Upcomming changes to procs
Right now, procs have a chance (say, 10%) of going off any time the power they're slotted in is successfully used. As of issue 24, they'll go off a certain number of times per minute (say, 6 PPM) instead.
Ultimately, whether a proc is better or worse with this change is a matter of where the proc is slotted, mostly because of recharge. Generally speaking, it's going to make slotting a proc in long-recharge powers much more attractive (because the proc will be guaranteed or almost guaranteed to fire every time you activate the power) and in short-recharge powers somewhat less attractive, which is sort of the reverse of the way it works now (where the best way to maximize the percentage-based chance of a proc firing is to use the power it's slotted in over and over in rapid succession).
Also, there's info on Procs Per Minute on the Wiki. Lots of math, but it's information worth knowing.
FUN FACT: That burst of light when you level up is actually the effectiveness escaping from your enhancements all at once.
If you're VIP just go to the beta section, where there's a whole feedback thread you can read through that's slightly more up to date than the one that Synapse started months ago to announce the changes that also explained the planned changes in detail.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Issue 24 PPM Calculator // The Great Makeover: The Vindicators
Excellent, thanks! Sounds like I'm gonna have to buy a lot of those
Anyone know what the math is going to be for proc in AOEs? And can you explain it? Last I checked that was somewhat cloudy.
Anyone know what the math is going to be for proc in AOEs? And can you explain it? Last I checked that was somewhat cloudy.
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The area factor is given by 1 + radius * (11 * arc + 540) / 30000, but for PPMs, it only uses 75% of the difference from 1. So the formula becomes 1 + .75 * radius * (11 * arc + 540) / 30000.
For example, the modified area factor of Foot Stomp (radius 15, arc 360) is 1+.75*15*(11*360+540)/30000 = 2.6875.
The modified area factor of Crowd Control (radius 8, arc 180) is 1+.75*8*(11*180+540)/30000 = 1.504.
The modified area factor of Psychic Scream (radius 60, arc 30) is 1+.75*60*(11*30+540)/30000 = 2.305.
And for a complete example, the Force Feedback proc (2 PPM) in Foot Stomp (with 60% recharge slotted) would have a proc chance of:
2*(2.1+20/1.6)/(60*2.6875) = 18.1%
Related question: is anyone aware of how the PPM changes affect rain and other psuedopet powers?
Rain of Fire/Freezing Rain/Ice Storm/etc
Lightning Storm/Tornado/etc
I haven't been able to find the answer anywhere. Thanks!
They still get a chance to proc once every 10 seconds, according to this post, and they calculate their proc chance using that 10-second period as the cycle time.
Same as for single target powers, except at the end you divide the proc chance by the power's modified area factor.
The area factor is given by 1 + radius * (11 * arc + 540) / 30000, but for PPMs, it only uses 75% of the difference from 1. So the formula becomes 1 + .75 * radius * (11 * arc + 540) / 30000. For example, the modified area factor of Foot Stomp (radius 15, arc 360) is 1+.75*15*(11*360+540)/30000 = 2.6875. The modified area factor of Crowd Control (radius 8, arc 180) is 1+.75*8*(11*180+540)/30000 = 1.504. The modified area factor of Psychic Scream (radius 60, arc 30) is 1+.75*60*(11*30+540)/30000 = 2.305. And for a complete example, the Force Feedback proc (2 PPM) in Foot Stomp (with 60% recharge slotted) would have a proc chance of: 2*(2.1+20/1.6)/(60*2.6875) = 18.1% |
Yeah, that's 18% per enemy, compared to the 10% it has on live. But that proc chance might be lower, if the power is slotted more heavily for recharge.
Whether any given proc or power is better off under the i24 system really depends heavily on what AoE (and sometimes, what proc) you're talking about. Small and/or slow AoEs do pretty well; large and/or fast AoEs are worse off.
Thanks for all the feedback, Hope. I'm now much more optimistic about these changes.
What happens if I put a Proc in a toggle, say, Gaussian's in Tactics?
Goodbye. Not to the game, but the players. Goodbye. Everyone, remember to have fun. That's all I can say.
I believe this is working right, ment to post yesterday:
http://ppm.coh-perc.com/
Issue 24 PPM Calculator // The Great Makeover: The Vindicators
What happens if I put a Proc in a toggle, say, Gaussian's in Tactics?
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It does, but that formula is (IMO) unnecessarily hideous. The formula I posted above is equivalent, just rearranged using some algebra, and (also IMO) is much easier to understand, because you can see by looking at it that the areafactor starts at 1, then increases for larger arcs and radii. But yeah, the formula you have is the one a dev would recognize. Oh, and internally, the game actually uses radians instead of degrees, so that would have yet a different formula.
oh dur da dur -- Next time I'll actually look at the numbers! heh
So toggles are just a 10sec cycle? I've actually been meaning to look for how they are done for the ppm stuffs
Issue 24 PPM Calculator // The Great Makeover: The Vindicators
Right now, procs have a chance (say, 10%) of going off any time the power they're slotted in is successfully used. As of issue 24, they'll go off a certain number of times per minute (say, 6 PPM) instead.
Ultimately, whether a proc is better or worse with this change is a matter of where the proc is slotted, mostly because of recharge. Generally speaking, it's going to make slotting a proc in long-recharge powers much more attractive (because the proc will be guaranteed or almost guaranteed to fire every time you activate the power) and in short-recharge powers somewhat less attractive, which is sort of the reverse of the way it works now (where the best way to maximize the percentage-based chance of a proc firing is to use the power it's slotted in over and over in rapid succession). Also, there's info on Procs Per Minute on the Wiki. Lots of math, but it's information worth knowing. |
Virtue: @Santorican
Dark/Shield Build Thread
EDIT: And if you thought Rage was stupid broken now...
"Fast" refers to recharge + cast, not just cast time. Fireball activates quickly, but it has a 16-second recharge, which is not especially fast.
The Ragnarok proc, on beta, is 3.5 PPM. Fireball has a modified areafactor of 2.6875, same as Foot Stomp, since they're both 15-foot 360-degree AoEs. 1s cast, 16s base recharge.
For various amounts of recharge slotting, the Ragnarok proc would have the following proc chance:
@33%: 3.5*(1+16/1.33)/(60*2.6875) = 28%
@60%: 3.5*(1+16/1.6)/(60*2.6875) = 24%
@95%: 3.5*(1+16/1.95)/(60*2.6875) = 20%
@130%: 3.5*(1+16/2.3)/(60*2.6875) = 17%
So, you'll be slightly worse off than the current 20% if you have a recharge alpha, and slightly better off if it's not slotted heavily, but not a big change either way.
It's the really large, really fast AoEs, like control set AoE immobilizes, that are the worst off.
Gaussian's proc on Soul Drain. By my calculations, its 38% chance to proc on my DM/WP.
EDIT: And if you thought Rage was stupid broken now... |
KM Stalker with only the Gaussian's proc slotted in BU. Capped chance of going off, can be insta-recharged with Concentrated Strike critical (up to 31% chance or guaranteed from hidden status), mix in Stalker chance for hide ATO proc in AS and the 2nd Stalker ATO proc for even more BU goodness. You'll have double BU more often than you won't have any.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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So, with a damage proc like... Malice of the Corruptor's Recharge/Chance for Negative Damage, on my Water/Nature character:
If I slot it in Whirpool, it will have the chance to go off twice, once when cast, and then ten seconds in, and then that's it because it has a 15 second duration (according to Mids, may just be for the -def though.) Is this a chance to go off for all in the whirlpool, or just one?
Would it be better if I slotted it in an AoE power like Water Burst or Steam Spray, or more consistent in a longer recharging single target power like Water Jet?
It gets one chance to proc every 10 seconds, with the proc chance calculated using a 10-second cycle time.
It does, but that formula is (IMO) unnecessarily hideous. The formula I posted above is equivalent, just rearranged using some algebra, and (also IMO) is much easier to understand, because you can see by looking at it that the areafactor starts at 1, then increases for larger arcs and radii. But yeah, the formula you have is the one a dev would recognize. Oh, and internally, the game actually uses radians instead of degrees, so that would have yet a different formula. |
That softens the downgrade of PPM proc chances in AoEs somewhat.
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
I haven't had a chance to hop into beta yet, but curious to know how these new changes are going to affect procs from sets. I read that they are changing them to x amount of times the proc can hit within a minute...so this is good or bad for procs? Appears to be a nerf, but could just be my lack of understanding on how procs work.