Enhancement Proc Changes
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. |
As for changes based on feedback in a beta ... unless they are fixing something game breaking or something they expected to need alternatives ready for most issues found don't get addressed immediately. They do get addressed but it typically takes 9+ months for non emergency issues found in a beta to get attention from the devs. Note that clearly Synapse has turned his hand to to the problem of PPM versus non PPM proc's and it has been about 9 months before he had a chance to do so.
Basically if a fix requires major system changes and isn't something that can be addressed by changing one formula or some similar level of change it requires time to come up with an approach that can get approved and then be worked on. The proc change is exactly such a case. It looks to require extensive system changes to bring the systems into alignment.
Actually the answer appears to be that they are turning all proc into Proc Per Minute ones. Well aside from what Zombie Man labels Proc120 which are staying exactly as they are.
The nice thing here is that Synapse brought the proposed system changes to our (the players) attention before he actively began coding to add it to I24. Which means that we have gotten to give him feedback before he has even coded any of that. And that is good. After all a dev always reserves the right to listen to what you say and then still do it their way.
But it's MY sadistic mechanical monster and I'm here to make sure it knows it. - Girl Genius
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My main is a Grav/Kin controller swimming in global recharge, for the following two reasons: one, Gravity has weak AOE control and getting Wormhole and Gravity Distortion Field back up ASAP is pretty essential to his performance; two, he goes through endurance fast and relies on Transference to finish fights. He frequently approaches 200% recharge even solo, and easily passes it on teams where someone else is also buffing. His go-to power for damage is Crushing Field, which is five-slotted with procs. Going back to my previous note on Gravity's weak AOE control, one of the procs is a crafted Gravitational Anchor hold proc that helps cover that hole. I'm going to have to rethink his entire playstyle if this goes through.
Worse, my Ill/Rad with perma-PA regularly runs around with 230% recharge. She has the Contagious Confusion proc in Deceive... which already ends up recharging well before I intend to use it again, considering the other powers she's always firing off. Just how worthless is that purple set I spent hundreds of millions of inf on going to become for 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.
Ah well, if you think Synapse is an outright liar you've got a completely different set of issues than this change.
Synapse needs to update the OP. It's only slotted recharge + Alpha recharge that affects proc rate now. Global bonuses are not considered in the proc rate. |
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Spiritual is reducing the proc chance, but it's increasing the number of times you can use the attack, raising both the damage from the attack, and the number of rolls being made. It is very possible that slotting Spiritual will increase your DPS, even with the reduced proc chance. If it DOES reduce your DPS, then slot a different Alpha instead.
There are already numerous things I can do to my build that improve performance one way while decreasing it another. Why is it so horrible that they add somewhere else that you need to make a choice? |
Adding Spiritual to the above scenario will only make it worse, since you're now putting more rchg into GFS that could have been gotten via set bonuses that wouldn't hurt your proc rate and will flat out be hurting your cremate and incinerate from the get go because they don't need any recharge. This isn't just limited to Fire Melee, it affects every powerset out there.
Ah well, if you think Synapse is an outright liar you've got a completely different set of issues than this change.
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No I didn't call synapse a liar. I said you jumped to conclusions you liked. They are two different things entirely.
Oh but do remember that global recharge rates will still work like they do now. Only enhancement based recharge bonuses on that power and the alpha slot will modify the proc.
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As for changes based on feedback in a beta ... unless they are fixing something game breaking or something they expected to need alternatives ready for most issues found don't get addressed immediately. They do get addressed but it typically takes 9+ months for non emergency issues found in a beta to get attention from the devs. Note that clearly Synapse has turned his hand to to the problem of PPM versus non PPM proc's and it has been about 9 months before he had a chance to do so. |
Now, there could be sound reasons that aren't down to greed why the Heca set went up for sale after that feedback and before Synapse's announcement of planned changes, but it doesn't leave a good taste in the mouth of someone who was leaving that feedback.
I really, honestly and deeply appreciate the way Synapse is working with the forum community in this thread, and it's not the only example of that sort of collaboration going on right now. I don't want anyone to think I'm only focusing on the bad. But I also don't want to focus only on the good. I think the Hecatomb bit in particular, and to an extent ATE procs as well, is a bit of a debacle.
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
/Insert a picture of a cute shocked face here
No I didn't call synapse a liar. I said you jumped to conclusions you liked. They are two different things entirely. |
If I say the change is because the design intent of PPM procs meant they should not be better than standard procs, yet that cannot actually happen so one needs to be removed, and Synapse says you hit the nail on the head, I don't know how you can say I jumped to any conclusion.
I say "I'm guessing this design intent is the cause for the change" and Synapse confirms, there's no "jumping to the conclusion I like".
Then when I point that out, you use the age old "If you believe that then I have an x to sell you" line?
You either believe Synapse was lying when he said my assumption was correct, and are backtracking because I called you out on it, or you need to take remedial communications classes, so you know how to say what you actually mean.
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.
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[QUOTE=Grey Pilgrim;4219261]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.[quote]
It's a fair complaint. But it seems like it's a case of not being able to have something both ways. Either there'll be some math to even out proc rates, or there'll be flat rates that leave some things overpowered and some things underpowered. Even so, the general range proc rates will fall in with this setup is fairly predictable, so I don't think it should be too onerous once everything gets cleaned up. (Although it'd be a really good idea to be able to check what the rate would be before slotting a proc in a power. It'd be even better to be able to do so without having bought a proc yet.)
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. |
-Morgan.
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.
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No matter how old a system has been in place, even if from day one, it is susceptible to change. Period.
Now obviously, one doesn't just start changing everything willy-nilly for no good reason... that just ticks people off. But there were very good reasons for revisiting Procs: Too many were too weak to be worth using. Other were only worth using in fast recharging powers or auto or toggles or patches while doing negligible work in single target or long recharging powers.
A Proc should make people agonize: Should I use it or not? Can I make room for it in the build? What do I give up to include it? Unfortunately, some procs became defacto must-haves and too many others laughably ignored as insignificant.
Why now after 5 years? The opportunity to introduce a new mechanic with SBEs and ATOs. The problem here was not a new mechanic per se, but rolling it out Live before truly balanced. Some of the new PPMs were not *as good or slightly better* than the old Procs, they were clearly overpowered in a buggy or game-imbalancing way. These are the ones getting nerfed. Almost all the old Procs will are getting a buff. The only nerfs are the new PPMs which were wrongly Overpowered. They were meant to be a little better, not ginormously better.
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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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. |
The most optimal chain is Flares/Fire Blast/Flares/Blaze, but in actual play, you aren't always close enough to use Blaze. I main a Fire/Dev and can say my chain is closer to...
Flares/Fire Blast/Flares/Fire Blast/Flares/Blaze. When people are kiting around boxes and jumping really high, this is the most realistic chain.
That's a huge difference from PvE, where range for a DPS chain doesn't mean nearly as much.
If procs are dependent on the rech in the power, we're going to see a ton of builds with 180+ global rech, with attacks only slotted with HOs and procs. Nobody'll want rech in their attacks, and after 180% rech the rest is DRed to a second or so off the recharge of the power anyways.
Luckily I've been stocking 53 HOs for a change like this.
This should buff Psi/em blasters even more, the most popular PvP blaster AT. They have 4 attacks and factoring DR they can't even have a full uninterruptable string of attacks. They're a lot like a ranged broadsword.
That being said, Fire has 24 DPS over the 2nd highest blaster primary, so this may be appropriate. The DoT is scaled to PvE instead of PvP, which gives fire too much of an edge.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
I personally thought it was... weird (to put it nicely) that they even put the PPM system in place. Procs were well established, and other than well known procs that didn't work or work well, the system was fine. It seems like a lot of dev time is now being wasted on this system that could have been put elsewhere if they hadn't tried to add a new (and unneeded) system.
I'm okay with the changes if it still allows for people to build and benefit from slotting for recharge and procs in a power. Frankly, I doubt most people are going to even notice a huge change with this, unless they were leveraging issues with how SBE procs were working. All the same, I didn't and don't see the need for the new system. |
You keep saying "for 5 years" as if that trumps changing. With that attitude, we wouldn't have added Ultra Mode or revamped Atlas Park or made any number of changes which have benefited players and the players were thankful for because they made game-play better.
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I'm not saying the devs shouldn't be allowed to change things just because they've existed for awhile. I'm not even saying that they didn't have some valid reasons to make this particular change.
All I'm saying is that I think it's perfectly valid to question why a change (that requires some nerfs to performance) is being made when we've seen little evidence that it needs to be changed.
No matter how old a system has been in place, even if from day one, it is susceptible to change. Period.
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Now obviously, one doesn't just start changing everything willy-nilly for no good reason... that just ticks people off. But there were very good reasons for revisiting Procs: Too many were too weak to be worth using. Other were only worth using in fast recharging powers or auto or toggles or patches while doing negligible work in single target or long recharging powers.
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I'm a bit late to the show. If I can get the current formulas, I can see whether fire blast is doing more or less damage.
The most optimal chain is Flares/Fire Blast/Flares/Blaze, but in actual play, you aren't always close enough to use Blaze. I main a Fire/Dev and can say my chain is closer to... Flares/Fire Blast/Flares/Fire Blast/Flares/Blaze. When people are kiting around boxes and jumping really high, this is the most realistic chain. That's a huge difference from PvE, where range for a DPS chain doesn't mean nearly as much. |
PPM * (((Base recharge / (1 + slotted recharge buffs)) + Activation time) / 60 )
Slotted recharge buffs are from enhancements and alpha powers, and do not include global buffs.
Activation time is the displayed activation time, not the arcanatime activation time.
Trying to remember what the rates were, without the builds in front of me, you should see about 22%-24% in the first T1/T2 powers, and 57ish% in Blaze.
I don't quite get the chain though.
Going by a Fire/Devices build you posted on the PvP forum, the best chain would be Blaze/Flares/Fire Blast. It's quite likely I'm missing something with DR, though, that caused that mistake.
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.
I don't really know. I'm definitely thinking this makes them stronger overall, compared to flat-rate procs. (Current PPM procs being more complicated.) But it takes a fairly long cycle time to get those really high rates. I've got a few on one of my characters that are going to get there, but looking at it I don't feel like they end up overshadowing the power itself, which is a point where I might be concerned.
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Now, we can also plot effective PPM vs cycle time (again given in seconds). In theory, this gives a bit more clear sense of how much more powerful than PPMs high %-chance procs are in fast cycling powers, and how much worse in slow-cycling ones. However, this is a much more theoretical graph, because it assumes you always fire the power the proc is slotted in immediately every time it's recharged.
The reason that may not reflect real performance is that, in high-efficiency attack chains, this tends to be less true the shorter a power's cycle time, because we end up recharged while some other attack is still activating. A truly perfect attack chain would activate every power just after it recharged, but such perfection is very rare in practice, so our real cycle times tend to be a bit longer than the ideal. This has less impact the longer the base cycle time of the power, since time spent waiting on some other power to finish activating becomes a smaller percent of one cycle the longer a cycle is.
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
(UberGuy posted graphs.)
I'm not quite sure what that has to do with the implied question in my post though. I can calculate proc rates easily enough, but that really doesn't answer the question of "Is this too powerful?" If your second graph is supposed to relate to that... well, I'm really not sure how to interpret it at all. (And I'm also not sure it'd relate all that well to AoE powers, which are the ones I care about.)
*Feels like she's had parts of this conversation before.*
Thing is it is /not/ necessarily increasing the rate you can attack or the amount of DPS you deal. Since we're using FM as an example I'll just stick with that, in a Cremate>Incin>GFS you need 88, 146, and 237% rchg respectively for each of those powers. So for GFS, being the highest recharge requirement you will probably have 89% rchg from enhancements and 70% from hasten, meaning you need 78% from global recharge (not factoring in need for permahasten). If you have 78% global recharge+70% from hasten, that means you already have enough recharge for Cremate and Incinerate without slotting ANY recharge in those powers. Meaning if you do slot any recharge in Cremate or Incinerate (which you likely will for set bonuses) then you WILL BE HURTING YOUR DPS.
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That being said, I agree that this is a strange effect that it'd probably be better *not* to have, particularly for the way it encourages very strange slotting decisions. But there's no way I can think of for the system to tell "useful" and "not useful" recharge apart... and I don't think "don't change the system at all" is too likely.
-Morgan.
Well, there's no one answer to whether the PPM procs are more powerful than standard ones. The only way to answer that is on a per-power basis, and the critical factor for a power when you look at it is the cycle time. So you need something like my graph to get a sense of how much more often a PPM proc will activate than a flat-rate one. That answer is directly related to how much more powerful (or not) the PPM ones are. I don't see how the graphs don't pretty directly answer the question.
Similarly, we can't give a generic answer for AoEs. They have to be considered on a case-by-case basis. However, given the single-target percent chance, the AoE scale factor is just a divisor, so you can calculate the "base" proc chance and then divide it by the AoE factor to get the result. In general, though, the PPMs are going to do well, because AoEs tend to have large recharge times compared to single-target attacks, which is what the AoE factor tries to offset.
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
It is true, I think, that recharge would reduce the effective value of a PPM proc under the new regime, or rather, its relative value.
Say I have a power with 10 second recharge, and a proc that is tuned for 2PPM. That's about a 33% proc chance. Say the power does 100 damage and the proc does 50 damage; the net bonus of the proc is roughly a 16% damage increase, which isn't great unless I'm already at the ED cap. Now I get a bunch of recharge, reducing the power to 5 seconds. The proc chance drops to about 16% and the net bonus to about 8%. The amount of damage I do from the base power roughly doubles, proc damage stays the same, so the proc is about half as useful.
So this does mean that PPM procs are more (relatively) valuable the less recharge you have. This fails to bother me because nothing said their relative value had to be fixed, and PPM is a basically better design than flat chance-to-proc.
Say I have a power with 10 second recharge, and a proc that is tuned for 2PPM. That's about a 33% proc chance. Say the power does 100 damage and the proc does 50 damage; the net bonus of the proc is roughly a 16% damage increase, which isn't great unless I'm already at the ED cap. Now I get a bunch of recharge, reducing the power to 5 seconds. The proc chance drops to about 16% and the net bonus to about 8%. The amount of damage I do from the base power roughly doubles, proc damage stays the same, so the proc is about half as useful.
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First, only slotted recharge matters based on the latest proposal. So the effect you're describing won't be dynamic.
However, for people attacking with full attack chains (either due to having a nice dose of recharge, plenty of attacks, or both), the effect of recharge on powers won't be what you described. Their fixed activation time prevents it, and keeps doubling the recharge from doubling your attack rate. It approaches what you're describing when the activation time of the power is small compared to its base recharge time, but the closer the two get, the less accurate that description becomes.
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
Current equation for ST attacks is
PPM * (((Base recharge / (1 + slotted recharge buffs)) + Activation time) / 60 ) Slotted recharge buffs are from enhancements and alpha powers, and do not include global buffs. Activation time is the displayed activation time, not the arcanatime activation time. Trying to remember what the rates were, without the builds in front of me, you should see about 22%-24% in the first T1/T2 powers, and 57ish% in Blaze. I don't quite get the chain though. Going by a Fire/Devices build you posted on the PvP forum, the best chain would be Blaze/Flares/Fire Blast. It's quite likely I'm missing something with DR, though, that caused that mistake. |
Tyvm.
I've never posted one of my own builds. The Fire/Devices build I had posted was almost exactly a duplicate as the one that MrLiberty had posted above mine. I wanted to tell them to switch a couple powers, but it was too confusing when I wrote it down and decided to show it. My builds are much much higher quality You can tell if a build is mine by the 53 HOs everywhere, I'm addicted to them.
You're correct in that Blaze/Flares/Fire Blast would be the optimal chain. But with Flares being 1.188, Fire Blast being 1.848, and there needing to be a safety buffer of 0.25 seconds from when Blaze is recharged to when it can be fired in a chain, it would need...
258% recharge PvE
Aka
584% recharge PvP
I would need 6 kins speed boosting me ontop of a 190% recharge build and 80% rech slotted in Blaze to pull that chain off.
DR is like that, it makes Flares/Fire Blast/Flares/Blaze the most optimal "possible" chain. Again, I said getting Blaze off every 4th attack is near impossible. Either the target is kiting out of your range, or you'll die being too close to a melee.
I'll do the calculations for the chain right now.
One thing really bothers me, and that's if even if I have ZERO slotting of rech in the power, PvP gives me that little 16.4% bonus.
That means that being in a PvP zone will lower my proc rate. They specifically ignored global recharge because they didn't want other player buffs affecting the individual. Except now a zone buff is affecting my recharge, meaning an outside source meant to buff me is debuffing me.
I doubt they will look into this, because not enough people realize this or the mechanics in PvP to understand it and have a voice about it. Maybe someone with some influence can make this case to the devs, because people still PvP.
The solution would be to cut off the little linear +rech bonus to powers in a PvP zone. This means if someone intentionally wants to leave +rech out of their power for a higher proc rate, they can do so in Peace.
I'll start my DPS calculations right now. I know Soul Touch uses Char, and I believe he's not happy because he's using 2 100% PPM in it (ghost widow, neurotic). At least I hope he was, or else I just gave him a good slotting option. Either way, I'll be leaving Char out, since most don't use it.
Be back soon!
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
There is a HUGE problem for PvP.
The PPM does not factor DR.
PPM goes off the recharge slotted in the power, but DR only affects the total of my recharge.
That means that if I have 100% slotting in my power, PPM mechanics treat it like the power recharges 100% faster, when in truth that 100% recharge is DRed to 83%.
Whatever you decide the balance to be in PvE, it will be -underpreforming- in PvP because of this. That is not good, that means either PvP is balanced with procs or PvE is.
It is completely impossible to balance both the PvP and PvE procs because they're based on a number we have -before- DR hits us. Meaning PPM is treating us as if we're at full power when we're not.
PPM will -not- work in the current PvP setting. This is definitely a nerf to procs, or at least it will always underpreform to it's PvE countepart.
I "would" suggest that the devs make procs use the normal % method we've been using for years, but that won't solve the problem. It would make problems worse since people with PvE builds going into PvP will be even -further- from a PvP build. It would mean builds -must- be PvP spec'd, because yet another mechanic is changed from PvE to PvP. It would create more confusion and make PvP die more.
You can't return the procs to %s for that reason, and you can't implement the PPM system because it won't fit with DR.
Hell, this is really really reallllllllly going to hurt PvP. Procs are extremely important because they are unresisted damage, and with DR taking away a ton of +dmg, unresisted extra damage is the only way we can kill each other.
The only solution to this problem is to get rid of DR, so that PPM work in PvE and PvP exactly the same.
I don't expect this to happen though. More likely, PvP will get hit again.
I know the devs expressed how they needed to test a PvP environment without DR and TS and didn't want to just flip the switches, but it's either taking a chance or wrecking the current PvP system.
Turn off DR before the ship sinks.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
Finished.
While I can't give the full details or slotting (I'm a PvPer, and giving out my build is handing people my weakness and strengths on a piece of paper), the calculations were fairly simple.
The normal Apoc/Glad Jav Flares, Glad Jav in Fire Blast, and ATO proc/Glad Jav in Blaze on a Fire blaster gives +48 unresisted DPS. This was with the %s we have now.
Unforuntately, the ATO proc has a +rech component, meaning slotting it makes all the procs go off less often in that power. The next best DPS I could get was +41.4 DPS, that means it's a 7 DPS drop, which is a lot when you consider it's unresisted. For that reason, it's DPS drop is doubled (Typical resistance is 40% - 50%, and +dmg is DRed) compared to normal 200+ DPS builds. PvP numbers don't go that high. This DPS change is more like a 8% drop rather than the <4% drop if we were in DPS numbers of 200+.
Not only that, but like I stated up above, Blaze is close range and a player won't actually get it off that often. Using my more realistic chain above, the DPS goes from
41 DPS --> 30.5 DPS
All of the unresisted damage is stuck in Blaze, and even though it goes off more often in that power, the power itself is used -once- for every 3 flares in practice.
This is really bad. PvP is a lot different than PvE. Everyone survives by chaining powers, much like how regens do in PvE. If I drop 10% in damage, it means some people will be able to chain their Rebirth/Hiber/Hoarfrost + other powers that couldn't before. In a match with the current system, I could kill them 10 seconds before their Hiber was back and win. In the new system, that 10% drop in damage would mean they could make it into Hiber, and that's enough time for Rebirth, which stalls enough to make it to Hoarfost and the chain never ends. This is how all Ranged -and- Melee PvP is. Constant DPS to burn through everything the person has and kill them in the biggest space in their survivability chain. Nothing like PvE.
This is why Regen brutes with Recon/DP/IH/MoG/Barrier/Demonic/Burnout are near impossible to kill. The biggest pause they have in survivability comes after 20 minutes of full DPS, I've tested it against many brutes.
I don't believe Soul Touch was 100% sure the procs were getting nerfed, because even I wasn't, but he was correct about it. With PPM not factoring DR, with the biggest load of unresisted damage in a power you can't always use (limited range) and not even being able to use sets in the powers now (no more glad jav bonuses, they have +rech in 4/6 of their IOs), this is a massive nerf to procs for fire, which is very popular.
I don't expect any powersets will do more damage with the current formula for the PPM procs or the way they calculate their % chance. This is going to globally lower the damage of PvPers, unless the procs are buffed to the point where they're extremely overpowered in PvE and overcome the % procs used in PvP currently. I doubt that.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
It's possible they might be able to make them count DR'd values when in PvP zones. It would probably still reduce damage, but less, if they could do that.
Edit:
One thing really bothers me, and that's if even if I have ZERO slotting of rech in the power, PvP gives me that little 16.4% bonus. |
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
My main is a Grav/Kin controller swimming in global recharge, for the following two reasons: one, Gravity has weak AOE control and getting Wormhole and Gravity Distortion Field back up ASAP is pretty essential to his performance; two, he goes through endurance fast and relies on Transference to finish fights. He frequently approaches 200% recharge even solo, and easily passes it on teams where someone else is also buffing. His go-to power for damage is Crushing Field, which is five-slotted with procs. Going back to my previous note on Gravity's weak AOE control, one of the procs is a crafted Gravitational Anchor hold proc that helps cover that hole - sure, it's not his primary form of preventing attacks coming in, but even with softcapped smashing and lethal defense he's still a squishy controller and can't afford a drop in his ability to stop enemies from attacking him. I'm going to have to rethink his entire playstyle if this goes through.
Worse, my Ill/Rad with perma-PA regularly runs around with 230% recharge. She has the Contagious Confusion proc in Deceive... which already ends up recharging well before I intend to use it again, considering the other powers she's always firing off. Just how worthless is that purple set I spent hundreds of millions of inf on going to become for me?
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