Enhancement Proc Changes
No, fast attacks don't get penalized. They get a lower proc chance, because they are faster. But you can use them more often, because they are faster. So you get roughly the same number of procs over time, regardless of the speed of the power it's slotted in.
The whole point of PPM is that neither fast nor slow powers are particularly better just for being fast or slow. The only thing getting penalized by the i24 changes is slotting a lot of recharge. Which will still be awesomely beneficial, just slightly less awesomely beneficial than it is now.
If it is true, as I saw someone claim once, that Titan Weapons uses its slow animation times for proc chance calculations, even during Momentum, then that would give most of its attacks an extra ~1s of cycle time, which is beneficial, but not enormously so - a few percentage points difference, for most procs, and none at all for the powers TW spams most (FT, WS).
Also, this punishes players for taking IO Sets as opposed to just slotting individual Enhancements for Damage, Endurance, and Procs. It also punishes those of us who used Enhancement Boosters on powers that enhance recharge speeds. This is counter-intuitive.
|
Saying a good player that played your game a LOT more than someone else should be punished for making their character better is wrong.
I have sets, purple sets. I am not rich, it take me many many years to get those sets. Now those sets cap my recharge per power, there is no REASON to nerf me. I can't AFFORD to replace those Procs, I am very very mad
Maybe I spend to many years sending you money and you keep doing these things.
Compared to the current crafted versions, PPM procs are almost universally equivalent or better. In the few cases where they are not, you can usually still turn it into a net buff by moving the proc to a different power. If you're using IOs, you're not getting nerfed, not at all. You might have to alter some build decisions if you want to take full advantage of the changes, but even without that it is definitely not a nerf, as you will see if you run the numbers.
No, fast attacks don't get penalized. They get a lower proc chance, because they are faster. But you can use them more often, because they are faster. So you get roughly the same number of procs over time, regardless of the speed of the power it's slotted in.
|
For simplicity, imagine a single power which is subject to this. It is set for 1 PPM, and it has a recharge of 10 seconds, so it goes off about one time in 6. You slot for recharge so it has a recharge of 5 seconds, now it will go off about one time in 12. So either way, 1 PPM, right?
But wait! Imagine that you have, not one such power, but five such powers, with activation times of 2 seconds.
Before the change, you could use one power every two seconds, and each power would have a 1/6 proc chance, so you'd get about 5 total procs per minute across those five powers. Now you slot for recharge, and the only thing that changes is the proc chance -- you now get about 2.5 total procs per minute across those 5 powers. Because at any given point, only a couple of them are recharging.
Since characters tend to have at least a few powers that are already recharged at any given point, it seems to me that this is not necessarily going to result in no decrease in procs from slotting lots of recharge.
Proc chances are based on (recharge + cast), not just recharge. So your 10-second attacks have 12-second cycle times, for a 1-in-5 proc chance; when slotted, they have 7-second cycle times, for a proc chance slightly above 1 in 10.
But moreover, I'm not talking about some power unslotted vs the same power slotted. Slotting recharge quite obviously reduces proc chance, and if you slot more recharge but do not get to use the power proportionally more often, the proc will of course be worse off. I'm talking about comparing two different powers: "Should I put the Hecatomb proc in Knockout Blow or Haymaker?". And the answer is simply "it depends". The faster power is not necessarily a better nor worse place for the proc - that's the entire point of PPM. In practice, most attack chains have a certain power's recharge as the limiting factor, and the other powers fit around that; usually, but not always, this limiting factor is a hard-hitting long-recharge attack. When you get to talking about specific attack chains, then you can begin to definitively say whether a certain power is a better or worse place than another power for any given proc, but this will depend on the specific attack chain and slotting, not just which attack has the longer animation.
I'm against using current recharge of the power in this calculation as well. This leads to all sorts of strange anomalies, such as powers that debuff recharge having no effect on part of you attack, and so on.
I think a standard amount of +recharge should be assumed (say +150%) for all powers at all times, and PPM rates calculated based upon that.
I really should do something about this signature.
I'm against using current recharge of the power in this calculation as well. This leads to all sorts of strange anomalies, such as powers that debuff recharge having no effect on part of you attack, and so on.
I think a standard amount of +recharge should be assumed (say +150%) for all powers at all times, and PPM rates calculated based upon that. |
If you look it over you will see your suggestion would actually be FAR worse than what he is proposing, since its nearly impossible to get 150% recharge slotted into a power, even with a spiritual core paragon in your alpha slot. As a quick example, my ss/fire brute has a L50 oblit set in burn and a spiritual core paragon alpha slot and she only has 126% recharge 'slotted' in the power.
Globals: @Midnight Mystique/@Magik13
So random thought, how does the purple immob proc for chance to hold effect single target and aoe immobs now?
So how would Chance for Buildup in Focus Accuracy work compared to placing it in buildup? How does PPM work in toggles?
So random thought, how does the purple immob proc for chance to hold effect single target and aoe immobs now?
|
PPM procs in toggles get a chance to fire on each tick, with the toggle's tick frequency as their cycle time. Over time, you'd get the same number of procs as you would putting it in Build Up and using that as soon as it recharges.
The Gravitational Anchor proc on beta is 3.5 PPM, which will be 4.375 in i24. Since ST immobs tend to recharge quickly, and AoE immobs tend to recharge quickly AND have a huge area, this proc in particular will not see much improvement or become worse, for most uses.
|
Thanks. I figured with the current ppm it would be about a 30% chance without recharge slotted in a single target. Couldnt figure it out for living shadows as I dont have the area factor formula and even if i did would prolly mess it up. Figure the %chance is probably worthless there anyways.
Earlier post about area factor:
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, the arc is 360, and the formula further simplifies to: 1+radius*.15 |
Hi All,
I wanted to reach out to you all to let you know that we're aware of your concerns regarding procs per minute versus IO static proc chances. In some situations the procs per minutes on store bought enhancements (SBEs) are superior to those in IOs. I've read through your feedback and understand your concerns. We have a course of action we'd like to take for Issue 24. The changes we're going with are: 1) All IO procs will have their flat percentage chance to trigger updated to use Procs Per Minute. 2) Proc chance will cap at 90%. This means that there is always a small chance for the proc to not trigger even if slotted into a power that would previously guarantee a proc. 3) Procs Per Minute will use modified recharge instead of base recharge. The reason for this is that the whole idea of Procs Per Minute goes right out the window when we keep the base recharge even though that value can be dramatically altered. 4) To compensate for this, the Procs Per Minute on all enhancements will be increased. The goals of this change would be to create a strong level of parity between IOs and Store Bought Enhancements (in fact they'll be identical proc wise) and reduce the impact that the initial implementation of the PPM mechanic had on gameplay. Your feedback is very important to us so I wanted to see how the community feels about these potential changes. I think it's important to stress that the overall impact to gameplay this will have on existing PPM enhancements will be small. That said players will notice a small performance hit at very high levels of recharge. The balancing point for the increased procs per minute rates will be based upon a reasonable level of recharge. That amount will likely change through beta testing. You'll all have a chance to play test this on the beta servers in the not so distant future. Best Regards, Phil "Synapse" Zeleski |
-Female Player-
Hi All,
I wanted to reach out to you all to let you know that we're aware of your concerns regarding procs per minute versus IO static proc chances. In some situations the procs per minutes on store bought enhancements (SBEs) are superior to those in IOs. I've read through your feedback and understand your concerns. We have a course of action we'd like to take for Issue 24. The changes we're going with are: 1) All IO procs will have their flat percentage chance to trigger updated to use Procs Per Minute. 2) Proc chance will cap at 90%. This means that there is always a small chance for the proc to not trigger even if slotted into a power that would previously guarantee a proc. 3) Procs Per Minute will use modified recharge instead of base recharge. The reason for this is that the whole idea of Procs Per Minute goes right out the window when we keep the base recharge even though that value can be dramatically altered. 4) To compensate for this, the Procs Per Minute on all enhancements will be increased. The goals of this change would be to create a strong level of parity between IOs and Store Bought Enhancements (in fact they'll be identical proc wise) and reduce the impact that the initial implementation of the PPM mechanic had on gameplay. Your feedback is very important to us so I wanted to see how the community feels about these potential changes. I think it's important to stress that the overall impact to gameplay this will have on existing PPM enhancements will be small. That said players will notice a small performance hit at very high levels of recharge. The balancing point for the increased procs per minute rates will be based upon a reasonable level of recharge. That amount will likely change through beta testing. You'll all have a chance to play test this on the beta servers in the not so distant future. Best Regards, Phil "Synapse" Zeleski |
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I'm not sure what this all means as to how it works to begin with and how it will be changed. Can someone point me to each change and how it will affect procs? And as I saw someone post, I assume that things like numina regen/recovery and Regen tissue +regen will will grant a constant bonus when slotted in things like health right?
|
If you have specific questions, I'm happy to help, but for the general overview I don't know what to tell you other than to direct you to Synapse's posts in this thread.
You've already quoted the post that gives the general overview of the changes. PPM procs are explained here: http://paragonwiki.com/wiki/PPM
If you have specific questions, I'm happy to help, but for the general overview I don't know what to tell you other than to direct you to Synapse's posts in this thread. |
And I see at least what they're doing with that in single target powers, but I REALLY don't see the need to nerf it for powers that have a larger aoe, being of the point that generally they have a less effect/strength.
And better yet, keep the rule the same, instead of lowering the chance to proc by being in a higher recharge power, instead, have increased damage/effect from the proc when placed in a higher recharging power.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Ah, okay, those are questions and concerns specific enough to address
The changes don't make procs less worthwhile as you add more recharge. The thing is, under the current system, fast recharge makes procs dramatically better. The changes just make it less dramatically better. The changes mean that *slotted* recharge will leave your procs roughly the same as they were in the first place, and global recharge will still make the procs better. Slotting more recharge reduces the proc chance, as a percentage, but the power recharges faster and can thus be used more often, so it will still go off roughly as often overall. (You can game the system a little bit on this, by slotting as little recharge as possible in your procced-out powers and relying on global recharge bonuses, but in most cases this doesn't make a huge difference.)
You suggested increasing the % chance based on recharge, but that IS what the PPM system does. PPM is not a set number of procs per minute, nor is it an upper limit, or any such thing. It's just an average. A 3 PPM proc could go off ten times in any given 60-second period, or it could go off zero times, or whatever other number. But on average, it will go off three times; more than that, actually, if you have global recharge bonuses.
Making procs less effective (per target) in AoE powers than in single-target powers is consistent with the design of AoE powers in general, which is that they are less effective per target, but make up for it by hitting multiple targets. (A decent case might be made that the proc's effect should be reduced by the power's areafactor, rather than the proc chance, but that probably has additional technical difficulties and definitely doesn't work as well for procs that do things other than dealing damage. But that's mostly academic at this point.)
Will all of this change build strategies and alter the build metagame? To some degree, yes. But honestly, most builds that I see now don't stress out a lot over optimizing their use of procs, and I doubt that will change dramatically post-i24. A Hecatomb proc will still be awesome, but the optimal place for it will be Haymaker or Knockout Blow, rather than Jab. And in a large majority of cases, even if you don't go out of your way to game the system, you'll still be at least as well off as you are under the pre-i24 rules.
Ah, okay, those are questions and concerns specific enough to address
The changes don't make procs less worthwhile as you add more recharge. The thing is, under the current system, fast recharge makes procs dramatically better. The changes just make it less dramatically better. The changes mean that *slotted* recharge will leave your procs roughly the same as they were in the first place, and global recharge will still make the procs better. Slotting more recharge reduces the proc chance, as a percentage, but the power recharges faster and can thus be used more often, so it will still go off roughly as often overall. (You can game the system a little bit on this, by slotting as little recharge as possible in your procced-out powers and relying on global recharge bonuses, but in most cases this doesn't make a huge difference.) You suggested increasing the % chance based on recharge, but that IS what the PPM system does. PPM is not a set number of procs per minute, nor is it an upper limit, or any such thing. It's just an average. A 3 PPM proc could go off ten times in any given 60-second period, or it could go off zero times, or whatever other number. But on average, it will go off three times; more than that, actually, if you have global recharge bonuses. Making procs less effective (per target) in AoE powers than in single-target powers is consistent with the design of AoE powers in general, which is that they are less effective per target, but make up for it by hitting multiple targets. (A decent case might be made that the proc's effect should be reduced by the power's areafactor, rather than the proc chance, but that probably has additional technical difficulties and definitely doesn't work as well for procs that do things other than dealing damage. But that's mostly academic at this point.) Will all of this change build strategies and alter the build metagame? To some degree, yes. But honestly, most builds that I see now don't stress out a lot over optimizing their use of procs, and I doubt that will change dramatically post-i24. A Hecatomb proc will still be awesome, but the optimal place for it will be Haymaker or Knockout Blow, rather than Jab. And in a large majority of cases, even if you don't go out of your way to game the system, you'll still be at least as well off as you are under the pre-i24 rules. |
And say my fire/rad who honestly is only dealing good damage cause he has 3 damage procs in choking cloud, hotfeet, and I believe 2 in fire cages. This seems like it's going to supernerf him.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
But your procs are already not going off as often as possible, if you don't use the power as often as possible. That has little to do with the i24 changes.
The real question is "does the PPM system give me an equal or better proc chance than the current flat 20%?" (Or whatever other number, as appropriate to the proc.) And in most cases, the answer is either "yes", or "yes, if you move it to a different power". For some things (huge fast-recharging AoEs like Fire Cages) it's a nerf, for many things it's a buff, in some cases a huge one (Gaussian's proc, anything resembling a nuke, mininuke, or telenuke, long-recharge AoE control powers, many single-target attacks). Procs in Hot Feet will be marginally worse (20% -> 18%); procs in Choking Cloud will be marginally better (20% -> 22%). Overall, odds are pretty good that you won't even notice the changes unless you're specifically watching for the difference, and odds are also pretty good that you can turn it into a significant net buff by respeccing for i24-optimization rather than i23-optimization. And frankly, with the new IO sets in i24 and the set bonus changes and the second round of ATOs, odds are pretty good that you'd want to respec anyway.
Overall, odds are pretty good that you won't even notice the changes unless you're specifically watching for the difference, and odds are also pretty good that you can turn it into a significant net buff by respeccing for i24-optimization rather than i23-optimization.
|
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
I have 3 accounts on COH. Since the sun set seems a reality, why not allow me, and those in similar situations, to transfer the points I bought for the Paragon Market from the accounts I no longer use to my main account. It would save NCsoft money by NOT having to arrange a refund through Pay Pal.
Thank you for considering a way to save NCsoft money and benefitting my main characters at the same time.
Characters: Doc Artz, Enchancer, Ranged One, Ranged Feuer, Fuer Master, Controling One, and Peace of mine.
I have 3 accounts on COH. Since the sun set seems a reality, why not allow me, and those in similar situations, to transfer the points I bought for the Paragon Market from the accounts I no longer use to my main account. It would save NCsoft money by NOT having to arrange a refund through Pay Pal.
Thank you for considering a way to save NCsoft money and benefitting my main characters at the same time. |
Also, any points purchased prior to August 24 are ineligible for a refund. Which sucks, because I still have about $100 on my second account that I purchased back in May.
Finally, this is a stupid thread to post your suggestion in. If there were still regular administration, they'd have moved it to the Suggestions forum or to a thread dealing with sunset Q&A.
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
-----
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.