Enhancement Proc Changes
So can we have a Null the Gull option to ignore recharge buffs?
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Given that extremely few powers have less than 1s activation time and 2-3s base recharge times, that suggests they were trying to break even at a minimum on the vast majority of powers.
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...I have to hold off leveling my Katana/Regen now, at least until I get clarity on how these PPM changes would affect it.
Thanks, Synapse, this sounds very close to what I was hoping you would do about the SBE procs (I'm ambivalent about the 90% cap, though).
I agree with UberGuy that the functionality should probably change based on whether they are in clicks vs autos/toggles.
Please set a minimum proc rate as well. There is a point at which adding more global recharge would be a penalty, lowering proc chance without actually increasing the frequency of use of the power due to attack chains and animation times.
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1) All IO procs will have their flat percentage chance to trigger updated to use Procs Per Minute.
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If you *really* want parity, though, maybe make it so enhancement catalysts can convert an IO to an attuned enhancement, or vice versa? Actually, if you did that, you could even drop this whole changing everything to PPM notion - let people swap to whichever form of proc works better for the specific power they put it in; presto, parity achieved.
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.
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That said... I'm not (aside from maybe the stalker ATO) going to make a huge fuss about this one. I don't like it, but it's not truly horrible.
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. |
Conclusion: I, for one, really appreciate the heads-up that you're looking at this stuff, and the opportunity to provide feedback, and look forward to seeing what you come up with once that feedback has been taken into account.
That example doesn't come close to what is going on here. Physical items you actually own can't compare to digital objects owned by a game company that... basically... you are renting.
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The concept is the same. You purchase something that is changed to the point where it is no longer what you bought after purchase. I can't imagine how anyone can argue this a legitimate right of the seller.
Wait, wait WAIT! You are saying that because your Procs might Proc a little less often that the character in question becomes unplayable? This idea does not make a lick of sense to me. Not even a bit. |
An apocalypse proc currently in neutrino bolt has a 33% chance to go off
A 6 PPM proc current system will have a 15 % chance
A 6 PPM proc new system on a 200% recharge build will have a 5% chance
Damage for neutrino bolt goes from 77 points to 47.
Someone speed boosts me, hits me with a fortune and drops an ageless my proc rate drops to 3 3/4 %
I guess I might look at Procs differently than folks in this thread. To me, they are a bonus: cool when they go off, whatever when they don't... the power its in still does what it's supposed to. The Proc isn't part of the power... it's a gift to me. The power is the important thing. |
They set PPMs so that, for single-target powers, PPM procs were break even with non-SBE procs for powers with cycle times of 3-4 seconds. Given that extremely few powers have less than 1s activation time and 2-3s base recharge times, that suggests they were trying to break even at a minimum on the vast majority of powers.
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On the one hand, powers like Snap Shot and Gamblers sometimes suffer in DPA due to the lower damage that comes with the faster recharge, so maybe it isn't a problem if they get slightly more procs than another set.
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So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Soooo, essentially, don't buy any of the in-store IOs. Got it.
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In the end, I have full confidence that any SBE PPM proc will be as good or better than its current Legacy Proc analogue. That should be satisfactory to most folk.
However, if you're chasing SBE PPM procs because they're *way better* than any Legacy Proc... then you might be disappointed if that is eventually balanced back (i.e. 'nerfed') to something more reasonable.
People have a lot of valid concerns in this thread. However, one particularly invalid concern is that a SBE PPM which is currently way overpowered should be kept in its current overpowered state because they paid money for it. That won't fly. A policy of Paragon Studios stated by several different devs over the years is that no matter how long or established a bug or mechanical imbalance may be, the devs reserve the right to fix/balance it at any time. People who chase edge cases for unusually large gains should learn not to become attached to their overpowered niches.
Again, this point doesn't take away other valid concerns for getting PPMs implemented reasonably.
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A policy of Paragon Studios stated by several different devs over the years is that no matter how long or established a bug or mechanical imbalance may be, the devs reserve the right to fix/balance it at any time.
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4-5 years of Energy Transfer "Working as Intended" followed by the crappiest, overall powerset balance destroying nerf ever, IMO, convinced me of this fact.
And I still guarantee that as soon as they can figure out a way to sell it as a "positive" change like they've done with this PPM change, IO Defense bonuses, particularly S/L and Melee will get -slashed-.
And I still guarantee that as soon as they can figure out a way to sell it as a "positive" change like they've done with this PPM change, IO Defense bonuses, particularly S/L and Melee will get -slashed-.
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- PPM procs are a pretty new thing. "Nerfing" their top-end performance is only strongly affecting cutting-edge builds, recently modified to take maximal advantage of them. IO set Defense bonuses have been around since I9. That's not to say they don't change old things - the ET change showed that. But it's rather reasonable for them to be changing PPM because it's still pretty new.
- Total loss of DPS in the worst "nerf" cases we're talking about is almost certainly less dramatic than the disruption to survival that would come from "slashing" defense bonuses. DPS contributions are linear, while +Defense and DR contributions to survival follow 1/(1-x).
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
Oh..good point! How does this work on numi/miacles in Health? Do they suddenly change? Or because they last 120 secs, will we see next to know difference, since they will be checking every 10 secs anyway?
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Regards,
Synapse
I'm just curious if its just simply out of the question to leave the SBE procs alone and simply change crafted procs to be the same? If anything add a floor to the proc chance so quick recharging powers never go below the original proc chance? I'd find that to be acceptable.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
Neutrino bolt has a base recharge time of 1.5 seconds
An apocalypse proc currently in neutrino bolt has a 33% chance to go off A 6 PPM proc current system will have a 15 % chance A 6 PPM proc new system on a 200% recharge build will have a 5% chance Damage for neutrino bolt goes from 77 points to 47. |
I'm currently considering having a minimum chance to proc of 10-15%, so this particular example might not be as dramatically affected as you mention here.
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Although I personally think it should be 10% for 15% procs, 13% for 20% and 22% for 33% (ie around 2/3s of the current value as the floor)
Just to dispel any confusion I wanted to clarify something regarding enhancements like Numina's Convalesence: +Regen/Recovery, Regenerative Tissue: +Regen and Miracle: +Recovery. These enhancements aren't procs. They always fire off when the power they're slotted into activated. These enhancements won't be affected by this change as they have a 100% chance to trigger and are in fact NOT a proc.
Regards, Synapse |
All we ever got in terminology was Positron who mentioned 'procs' as a procedure with a chance to happen. But then we got three classes of Special IOs that work by themselves rather than in a set:
1. Special IOs with a Global-like bonus: These follow the -3 minimum rule to 'work' and work even if the power is not used or even greyed out.
2. Special IOs with a 'proc': These do not follow the -3 minimum rule to 'work' but only work when the power is activated and have a chance to happen that is less than 100%.
3. Special IOs with a 100% chance to 'proc' and a 120 minute duration in click powers. These are more like 'procs' then the Global bonus Special IOs.
So... what do *you* call them?
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The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Not really. Legacy Procs favored fast charging powers over slow charging powers. They also favored powers that hit multiple targets or were continuously active in Toggles, Auto Powers, and Rains/Patches.
Also, many procs had effects which were negligible and worse than slotting a SO Damage. And some procs were thought to be so much da bomb, that they were made unique (like the barely ever procking for a few seconds Build Up Procs) which then destroyed the possibility of six slotting that set -- or any other set with a Build Up proc -- more than once in a build. There were lots of bad decisions that went into the original Procs design. But they were made at a time the Cryptic hobbled the development team down to the Freem Fifteen, and so, things hastily went out the development cycle door and had no time for revisiting. |
Unfortunately, the same bad decision making process has gone into the new PPMs, though it didn't have to be. The Devs were warned in Beta, but didn't listen.
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So, while I get the drama over the changes to PPMs, what I don't get is any nostalgia for the Legacy Procs since they also have their own set of problems. I think people just got used to the poor mechanics of the old Procs... they shouldn't. Something should be done to make Procs a good mechanic.
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But folks who leveraged the old bad mechanics or who have leveraged the new bad mechanics are crying 'nerf' to protect their niche, which is not helpful.
Now, I'm not saying the proposed new mechanics for I24 are the right fix; but I am saying I have little regard for those whose arguments are not based in refuting problems of the I24 changes, but who are trying to selfishly protect the bad mechanics they've successfully leveraged for their own gain whether they be the Legacy Procs or the new PPMs. |
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I'd like to suggest making the minimum be based on the PPM value, so that higher PPM procs have a higher minimum, to prevent situations where a Purple proc has no better chance to activate than an Orange proc.
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Synapse
I've said it before, I don't mind them making changes. What I do mind is that there is no method to return these SBE's for a refund if we aren't happy with the changes. Give me that method and I will stop complaining about any changes made to the SBE procs.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
I'm currently considering having a minimum chance to proc of 10-15%, so this particular example might not be as dramatically affected as you mention here.
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And will the minimum proc chance for purples be higher, considering that the proc chance on them now is considerably higher than the proc chance on any non-purple procs?
This is an interesting idea. Something like 10 + ~2 per PPM for example maybe?
Synapse |
But yeah, I agree with the basic idea there.
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No disrespect intended, but this has an air of bait and switch. Players pay RW money for an item with a given explanation of performance, and that is changed after purchase with what is stated as a decrease in function? Does that really seem to be the only right thing to do?
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I know I might want to moderate the way standard Apocalypse works in Flares, for example.
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