Enhancement Proc Changes


Agent White

 

Posted

Areafactor is given by a super-ugly formula:
1+(0.75*(RADIUS/5))-(((0.011*(RADIUS/6))*(360-ARC))/5)
This is frankly kinda hard to understand by looking at it, but it can be simplified (in the algebraic sense, it's still accurate) to:
1+radius*(11*arc+540)/30000
...which is nicer to look at, because you can more clearly see that the areafactor starts at 1, and increases for larger arcs and radii. For circular attacks, like the two you named, the arc is 360, and the formula further simplifies to:
1+radius*.15


 

Posted

Quote:
Originally Posted by Cheetatron View Post
It will be a nerf in many circumstances and a buff in others

-If you placed your IO procs in places where you would have been able to get the most proccing done like brawl, boxing, quick charging aoes, those 1.5 sec rech blasts and the like you get nerfed hard

-If you placed your IO procs in places that were otherwise better than ppm procs of the same type you almost certainly get nerfed either by a little or a lot

-If you put your IO procs in powers that are awful for IO proccing you almost certainly get a buff especially powers like KO Blow

-If you put PPM procs in powers that aren't great for IO proccing but benefited greatly from the PPM mechanic especially powers like KO Blow you certainly get nerfed hard harder than all other examples(and ripped off HARD if they were SBE procs since there are no refunds despite no longer working as advertised)

If you were like me:
-You placed your IO procs in places where you would have been able to get the most proccing done like brawl, boxing, quick charging aoes, those 1.5 sec rech blasts and the like

-You placed your IO procs in places that were otherwise better than ppm procs of the same type in the same place

AND

-You put PPM procs in powers that were aweful for IO proccing but benefited greatly from the PPM mechanic

SO
We get to lose out in all of the above scenarios AND GET RIPPED OFF ON EVERY DIME WE INVESTED IN SBE PROCs
Yeah, basicallly if you put procs in fast recharging powers, where they would do the most good (and not coincidentally where most min/maxers put them), you're getting nerfed. I believe a dev even admitted they didn't want people getting a lot of dmg via procs in low tier, fast activating attacks.

If that's not lame enough (a nerf for literally no good reason - it's not like people were soloing the new itrials with a procced up brawl...), the fact the alpha recharge counts against you with the new procs is just absurd - it really just doesn't make any sense.


 

Posted

In this thread I've gone through several times showing that the only things getting nerfed are super-fast cycling powers like Neutrino Bolt, Flares or Shadow Punch, and even those powers mostly only if you slotted purple procs in them. If you have even purple procs slotted in powers with approximately 5s cycle times or longer (which means 4s recharge and around 1s activation times (which, you know, is a huge fraction of powers in the game, even across Tier 1 attacks), you probably come out right where you were or slightly ahead. Anything longer than that comes out ahead. Powers like Follow Up? Freezing Ray? Way, way ahead.

Yes, there are powers that having procs in will be nerfed. Yes, smart people put existing procs in them because they were the best place to put them today. Things change. But guess what? All the other powers in your build will be better places to slot procs.

The one thing I don't like about the change is what happens with Alphas like Spiritual, but the claim "it doesn't make sense" is ridiculous. It's slotted recharge - that's what it does for powers. I get that it's annoying that it counts against procs in powers that may well not be benefiting from the added recharge, but it "makes sense" because it's like slotting more recharge in every power.

But, man, stop freaking whining. It's one thing to state your dislike, it's another to run around saying "you don't understand" and "why are they nerfing us?" If your build gets hit, I'm sorry. Some of mine are. But the new system makes sense for letting procs be useful in places they never were before, at the cost that some of the old places they were extremely useful won't be so hot. Try adjusting sometime.


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

 

Posted

I guess this destroys buzzsaw builds?


 

Posted

Quote:
Originally Posted by Hopeling View Post
Areafactor is given by a super-ugly formula:
1+(0.75*(RADIUS/5))-(((0.011*(RADIUS/6))*(360-ARC))/5)
This is frankly kinda hard to understand by looking at it, but it can be simplified (in the algebraic sense, it's still accurate) to:
1+radius*(11*arc+540)/30000
...which is nicer to look at, because you can more clearly see that the areafactor starts at 1, and increases for larger arcs and radii. For circular attacks, like the two you named, the arc is 360, and the formula further simplifies to:
1+radius*.15
Yikes, that is pretty ugly xD

Thank you for being so informative, I'll have to keep this on hand in case I ever decide to do some number crunching, though I'm not too worried anymore. I was sweating it big time for a few Toons who have lots of procs in AoEs, but you've put most of those fears to rest.


 

Posted

Quote:
Originally Posted by Ultimus View Post
I guess this destroys buzzsaw builds?
Sort of. Buzzsaw builds were never as good as anyone thought back when they were all the rage. Coming to an understanding of the "Arcanatime" mechanics meant they weren't as effective as we originally thought. I haven't seen folks in the min/max discussions in the various AT sub-forums talk seriously about a buzzsaw build in a really long time.

But yes, anyone who has such a build (and I know from the forums that some folks do, sometimes for concept reasons) it now won't perform as well.


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

 

Posted

Quote:
Originally Posted by UberGuy View Post
Sort of. Buzzsaw builds were never as good as anyone thought back when they were all the rage. Coming to an understanding of the "Arcanatime" mechanics meant they weren't as effective as we originally thought. I haven't seen folks in the min/max discussions in the various AT sub-forums talk seriously about a buzzsaw build in a really long time.

But yes, anyone who has such a build (and I know from the forums that some folks do, sometimes for concept reasons) it now won't perform as well.
I never used it, is there a short explanation of Arcanatime and why they are bad?


 

Posted

Arcanatime effectively increases the activation time of attacks, and the increase is the same for fast- and slow-activating attacks, which means the DPA of fast powers is more significantly affected (1 -> 1.188s is a 16% DPS decrease; 2.33 -> 2.508 is a 7% decrease). So basically, fast powers aren't as fast as they might appear, which hurts the "buzzsaw" strategy of using fast powers to get a lot of procs.

Some builds still make good use of procs in fast powers (Gambler's Cut is currently a great place for a Hecatomb or Achilles proc, for example), but a build that focuses specifically on doing that generally ends up demonstrably worse than a similar build using a more normal chain, even under the current mechanics.


 

Posted

The correct and adjusted proc rate better be available for viewing before IO slotting. I don't want to plug in and out procs because they've screwed with the system to the point where you need to do math on paper to figure your correct PPM.

This is a make or break issue for me.


DM/Elec brute, 50
Ice/Psi dom, 50
Crab, 50
Elec/WP Scrapper, 50
TW/WP Scrapper, 50
Robot/Trap MM, 50
Fire/Earth dom, 50

 

Posted

Can I get some help on how this affects force feedback in stomp with 131.13 recharge enhancement?


 

Posted

Sure. So, Foot Stomp has a radius of 15, and a 360-degree arc, so by the formula I posted above, its areafactor is 1+15*.15=3.25.
And with 131.13% slotted enhancement, its recharge is 20/(1+1.3113)=8.65 seconds.
Its activation time is 2.1 seconds.
And the attuned Force Feedback proc on beta currently is 1.5 PPM, which will become 1.875 come i24.
So, given the i24 proc chance formula:
PPM*(modified recharge + activation)/(60*areafactor)
and plugging in our numbers:
1.875*(8.65+2.1)/(60*3.25) = .1033 = 10.33%
...which is almost unchanged from its current value. You basically can't get more recharge enhancement in the power than you already have, so in Foot Stomp the chance will never be worse than this, but the chance would be higher if you had less recharge. 95% slotted recharge would be ~12%, 60% slotted recharge would be ~14%, 33% slotted recharge would be ~16.5%.


 

Posted

Quote:
Originally Posted by Hopeling View Post
Sure.
Thank you Hopeling. Nice to know my brute thats built for speed wont lose one of his best tricks. Getting more speed.


This is also my worst case scenario as far as upper limits of recharge. So since this toon made it out ok I wont be too worried about any of the others.


 

Posted

Quote:
Originally Posted by Ultimus View Post
I never used it, is there a short explanation of Arcanatime and why they are bad?
Expanding on what Hopeling described, the server can't react to the fact that our attack has finished activating any faster than the "ticks" of the server-side timer that processes everything going on in our shard. (There may be more than one timer handling things, but there is definitely just one responsible for processing our attacks.)

That means that all our attack activation times are rounded up to the next largest number of server ticks the activation time fits into.

FYI, current versions of Mids allow you to set whether your displayed activation times include adjustments for this effect. That's great if you are working on optimal attack chains (since it affects how fast you can actually fire the next attack in the chain), but it has nothing to do with the way PPM procs calculate cycle times. PPM always uses the base, unadjusted activation time (plus recharge time).


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

 

Posted

Quote:
Originally Posted by Beerkeg View Post
The correct and adjusted proc rate better be available for viewing before IO slotting. I don't want to plug in and out procs because they've screwed with the system to the point where you need to do math on paper to figure your correct PPM.
I also hope for this. I don't know if they'll be able to pull it off, since it will require some sort of user interface change, and those seem to be among the hardest changes to get done to the game. But I do agree with you that it's very important. The math for this isn't trivial by most people's standards, and making the effect also mostly inscrutable is just not cool at all.

Even Mids doesn't (yet) have a place to clearly display how this works, let alone the actual game.


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

 

Posted

Quote:
Originally Posted by UberGuy View Post

In this thread I've gone through several times showing that the only things getting nerfed are super-fast cycling powers like Neutrino Bolt, Flares or Shadow Punch, and even those powers mostly only if you slotted purple procs in them. If you have even purple procs slotted in powers with approximately 5s cycle times or longer (which means 4s recharge and around 1s activation times (which, you know, is a huge fraction of powers in the game, even across Tier 1 attacks), you probably come out right where you were or slightly ahead. Anything longer than that comes out ahead. Powers like Follow Up? Freezing Ray? Way, way ahead.

Yes, there are powers that having procs in will be nerfed. Yes, smart people put existing procs in them because they were the best place to put them today. Things change. But guess what? All the other powers in your build will be better places to slot procs.

The one thing I don't like about the change is what happens with Alphas like Spiritual, but the claim "it doesn't make sense" is ridiculous. It's slotted recharge - that's what it does for powers. I get that it's annoying that it counts against procs in powers that may well not be benefiting from the added recharge, but it "makes sense" because it's like slotting more recharge in every power.

It's one thing to state your dislike, it's another to run around saying "you don't understand" and "why are they nerfing us?" If your build gets hit, I'm sorry. Some of mine are. But the new system makes sense for letting procs be useful in places they never were before, at the cost that some of the old places they were extremely useful won't be so hot. Try adjusting sometime.
Look, you said:

"Yes, there are powers that having procs in will be nerfed."

And the fact that spirtual is getting screwed over doesn't make any sense thematically when you see another incarnate power that increases recharge not being affected by the same change. I'm guessing it's a situation where code creates a difficult situation to take spiritual out of the equation, which is probably why the situation exists, but that doesn't change the fact that thematically its nonsensical to make one incarnate power suffer due to the change but not the other. If you disagree, that's fine, but it's clearly a matter of opinion, so claiming you're right and I'm wrong is ridiculous.


 

Posted

It's not posting to shoot down your opinion of the change. There are things I don't like about the change, so we're in at least partial agreement. What I object to, and will post in objection to when ever I feel like, is the "color" you (and some others) apply to your posts, which you use to portray you as some poor souls being victimized by senseless actions on the parts of the devs. That's the part that I consider to be emitted from a posterior orifice. That's not an opinion about the change. That's a (baseless) opinion about the devs' motivations in making it.


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

 

Posted

Have you played a tank lately ? Seriously with all the new incarnate trials and new buffs and ato Combinations. Scraps and Brutes even Stalkers can take alpha aggro now. The game has become damage and speed based with 30% thrown to tactics. Sad, really the team blend is off balance to a Huge degree and you guys are complaining about this.


 

Posted

Stalkers? Ha! A decent blaster can take alphas when they want to.

But seriously, proc mechanics are almost totally unrelated to team roles. I'm a little puzzled why you're even bringing it up here. I feel pretty confident that the average poster in this thread can read and reply to more than one thread per month, and so discussing this has no impact at all on our ability to also think about teams, archetype roles, and other unrelated topics.


 

Posted

To clear up things for me...
Is this just store bought ones or all of them :/ even the global recharge in luck of the gamblers?? I'm kinda confused



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Posted

If it's a proc with a <100% chance, it will become PPM. Luck of the Gamblers are not procs, so they will not be affected, and their bonus is global recharge, while proc chances are only altered by slotted recharge, so that will also not affect anything.


 

Posted

Quote:
Originally Posted by Hopeling View Post
If it's a proc with a <100% chance, it will become PPM. Luck of the Gamblers are not procs, so they will not be affected, and their bonus is global recharge, while proc chances are only altered by slotted recharge, so that will also not affect anything.
So like performance shifters and other things will be changed :/ I'm not sure how I'm going to like this on my db/regen stalker. I guess I'll have to see. I don't have many store bought stuff. Or attuned ones just a hecatomb and stalker ATOs are attuned but the stalker ATOs are in thousand cuts and not assassins strike. Not sure If that makes a difference.



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Posted

The crafted procs becoming PPM will be a decent-to-awesome buff for a lot of procs/powers, roughly break even in a lot of others, and a moderate nerf to a few powers that are currently favorites for procs (for instance, Achilles Heel in Neutrino Bolt). With possibly some minor tweaks (moving procs to more favorable powers), most builds will probably end up at least as well off as they were before in this. I've illustrated a few examples of this in the last couple pages, but if you have some specifically that you're wondering about and aren't sure how to do the math, I can go through it for you.

Procs that are already PPM (ATOs, Paragon Market versions of procs) are more of a mixed bag, and will no longer so strongly favor being placed in a slow power and then cranking your recharge as high as possible.

So, for example: the Stalker proc is currently 4 PPM. The i24 changes will increase that by 25%, to 5 PPM. 1k Cuts has an areafactor of 1.51. Its base recharge is 15 seconds, and its activation time is 3.3 seconds. If you slot it with 95% recharge (ED-capped), its proc chance will be 5*(3.3+15/1.95)/(60*1.51) = .61 = 61%. That increases to 76% for the Superior version, and will also be somewhat higher if the power is slotted with less recharge. By comparison, its current proc chance is 4*(3.3+15)/(60*1.51) = 81%, and 100% for the Superior version. So, it's a difference, but not a dramatic one.


 

Posted

You lost me with the figures.... Is it a Good or bad thing to keep the stalker ATO set in thousand cuts or no?



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Posted

In 1k Cuts, the proc chance will probably be slightly lower after the changes. Exactly how much lower depends on how much recharge is slotted in the power, so you tell me.

Assassin Strike has the same base recharge as 1k Cuts, a longer activation time, and is not AoE, so the proc would have a better proc chance there, but whether that's worth moving it or not is up to you.


 

Posted

Quote:
Originally Posted by Hopeling View Post
In 1k Cuts, the proc chance will probably be slightly lower after the changes. Exactly how much lower depends on how much recharge is slotted in the power, so you tell me.

Assassin Strike has the same base recharge as 1k Cuts, a longer activation time, and is not AoE, so the proc would have a better proc chance there, but whether that's worth moving it or not is up to you.
I use 1k cuts more than AS for the AoE Cones when not in hide and most of the time I'm hardly in hide cause of farming at times which is why I had out the ATO set there for the chance of hide. When I do use AS it's mostly out of hid for the faster animations. .... But I also have some of the concealment pool powers as well for defense other than the ATOs. I mainly got the ATOs for the sets they have which is SIMULAR to normal purple sets. For the set recharge.

It's a very different build probably from other db/regen stalkers. And plus all the IO boosters to help with increasing defense/speed/recharge with hasten & plascate stuff



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