Enhancement Proc Changes


Agent White

 

Posted

I do see the objection to making the PPM mechanic obey buffs.

Consider that the people who care about the mechanics of this the most are, in my opinion, extremely likely to already have single-target attack chains that do not vary when they gain more recharge. Once you have enough attacks and recharge to maintain a seamless attack chain, I doubt most players change up that attack chain on the fly in relation to buffs.

If you receive buffs, and they either do not change your optimal chain or you do not change your chain when they could, you simply lose DPS if your PPM rate adjusts to the higher recharge, even though that recharge does nothing to improve the DPS of your "base" attack chain. This isn't very appealing to me, certainly.

Edit: Scooped while typing.

Edit2: And yeah, having lots of global recharge for other powers decrease your PPM rating is also very sucky. The more I think about this, the more I would prefer lower, but static PPM rates, plus a floor.


Blue
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Red
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Posted

This is kind of a turd sandwich. Ditch the whole "based on modified recharge" thing. It's leaving a bad taste in my mouth.


 

Posted

But.. I guess maybe I misunderstood what is changing.


Flat% procs are being replaced by PPM procs for all but 120s, correct?


If so, I don't think they would penalize someone who is already using a proc at the flat% with the possiblility of decreased performance. That would be just plain silly.

That said, it seems all benefit for the majority of folks, a non factor for most of the rest and flame on my game is broke now for.. wait how is it worse if it's at least the same?


Tru
Great game while it lasts.

 

Posted

Quote:
Originally Posted by UberGuy View Post
I too am fond of the idea of a floor on the proc chance which could enforce that PPMs are never any worse than flat% ones.
I suggested something sort of like that to Synapse a while back specifically to cover this potential objection, and I'm hoping it finds its way into the current system after initial testing.


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Posted

To clarify:

Are these changes only on chance-to-X procs, or are they also on stuff like Kismet +6% and such which currently have a 100% chance to proc regardless of recharge rate?


 

Posted

Quote:
Originally Posted by Arcanaville View Post
I suggested something sort of like that to Synapse a while back specifically to cover this potential objection, and I'm hoping it finds its way into the current system after initial testing.
Cool. I know it's been brought up in some of the threads, too so hopefully he both acknowledges it and considers it to have merit.

When we were going to have both PPMs and flat-rate versions, the idea seemed to be that you could pick and choose the right one for the right power. Now that this won't be true, I'm hoping the idea that long-cycle-time powers should also be decent places to put procs. If so, that shouldn't automatically preclude them still being as good in fast-cycling powers as they are today.

What I don't know is whether they think how procs work on live is somehow too good. I don't know why they would think that, but I really have no idea what they think.


Blue
American Steele: 50 BS/Inv
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Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
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Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
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Posted

Quote:
Originally Posted by seebs View Post
To clarify:

Are these changes only on chance-to-X procs, or are they also on stuff like Kismet +6% and such which currently have a 100% chance to proc regardless of recharge rate?
It seems likely to only affect "chance to" procs, based on presumed intent, but we don't have formal word on that.

Edit: According to RedTomax's site, Attuned Numina's and Kismet uniques have no PPM nature to them, so they appear excluded by explicit design.


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 DreadShinobi View Post
You can only fire off a power so often because of animation time.

If you have an attack chain that requires 200% rchg to run, and you have 300% rchg, you're going to be doing LESS DPS.
Quote:
Originally Posted by Draeth Darkstar View Post
No, it does not, because once you've reached a recharge rate where you're firing your powers off as fast as the animations allow, any further recharge gained decreases your proc chances without increasing your performance in any meaningful way.

Edit: What he said ^
Then the solution would be to calculate the recharge of a power -- for the sake of calculating PPM -- based on an enhanceable and unenhanceable sum that would mirror recharge time and animation time.


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Posted

Speaking of number crunching, point #4 explicitly states they'll be upping the procs per minute. We should probably wait until we actually get the numbers before all the gloom and doom and kneejerking sets in.

And Issue 24. I'm guessing 23 is right around the corner >>


 

Posted

Quote:
Originally Posted by MisterD View Post
Yes I know it IS WAI. That still doesnt mean it 'should' be working that way. DO you honestly trust the devs to get the workings of everything correct? Given how they came up with the ppm system, nerfed it on one type, left the rest..and NOW are changing it all? I sure dont.

Anyway, I think people are really missing the part where Syn said 'All ppm rates will be increased, to balance how much they proc' with only 'small performance hits'. Lets wait and see what happens.
If Synapse says it's working as intended in the first place, and then this happens, I question the logic of development. Which I have for some time now. This just cements it further that something is going on.


 

Posted

Quote:
Originally Posted by seebs View Post
To clarify:

Are these changes only on chance-to-X procs, or are they also on stuff like Kismet +6% and such which currently have a 100% chance to proc regardless of recharge rate?
Effects with a 100% chance to occur baked into the power are not considered procs by the devs for the purposes of this discussion. This only covers proc-like effects with less than 100% chance to occur, or procs with variable chance to occur using the PPM mechanism.


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Posted

Quote:
Originally Posted by Zombie Man View Post
Then the solution would be to calculate the recharge of a power -- for the sake of calculating PPM -- based on an enhanceable and unenhanceable sum that would mirror recharge time and animation time.
That doesn't really work out, though. If you have an optimized attack chain, a power can recharge before you would actually re-insert it into the chain. "Optimized" in this case doesn't mean you use each power exactly as it recharges. Instead it just means you use the powers in an order that allows the longest recharging of them to come back in time for the entire chain to work, and you order all the others in a way that maximizes DPS.

Once you've got such a chain, unless you get so much recharge that it actually makes a whole new chain optimal, you wouldn't change it. In practice, I doubt very many people who use fixed attack chains change them on the fly even when they find themselves blessed with enough +recharge to execute a better one.

When that's the case, any proc rate dependency on recharge time starts to look like a penalty in this situation.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
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WinterStrike: 47 Ice/Dev
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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

Hmm not sure how I feel about this...


I'm not entirely up to date on the PPM, I know how the chances work for Single Target powers, but how do they work in AoE powers right now on Live? are they modified by the target cap like the ATO procs?


 

Posted

Quote:
Originally Posted by Zombie Man View Post
Then the solution would be to calculate the recharge of a power -- for the sake of calculating PPM -- based on an enhanceable and unenhanceable sum that would mirror recharge time and animation time.
That won't work in the general case. Believe me I looked into it. In the general case this either becomes unworkable, or becomes exploitable like you wouldn't believe. The problem is trying to program the game engine to know just exactly which powers are actually genuinely competing for cast time.

There's also the question of whether or not you should actually *get* the full effect of the procs even when you squeeze the animation time by that much. You don't get the full effect of the *attacks* either.

A chance floor is likely to be the only workable compromise in this area without getting into some very ugly and complex mechanics.


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Posted

Synapse, thank you for posting this. It's not the exact solution I personally prefer (and it's still 2 issues away, so it's probably still subject to change somewhat), but I am glad to see that my and others' concerns from this morning when Hecatomb went live with no comment on this issue have already been addressed.


 

Posted

Quote:
Originally Posted by UberGuy View Post
Edit2: And yeah, having lots of global recharge for other powers decrease your PPM rating is also very sucky. The more I think about this, the more I would prefer lower, but static PPM rates, plus a floor.
Without changes, at the very least giving current% rate floors to the proc chances, I fear this is going to really hurt some characters.

My Ice/Storm/Ice Controller has nothing to work with but very short activation+recharge powers to make an attack chain with, and has very high global recharge to leverage Storm Summoning better.

She currently runs Chilblain -> Block of Ice -> Ice Blast -> Repeat
177.5% Global Recharge.
Chilblain, 4s base Recharge, 1.17s activation time
  • 89.9% Damage, 0% Recharge
  • Trap of the Hunter: 20% Chance for Lethal Damage
  • Impeded Swiftness: 20% Chance for Smashing Damage
  • Actual Recharge Time: 1.44s
  • Cycle time: 2.61s
  • 22.989 uses per minute
Block of Ice, 8s base Recharge, 1.87s activation time
  • 66.3% Damage, 89.9% Recharge
  • Unbreakable Constraint: 33% Chance for Smashing Damage
  • Actual Recharge Time: 2.18s
  • Cycle time: 4.05s
  • 14.815 uses per minute
Ice Blast, 8s base Recharge, 1.00s activation time
  • 97.5% Damage, 42.4% Recharge
  • Impeded Swiftness: 20% Chance for Smashing Damage
  • Actual Recharge Time: 2.5s
  • Cycle time: 3.5s
  • 17.143 uses per minute

Currently, 20% proc rates are given a value of 3ppm in the market. 33%s are given a value of 4.5ppm.

At those rates:
The Unbreakable Constraint in Block of Ice would go down to a 30.4% proc chance.
The Trap of the Hunter and Impeded Swiftness in Chilblain would go down to 13.05% chances.
The Impeded Swiftness in Ice Blast would go down to a 17.5% chance.

That will theoretically be increased by a nebulous amount by the PPM value increase, but any external recharge buffs will reduce them more, too.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Here's another use case where making the PPM based on actual recharge seems to create what I think are undesirable side-effects.

Imagine you have two Scrappers, one DB/WP and one DB/Regen.

DB can get a seamless attack chain that's pretty respectable at fairly low levels of global recharge. WP has one power that benefits from +recharge - it's self-rez. So basically the DB/WP can get enough recharge for their DB chain and not worry about more.

Regen benefits significantly from very high levels of global recharge, and it's quite reasonable to build Regen for more global recharge than is needed for the basic seamless DB attack chain.

So, built in ways that make sense for their primary/secondary, and using the same attack chain, the same procs in the DB/Regen's attacks would activate less often than those in the DB/WP's, simply because the DB/Regen built in a way that is optimized for their secondary.

That really feels wrong to me.


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 Draeth Darkstar View Post
Without changes, at the very least giving current% rate floors to the proc chances, I fear this is going to really hurt some characters.
Irrelevant. There will be changes. Synapse stated that all procs will have their PPM value increased.

Regardless, basing it on modified recharge still seems dumb without introducing a floor to the proc chance equivalent to the current flat chance procs. That would at least make it so recharge wasn't as much of a penalty. I'm not sure how often the new versions will be better, but it's very very important that they are never worse.


@Rorn ---- Blue Baron ---- Guardian

 

Posted

Quote:
Originally Posted by UberGuy View Post
That really feels wrong to me.
That's because it is wrong. This setup penalizes a build that focuses on recharge. Are they going to start penalizing builds that focus on defense, by tweaking bonus awards as you get them? Will a build that utilizes more +HP get hammered with extra diminished returns? I just think they need to tread carefully with this approach.


Don't I know you???

 

Posted

Quote:
Originally Posted by Vauluur View Post
I'm not sure how often the new versions will be better, but it's very very important that they are never worse.
Unless they are broken... Maybe they are comming for RECHARGE. Dude that's it, the Devs hate recharge. How would this effect the recharge proc in footstomp?


Edit: and was Velour really taken?


Tru
Great game while it lasts.

 

Posted

Quote:
Originally Posted by UberGuy View Post
Cool. I know it's been brought up in some of the threads, too so hopefully he both acknowledges it and considers it to have merit.

When we were going to have both PPMs and flat-rate versions, the idea seemed to be that you could pick and choose the right one for the right power. Now that this won't be true, I'm hoping the idea that long-cycle-time powers should also be decent places to put procs. If so, that shouldn't automatically preclude them still being as good in fast-cycling powers as they are today.

What I don't know is whether they think how procs work on live is somehow too good. I don't know why they would think that, but I really have no idea what they think.
Probably not, but it is true that min/maxers tend to bear the brunt of balancing changes - as they should in my opinion. Of course the people who build for 300% recharge are going to see the most dramatic changes downward when anything related to recharge is game-balanced, because they are out on the bleeding edge of maximum performance. While some of that can be hedged, and in this case a properly implemented floor can mitigate most of this problem, I would think min/maxers would have learned by now they are not the important consideration for game balancing. And that's never going to change.


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Posted

Quote:
Originally Posted by Arcanaville View Post
I would think min/maxers would have learned by now they are not the important consideration for game balancing.
I would have to disagree with this statement. Every playstyle is an important consideration for game balancing.

Edit:
Quote:
Originally Posted by Vauluur View Post
Irrelevant. There will be changes. Synapse stated that all procs will have their PPM value increased.

Regardless, basing it on modified recharge still seems dumb without introducing a floor to the proc chance equivalent to the current flat chance procs. That would at least make it so recharge wasn't as much of a penalty. I'm not sure how often the new versions will be better, but it's very very important that they are never worse.
Try reading the entire post.

And stuff the snark while you're at it.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Quote:
Originally Posted by Agent White View Post
Hindsight is 20/20.
When they see how many people begin flaming the forums, for all their legitimate reasons, only then will they see. They will wish they hadn't made such changes, but, as you said...


Ignoring anyone is a mistake. You might miss something viral to your cause.

 

Posted

Quote:
Originally Posted by Draeth Darkstar View Post
I would have to disagree with this statement. Every playstyle is an important consideration for game balancing.
Every playstyle might be considered important, but it should only be as important as it's prevalent. Breaking min/max builds almost certainly breaks a small minority of builds in play. If you have to break builds (and "have to" is always at the discretion of the game makers), that's the sort of thing you want to do - break the minority.


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 Draeth Darkstar View Post
This is a bad idea.

Recharge buffs will become a penalty as soon as you go down this road. We will have to built to a specific "cap" of recharge rate for any given build, very carefully not exceeding the optimum value for our attack chains. Speed Boosting a character who is already at their optimum attack chain will decrease their performance. Performance in a League will be HUGELY impacted when you can get tagged with multiple SBs, Chronishifts, Accelerate Metabolisms, et cetera.
I have to disagree. The amount of Recharge a build can get at this point is insane. I think it is fabluous that there will be (or could be) a balance point at which more recharge isn't good.

Likewise, I think that some +Def sets ought to be nerfed as well, but that is a seperate conversation.