Enhancement Proc Changes
Normal Procs have I believe a 20% chance of going off right now. (With the exception of those like Entropic Chaos which are horrifically low)
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Since Entropic Chaos proc is only slotted in ranged attacks, and most rnaged attacks don't have long recharge, does this mean that Entropic Chaos chance for heal will trigger even less now?
I mean its already a low chance to hit at all in its current state, does this change make this even less chance to hit? If so then someone might want to take another look at this proc and ones like it to buff it a bit.
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The Attuned version of the Entropic Chaos proc is currently 2 PPM. So that's 2.5 PPM, under i24 rules. Even in a 4s recharge tier 1 blast, with 95% slotted recharge, that's 2.5*(1+4/1.95)/60 = 12.7%, which is still better than the current 10% chance. So no, that proc won't be getting any worse than it is.
There's quite probably some room to buff the proc anyway, though.
Is the Ach Heel or the FOTG -Res procs going to be changed at all? I know they are considered pretty OP by most standards. Would their proc rates be decreasing ?
The Attuned version of Achilles Heel is currently 3 PPM on beta, which means its proc chance will increase significantly in many powers, although a few current favorites for the proc (Gambler's Cut, Neutrino Bolt) will get a little worse. Presumably, the FotG proc will be 3 PPM as well.
What's the current proposed I24 PPM for the Gaussian's build up proc? And performance shifter's proc?
Also, how are auto/toggle power procs being handled? I think I remember someone saying they were given an assumed 10 sec recharge time, but I couldn't find the post again.
Thanks for the responses, if any.
They will, presumably, become the same as the Attuned versions. The Performance Shifter proc is currently 1.5 PPM, which means it is slightly better than a 20% chance. Under the i24 changes, it would be 1.875 PPM, which would make it better still. The Attuned version of the Gaussian's proc is currently 1 PPM on beta, which means 1.25 PPM in i24, which means way, way better than the current flat 5% proc chance, especially in Build Up and similar powers, where it will easily reach the 90% proc chance cap.
I have heard, but not personally confirmed, that PPM procs in toggles/autos (and also in "field" powers like Caltrops or Distortion Field) get a chance to fire on every tick, but calculate their proc chance using the tick frequency as the cycle time. Averaged over time, this should be equivalent to one chance every 10 seconds with a 10-second cycle time for the proc chance.
hmm, so if I'm reading this correctly, and not completely borking the math, that would bump up performance shifter to about approximately a 30% proc rate every 10 sec when slotted in stamina/quick recovery/physical perfection/superior conditioning, and the gaussian's line in a toggle or auto power (like focused accuracy) bumps up to a whopping 20% chance every 10 seconds? Assuming those PPM values stay the same, that is.
Nice.
Yep, you've got it right. Alternately, a near-guaranteed double Build Up is pretty nifty, too.
A lot niftier, I'd say. I just don't run a char (with any real degree of seriousness. yet) that has build up.
that does mean I'll be putting it into every build up ever now, though.
They will, presumably, become the same as the Attuned versions. The Performance Shifter proc is currently 1.5 PPM, which means it is slightly better than a 20% chance. Under the i24 changes, it would be 1.875 PPM, which would make it better still. The Attuned version of the Gaussian's proc is currently 1 PPM on beta, which means 1.25 PPM in i24, which means way, way better than the current flat 5% proc chance, especially in Build Up and similar powers, where it will easily reach the 90% proc chance cap.
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Since proc shifter PPM was rebalanced for auto powers I see no reason to believe it will be bumped up to 1.875(or stay there)
Your saying it's at the 90% cap when slotted for 90-97% recharge? or is that without any recharge slotted?
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1.25*(1.17+90/1.95)/60= .985 = 98.5%, capped at 90%
If you ARE using a recharge alpha, then the worst case is ~125% slotted recharge (with Spiritual Core Paragon)
1.25*(1.17+90/2.25)/60= .857 = 85.7%, still not much of a decrease.
You may be right about Performance Shifter; we'll see once it reaches beta.
At 1.25 PPM, it will have a 90% proc chance as long as you're not using a recharge alpha. Worst case would be ~95% slotted recharge:
1.25*(1.17+90/1.95)/60= .985 = 98.5%, capped at 90% If you ARE using a recharge alpha, then the worst case is ~125% slotted recharge (with Spiritual Core Paragon) 1.25*(1.17+90/2.25)/60= .857 = 85.7%, still not much of a decrease. You may be right about Performance Shifter; we'll see once it reaches beta. |
ok hopeling, I have some mathwork for you.
If my calculations are correct the build up proc in follow up would have between a 14% and 27% chance of going off depending on having no recharge or max recharge. Unfortunately since its an attack it will have either a brute/scrapper ato set in it or a set of kinetic its going to have some recharge.
What I was wondering is if its worth having the proc in it and how the two compare. Can it compete with build up with how much damage output its giving. About 18% chance going off every 5 seconds or so compared to the 90% every 36 or so for build up.
Then again claws could prolly keep it double stacked for a perm 65% damage boost. So I guess that could be factored in as well.
Anyways, your input and what you think on the subject matter would be appreciated.
The point of PPM is that the proc will provide the same benefit regardless of a power's cycle time, if that power is used as often as possible. So really, the comparison will come down to "how close to as often as possible do you use this power" far more than the power's specific cycle time, which will depend heavily on the attack chain for Follow Up, and on your behavior for Build Up. (Do you use it on cooldown, or hold onto it for a while to line up big bursts, or save it for tough fights, or etc)
Still, regardless of exactly how it compares to the proc in Build Up, it should be quite good in Follow Up (or Blinding Feint). It will act similar to current damage procs, though (unreliably deal a chunk of extra damage), whereas in Build Up it'll pretty reliably go off when when you want it to. Neither of those is necessarily strictly better, but they are somewhat qualitatively different.
Note that, although it's qualitatively similar in Follow Up to a damage proc, the Gaussian's proc is worth considerably more than ~70 damage when it goes off. In a Blinding Feint-Attack Vitals chain for a Scrapper, it's worth ~350 damage, for example.
The point of PPM is that the proc will provide the same benefit regardless of a power's cycle time, if that power is used as often as possible. So really, the comparison will come down to "how close to as often as possible do you use this power" far more than the power's specific cycle time, which will depend heavily on the attack chain for Follow Up, and on your behavior for Build Up. (Do you use it on cooldown, or hold onto it for a while to line up big bursts, or save it for tough fights, or etc)
Still, regardless of exactly how it compares to the proc in Build Up, it should be quite good in Follow Up (or Blinding Feint). It will act similar to current damage procs, though (unreliably deal a chunk of extra damage), whereas in Build Up it'll pretty reliably go off when when you want it to. Neither of those is necessarily strictly better, but they are somewhat qualitatively different. Note that, although it's qualitatively similar in Follow Up to a damage proc, the Gaussian's proc is worth considerably more than ~70 damage when it goes off. In a Blinding Feint-Attack Vitals chain for a Scrapper, it's worth ~350 damage, for example. |
Interesting. I knew you'd bring a point of view I hadnt really thought about. As far as follow up goes I would probably be using it every chance it was up while I'm in a fight. But your right, the whole point of the ppm change is to even things up and I was getting so caught up in the numbers I had forgotten that. Plus currently its 5% chance so going up to 18% is a good boost.
There is some wiggle room, since the proc chance is only affected by slotted recharge and not global recharge, and you can even game the system a little (slot as little recharge as possible into the power itself, relying on global recharge bonuses instead). But yeah, since no character actually has both Build Up and Follow Up, talking about which power makes better use of the proc is kind of moot.
Even for Night Widows, who get to choose between Build Up and Follow Up, the difference between the proc in the two powers is basically the difference between the powers themselves (large bonus reliably but infrequently vs similar total damage averaged over time), so whichever the character wanted in the first place, the proc gives them more of that. So even a Night Widow probably won't reverse that decision based on the proc.
In any case, I don't think anybody using the PPM version of the proc will be disappointed by it
But yeah, since no character actually has both Build Up and Follow Up, talking about which power makes better use of the proc is kind of moot.
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Wasnt trying to figure out which is better, just trying to figure out how my claws scrapper is going to compare to my other scrappers after the change. Build up versions are going to be getting considerable burst damage but the claws is one of my favorites.
So how will PPM effect AOEs Hopeling? AOE Toggles that is. I currently have 3 procs in Blazing Aura, would they see a decrease in proc rate?
In short: no, procs in Blazing Aura should not see a decrease in proc rate. Auras with larger radii might, though.
PPM procs in AOE powers are calculated as normal, but then divide the proc chance by the power's areafactor. From a few pages back:
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 |
A normal 20% damage proc will be 3.75 PPM in i24, so with Blazing Aura's areafactor it will go off 3.75/2.2 = ~1.7 times per minute. For comparison, a flat 20% proc chance in Blazing Aura averages 1.2 procs per minute.
Currently, non-PPM procs in toggles and auto powers get one chance to go off every 10 seconds. I haven't personally tested this, but Kosmos says (and is generally correct about this kind of thing) that PPM procs in toggles and auto powers currently check on each tick of the power instead, but use the power's tick length for cycle time. Averaged over time, it doesn't really matter whether it gets a chance every 2 seconds with a 2-second cycle time for the proc rate, or a chance every 10 seconds with a 10-second cycle time. However, if the proc chance floor Synapse has talked about happens, a 3.75 PPM proc would floor at 9.5% chance. A 9.5% chance every 2 seconds would mean an average of 2.85 procs per minute, which is an even larger improvement. Don't get too excited about that part yet, though; even Synapse didn't seem sure of how to implement the floor when last he posted about it, so it could easily change (or disappear) by the time it reaches live.
In short: no, procs in Blazing Aura should not see a decrease in proc rate. Auras with larger radii might, though.
PPM procs in AOE powers are calculated as normal, but then divide the proc chance by the power's areafactor. From a few pages back: Blazing Aura has a radius of 8, so its areafactor is 2.2. A normal 20% damage proc will be 3.75 PPM in i24, so with Blazing Aura's areafactor it will go off 3.75/2.2 = ~1.7 times per minute. For comparison, a flat 20% proc chance in Blazing Aura averages 1.2 procs per minute. Currently, non-PPM procs in toggles and auto powers get one chance to go off every 10 seconds. I haven't personally tested this, but Kosmos says (and is generally correct about this kind of thing) that PPM procs in toggles and auto powers currently check on each tick of the power instead, but use the power's tick length for cycle time. Averaged over time, it doesn't really matter whether it gets a chance every 2 seconds with a 2-second cycle time for the proc rate, or a chance every 10 seconds with a 10-second cycle time. However, if the proc chance floor Synapse has talked about happens, a 3.75 PPM proc would floor at 9.5% chance. A 9.5% chance every 2 seconds would mean an average of 2.85 procs per minute, which is an even larger improvement. Don't get too excited about that part yet, though; even Synapse didn't seem sure of how to implement the floor when last he posted about it, so it could easily change (or disappear) by the time it reaches live. |
ATO and ATO2 procs are already PPM, and PPMs already count animation time. Neither of those things are changing in i24. Whether i23 or i24, Energy Punch's short cycle time means it's not very good for PPM procs, unless you're using it every other attack. I'm not actually sure what EM attack chains look like, so maybe that's plausible.
ATO and ATO2 procs are already PPM, and PPMs already count animation time. Neither of those things are changing in i24. Whether i23 or i24, Energy Punch's short cycle time means it's not very good for PPM procs, unless you're using it every other attack. I'm not actually sure what EM attack chains look like, so maybe that's plausible.
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ATO and ATO2 procs are already PPM, and PPMs already count animation time. Neither of those things are changing in i24. Whether i23 or i24, Energy Punch's short cycle time means it's not very good for PPM procs, unless you're using it every other attack. I'm not actually sure what EM attack chains look like, so maybe that's plausible.
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I didn't think PPM factored in Animation Time? At least in the original post it doesn't state that?
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Not necessarily. Under i23 rules, you'll average 3 procs per minute from a 3 PPM proc, but can get considerably more than that in an attack, since the calculation uses base recharge, not modified recharge. Under i24 rules, it uses slotted recharge, which reduces the gap, but with global recharge bonuses you can still get more procs than you would in a toggle/auto (unless the proc chance floor thing works for toggles/autos). In Blazing Aura, the ato2 proc under i24 rules would go off 7.5 times per minute, but you'd need >10 times per minute to reach 5 stacks consistently.
My opinion has changed on this, I think it will be a buff of sorts for most of my toons.
I don't really have the time to surf through this whole forum, So i am going to ask, How exactly will this effect pets? (Both traditional, and Psuedo), Like the soulbound proc or just plain damage procs. Achilles heel and such.