand by what I said. Generally when something in the game is 'fixed' the community has a pretty good idea that it's coming. Either because the developers have mentioned it (the recent change to HOs for example) or because it's something people have complained about. The change to procs is the exception to the rule.

Are the devs required to change only things we knew about beforehand? Of course not. But most of the time we do know about them, so when something comes out of left field like this, I can understand why people want to know why it's being changed, when for 5 years, as far as the players were concerned, procs were working fine.


 

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Originally Posted by Cheetatron View Post
Last I heard that proc works now but powers like seeker drones are bugged and can't take advantage of any procs that effect targets not IOs, not interface, not SBEs
within a week or so after the patch that supposedly fixed it i heard it was broken again, i havent recently tested to see if it is still broken though (cause this proc was supposedly fixed 2 other times but it never was)


 

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Originally Posted by Two5boy View Post
Ok i will give a no B'S answer to this, the Devs created the PPM system for SBE to make them more attractive on the market and hoping to make a ton of money on them through players wanting to improve the performance of their characters. But they did not anticipate the amount of whiny people on the forums so they realise now they have to make a change but at the same time they gave aggravated those that have spent money on the procs so now they want to make a middle of the road solution.

If this was not true then why they didn't apply the formula to SBE and ingame procs from the beginning
That's a pretty straightforward summary of the situation, yes.

In addition, considering no official thread exists regarding complaints about the SBE proc changes to those who spent money on them, all of those here who are telling others to leave this thread and go talk to Black Pebble are behaving no differently than someone telling a homeless person to get off the streets and if they got a problem with their situation to go talk to the president, all the while knowing fully well that neither of those things can be achieved, at best, easily. If this scenario were even a glimmer in Black Pebble's eye, he'd have said something by now and there would be an official topic for that discussion already created. Truth be told, they just want the people with those complaints to leave so they can disperse them enough to get away with doing nothing. So yes, Synapse has nothing to do with the market. But the one who does clearly doesn't care about this situation, largely because caring will only make it far worse.

Sorry, BP - I have nothing against you but it's pretty much a given at this point that I'm not making this up. Clearly it is easier to do nothing and accept future losses by a vocal minority than to draw attention to the matter by getting involved, since most of the players out there don't even know about this, and causing a PR disaster. Yes, I remember Lighthouse. I am only too aware about what kind of a powder keg these scenarios can turn into by acknowledging a concern and, quite honestly, I feel sorry for you because there is no way to be a good guy about it right now.

So if everyone plans on continuing to attack each other, then let's at least be honest about the situation and quit sugar-coating it with falsehoods.

My own position stands - I am going to take advantage of whatever loophole is left unaccounted for in this new system that Synapse is putting together, so I any losses I incur at this point are acceptable. For many others, that is not the case and I sympathize with them.


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Posted

Quote:
Originally Posted by Two5boy View Post
Ok i will give a no B'S answer to this, the Devs created the PPM system for SBE to make them more attractive on the market and hoping to make a ton of money on them through players wanting to improve the performance of their characters. But they did not anticipate the amount of whiny people on the forums so they realise now they have to make a change but at the same time they gave aggravated those that have spent money on the procs so now they want to make a middle of the road solution.

If this was not true then why they didn't apply the formula to SBE and ingame procs from the beginning
They wanted to. The original version of PPM would have nerfed more people than the one they're working on now, so they didn't do it. They told us this. So they attached PPM to attuned procs instead, and left the existing ones alone.

Then people in the beta forums in particular complained about how much better PPM was than standard procs, and started requesting a middle-road solution. This combination apparently compelled them to go back and look harder at how to both tone down PPM and make its low end look more like flat-rate procs.


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Posted

Quote:
Originally Posted by SoulTouch View Post
Its interesting how the moment i asked for a PvP version of double/triple proc'd flares, synapse hasn't got anything to show? Why because it'll be proof of how this change is also a massive nerf.
Go ahead and post your mids data chunk for me. I already did an example at the most extreme example of recharge, let's see how a real PvP build will be effected.


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#46. If you can't remember, the Claymore is pointed towards you.

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Posted

Quote:
Originally Posted by William_Valence View Post
Go ahead and post your mids data chunk for me. I already did an example at the most extreme example of recharge, let's see how a real PvP build will be effected.
I've already worked it out for myself, but thanks for the offer. I'd like to see Synapse himself none the less post a version of how this change will affect things negatively.


@Psycho Jas

 

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Originally Posted by knightofrage View Post
Well thats a kick to the groin after spending 2k points on Hecatomb procs for My characters specifically with KO blow and Concentrated strike since I greatly enjoy Kinetic Melee and Super strength. As it stands now because of my desire to have high recharge I'm going to be screwed out of procs with the asinine changes to make the chance to proc based off of modified recharge.

Yeah not happy about this at all and not buying any Attuned Enhancements from the store again at this rate and may have to reconsider giving Paragon Market $250 a month just to show my support with these kind of screw job nerfs to things I've paid for.
One of us is confused here. The only process in hecatomb is the 6th IO that gives a 33% chance to cause moderate negative energy damage to your targets.

There are no other processes in the set. So I'm understanding that your upset that that 33% chance for extra damage will be limited to happening only some unknown number of times per minute after this change? Note it was only a 33% chance to fire anyway a good chance ye 1/3 chance every hit. Nice but ....


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Posted

I'm very happy with the idea of standardization between bought and found procs and also that some of the more useless proc rates may be looked at. However there is an aspect of the current plan for this that I don't like so much.

If I'm understanding this correctly the recharge in the power holding the proc and alpha slot recharge will combine as a factor in the calculation for the proc chance but global recharge from other sources such as IO bonuses and hasten will not? While it is good that this removes the 'stop buffing me you are flooring my proc rate' problem it does seem to encourage building toons in a very specific way - get the maximum global recharge, always take hasten and try not to use recharge directly in powers you want to use procs in.

Now I know that what I've just described is not a million miles away from general build philosophy - taking hasten is a bit of a given in most of the builds you see on the boards but this feels a little limiting in build choices if you want to use procs. It seems to me that various game design choices (ED, inherent fitness) have encouraged variety in building toons which this doesn't sit well with.

This would also mean that procs will work better for the better off builders among us. They can afford the expensive high global recharge builds giving higher proc rates than someone frankenslotting a cheap build where more recharge is likely to be directly put in each power. I know there's nothing wrong with an expensive build working better than a cheap one but shouldn't the same proc work the same for all people?

Not that I've got any better ideas for how this could be done differently to avoid these issues!


 

Posted

Quote:
Originally Posted by SoulTouch View Post
I've already worked it out for myself, but thanks for the offer. I'd like to see Synapse himself none the less post a version of how this change will affect things negatively.
Thing is, this wasn't an entirely altruistic endevor.

Just about every Fire blast build I've seen, for PvP, would lose between 3%-10% in combined proc rates between Flares and Fire Blast. They'd gain in the area of 20% proc rate for Blaze.

That appears to be a net-positive to me.


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.

 

Posted

Quote:
Originally Posted by Two5boy View Post
Ok i will give a no B'S answer to this, the Devs created the PPM system for SBE to make them more attractive on the market and hoping to make a ton of money on them through players wanting to improve the performance of their characters. But they did not anticipate the amount of whiny people on the forums so they realise now they have to make a change but at the same time they gave aggravated those that have spent money on the procs so now they want to make a middle of the road solution.

If this was not true then why they didn't apply the formula to SBE and ingame procs from the beginning
I'm really not sure that explains it. I'm not arguing that they would try to develop pay to win strategies. It's clear that they will. But why waste the development effort on developing a whole new proc system just to implement pay to win procs in the real money store when they could have just put the same flat chance procs we have now in there but increased the chance to trigger. Same end result, lots less work.


 

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Originally Posted by TerraDraconis View Post
One of us is confused here. The only process in hecatomb is the 6th IO that gives a 33% chance to cause moderate negative energy damage to your targets.
If he bought it from the store, it's a PPM proc, not a flat 33%. And today, the proc rate is a function of base recharge, where in I24 it will be based on enhanced recharge. PPM procs are being nerfed, no doubt, and Paragon as a whole hasn't done a very customer friendly job of mingling sale of these items with feedback.

Feedback was posted in the I22 beta forums saying that things like purple PPM procs seemed too good to be true, yet they went on into the Paragon Market unchanged, and now a future downgrade is pending.


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Posted

Quote:
Originally Posted by firespray View Post
I'm really not sure that explains it. I'm not arguing that they would try to develop pay to win strategies. It's clear that they will. But why waste the development effort on developing a whole new proc system just to implement pay to win procs in the real money store when they could have just put the same flat chance procs we have now in there but increased the chance to trigger. Same end result, lots less work.
Why is it so hard to imagine that they wanted to improve the overall behavior of the proc system? Especially when they told us they were trying to.


Blue
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Red
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Posted

Quote:
Originally Posted by firespray View Post
I'm really not sure that explains it. I'm not arguing that they would try to develop pay to win strategies. It's clear that they will. But why waste the development effort on developing a whole new proc system just to implement pay to win procs in the real money store when they could have just put the same flat chance procs we have now in there but increased the chance to trigger. Same end result, lots less work.
Because Pay to win isn't the intent, no matter how much people scream it.

They wanted a type of proc that was effective, regardless of the cycle time of the power it's put into. There it was intended for the procs (PPM and flat %) to be roughly equal in performance, but when it was obvious that wasn't going to happen, they had to drop one of them.

Because the PPM mechanic was specifically intended to be comprable in performance to the flat %, they couldn't both exist if that wasn't the case. PPM is more fair to more powers and appears to have fewer balance idiosyncrasies, so the flat % procs get the boot.


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.

 

Posted

Quote:
Originally Posted by Cyber_naut View Post
Please point out exactly what part of my post you disagree with and why.
Sure, why not.

Quote:
Originally Posted by Cyber_naut View Post
But it gets more ridiculous. The more you put into your character, the less effective the ios will be for you.
Which sure sounds like you're working based on the model in Synapse's first post, where global recharge affects proc rates. Which isn't a part of the current proposal, among other changes.

Or, to put it another way, when you sound like you're making the same arguments again that Synapse already heard, *agreed with*, and made changes based upon, people aren't likely to be impressed.

Oh, and people do have a problem with the old formula. Namely that some procs were totally worthless under it. This system will make procs more powerful in all sorts of places. (Including, but not limited to, any single-target power with a without-global-recharge cycle time much longer than 3.2 seconds. Oddly, I seem to recall having such powers in a lot of my builds.)

-Morgan.


 

Posted

Quote:
Originally Posted by William_Valence View Post
Because Pay to win isn't the intent, no matter how much people scream it.

They wanted a type of proc that was effective, regardless of the cycle time of the power it's put into. There it was intended for the procs (PPM and flat %) to be roughly equal in performance, but when it was obvious that wasn't going to happen, they had to drop one of them.

Because the PPM mechanic was specifically intended to be comprable in performance to the flat %, they couldn't both exist if that wasn't the case. PPM is more fair to more powers and appears to have fewer balance idiosyncrasies, so the flat % procs get the boot.
We really have no idea what the overall intent is. While it is really nice that Synapse was wiling to address our concerns and soften the impact of the changes, thinking that we know the overall intent or this wasn't part of other changes coming down the pike is nothing but wishful thinking.


 

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Originally Posted by Kyriani View Post
I guess I was just hoping for a little more from our devs then. A stronger sense of ethics. I understand things will always change in an MMO. I have left coh when it became something I didn't care for (ED/control nerfs) and I came back when it was once again something fun (inventions). But somehow purchasing a specific product from the market, having it changed, and not having any option to return said product feels wrong.
The fact that they have a strong sense of ethics is why they make the changes. It would be bad to not go through and fix problems and potential problems when found.

Oh and I suspect that less than 10% of the people buying SBE's do so for the proc. Most have other reasons so little will change with their sales.


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Posted

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Originally Posted by Synapse View Post
*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
Just wanted to say thanks! This thread has me really looking forward to the changes - a 'proc overall' was something we needed but I never dared think would happen.

Any chance while you're at it you could convert the stupefy proc from knockBACK to knockDOWN ?

Energy Manipulator: Chance to stun is also a 10%, IIRC.

Tempest: Chance of End Drain could use some balance love (not on rate, but on effect, iirc).

Pounding Slugfest: Chance for Stun is another 10%er I think.

Also Triumphant Insult: Chance to Stun.

I'd love to see a lot of these low level "trash" procs become useful and/or desireable... it seems to me like a proc in general should always have a compelling reason for usage. Otherwise, why make it?


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Posted

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Originally Posted by UberGuy View Post
Quote:
Originally Posted by Another_Fan View Post
That said, it would be nice if the new procs only considered the part of recharge from alphas that is subject to E.D. not the part that ignores E.D.
That would be spiffy.
Synapse stated in this thread that was how he was planning to have it work.


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Posted

Quote:
Originally Posted by eth_Nargy View Post
Because no other Alphas are being penalized like this.

If Musculature lowered the damage from the proc, or nerve gave it a lowered proc chance cap, would that be OK as well?
By that logic, Recharge SOs shouldn't affect the proc rate either, because Damage SOs don't alter the damage, and Accuracy SOs don't alter the proc cap.


@Roderick

 

Posted

Quote:
Originally Posted by TerraDraconis View Post
One of us is confused here. The only process in hecatomb is the 6th IO that gives a 33% chance to cause moderate negative energy damage to your targets.

There are no other processes in the set. So I'm understanding that your upset that that 33% chance for extra damage will be limited to happening only some unknown number of times per minute after this change? Note it was only a 33% chance to fire anyway a good chance ye 1/3 chance every hit. Nice but ....
He's saying he bought the sbe version which has 4.5 ppm in the power he slotted it into it would have gone off 100% of the time but imo a 4.5ppm is wasted in KO blow a 2.5 ppm proc would go off 100% of the time as well I would pput that 4.5ppm in a power with a base recharge of 13.33 seconds instead not that it will matter after i24...


 

Posted

Quote:
Originally Posted by TerraDraconis View Post
Synapse stated in this thread that was how he was planning to have it work.
Huh. Thanks. I missed that.


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Posted

Quote:
Originally Posted by Another_Fan View Post
We really have no idea what the overall intent is. While it is really nice that Synapse was wiling to address our concerns and soften the impact of the changes, thinking that we know the overall intent or this wasn't part of other changes coming down the pike is nothing but wishful thinking.
*Sigh*

Me:

Quote:
Originally Posted by William_Valence View Post
....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.
Synapse responding to that post of mine:

Quote:
Originally Posted by Synapse View Post
You hit the nail on the head.


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.

 

Posted

Quote:
Originally Posted by Morganite View Post
Oh, and people do have a problem with the old formula. Namely that some procs were totally worthless under it. This system will make procs more powerful in all sorts of places. (Including, but not limited to, any single-target power with a without-global-recharge cycle time much longer than 3.2 seconds. Oddly, I seem to recall having such powers in a lot of my builds.)

-Morgan.
Certain procs being worthless under the old formula is a kind of fair argument for the change, I guess. Some procs were bad with the old system because of how weak they were designed, but as you said, longer recharge powers made procs less worth slotting. That gives me more reason for why there is a good change to the system with this.

However, the old system was a lot more clear and easy to follow. PPM and how it is described with procs is terribly done and confusing, and not all entirely because of the language associated with them. "Procs 20 or 30% of the time" is a lot easier to grasp than all the formulating going behind this change. I suppose it's inevitable to balance how differently recharged things are, but I guess I didn't have an issue with procs going more in low recharge powers and less in long recharge ones.

Is there any worry that this change will make procs TOO powerful? I see some of the rates being quoted using the formula, and they seem ridiculously high. Maybe it's just my background with procs, but having a better chance for it to go off than not (or almost 100%) seems a bit on the strong side. Just curious.


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Posted

Quote:
Originally Posted by William_Valence View Post
*Sigh*

Me:



Synapse responding to that post of mine:
LOL. I have some nice bottom land in the everglades for you. Real reasonable prices