Enhancement Proc Changes


Agent White

 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Isn't the Period for pulse & aura powers 10 seconds, to match when it actually runs the checks?
Yes, it should be.


 

Posted

I still don't get any of this, I'm looking at the wiki... how do I figure this out?


 

Posted

Quote:
Originally Posted by Caulderone View Post
Doh! You are right!

And, my poor Lightning Field will be even WORSE off.

5.625 * 2 (act.period) / (60 + AoE Factor)

Even with an AoE factor of zero (which isn't right), that's going from 33% chance to proc (Armaggedon proc) to 18.75% chance.

Gah! Minimum Proc Floor please!

All damage auras will see HUGE proc chance/proc damage decreases from this.
The minimum proc floor will be something like 5% +1.2% per PPM. However, like I said very few powers will actually hit that. Also...

Regarding Slash and Focus:

Slash with Hecatomb:
Base Recharge: 4.8
Area Factor: 1
IO Proc Chance: 33%
Attuned PPMs: 4.5 (46%)
New PPMs: 5.625

@0% Recharge: 57.5%
@33% Recharge: 46.3%
@66% Recharge: 36.6%
@100% Recharge: 35%

Focus with Apocalypse:
Base Recharge: 6.4
Area Factor: 1
IO Proc Chance: 33%
Attuned PPMs: 4.5 (56.8%)

@0% Recharge: 71%
@33% Recharge: 56.1%
@66% Recharge: 47.1%
@100% Recharge: 41%

So, you're going to see an increase in performance against the current IO version of Hecatomb and Apocalypse in this particular instance. There are quite a few instances where your powers will have a greater chance to proc than they currently do with IOs. So, some people are calling this a "nerf" but in actuality there's also a good amount of buffing going on here too.

Regards,
Synapse


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
I know this is an edge case, but something that should probably be brought up at some point.

Gaussian Chance for BU using a PPM formula in a 90s rchg power (AIM/BU) even at only 1 PPM will have an extremely high proc chance essentially allowing for double BU/AIM nearly everytime.

Is this going to be WAI or is there a plan to address this?
Is this assuming that no recharge is slotted into the power? If so, I don't see this being terribly game breaking. It would be trading consistent damage for massive burst damage. Otherwise, I assume the PPM would simply have to be less than 1.


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

 

Posted

Quote:
Originally Posted by Synapse View Post
The minimum proc floor will be something like 5% +1.2% per PPM. However, like I said very few powers will actually hit that.
Are you still planning on making PPM procs use activation period as cycle time for passives and toggles, and if so is the 5% floor valid for rapidly ticking powers?


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Posted

Quote:
Originally Posted by Carnifax_NA View Post
Isn't the Period for pulse & aura powers 10 seconds, to match when it actually runs the checks?
Hrm, good question. The Aura itself pulses every 2 seconds, but the proc only checks every 10.

If the PPM uses the 10 second period, damage auras will actually get a big increase in proc chance.


 

Posted

Quote:
Originally Posted by Vauluur View Post
Is this assuming that no recharge is slotted into the power? If so, I don't see this being terribly game breaking. It would be trading consistent damage for massive burst damage. Otherwise, I assume the PPM would simply have to be less than 1.
Well, at 1 PPM, if you've got a 50 second cycle time on BU (roughly max enhancement), the proc rate would be:

(1 * 50)/60 = ~83%.

Yeah. That's going to be a real edge case, because the problem with that is that a proc rate less than 1 is going to make it borderline useless in anything else (of course, it's already like that, so maybe it'd be ok after all).

If I'm understanding synapse's posts correctly, the current 5% chance ought to translate to 0.75 PPM, which would then get multiplied by ~1.25 for something close to 1 PPM. Which would make that proc really, really, really good in BU or aim.


@MuonNeutrino
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Posted

Quote:
Originally Posted by Arcanaville View Post
Are you still planning on making PPM procs use activation period as cycle time for passives and toggles, and if so is the 5% floor valid for rapidly ticking powers?
Does that mean that PPMs don't proc once every 10 seconds, but per activation period?


 

Posted

Quote:
Originally Posted by gameboy1234 View Post
"Effectively" does not mean "is." The alpha slot is effected by ED, so it's not actually global. It's effectively an additional enhancement.
However, it is a degree of enhancement that applies to all powers, whether you need/want it or not.

Also, the part of it which ignores ED is functionally identical to a global enhancement increase in every way except for one: it does not apply to powers that cannot accept that type of enhancement.


Blue
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Golden Ember: 50 SM/FA

 

Posted

Is there any chance the Stalker ATO Hide proc could be turned into a 100% like Numina's? While I wouldn't consider the loss of the 100% proc chance while its in AS a "nerf", I do think it adds a neat dynamic to Stalker game play I'd like to see stick around.


 

Posted

Quote:
Originally Posted by Synapse View Post
So, some people are calling this a "nerf" but in actuality there's also a good amount of buffing going on here too.

Regards,
Synapse
It's not so much a 'nerf' now that you've taken global recharge out of the equation. Thank you for that.

I'm still on the 'wait and see' fence though, as I'm not a huge fan of in-game mechanics being changed long after they've been established simply because you folks introduced a more complex mechanic for the Paragon Market bought IOs what was making them 'pay-to-win' IOs.


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Posted

What about procs slotted into pet summoning powers. For example, if I had a Soulbound Allegiance: Chance for Build Up slotted in Dark Extraction. Will that proc function based on the recharge of the Extracted Essence's attacks and thereby gain an increase in proc rate since they can't be slotted? Or will it function based on the recharge in summoning power?


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

 

Posted

Quote:
Originally Posted by Synapse View Post
The minimum proc floor will be something like 5% +1.2% per PPM. However, like I said very few powers will actually hit that. Also...

Regarding Slash and Focus:

Slash with Hecatomb:
Base Recharge: 4.8
Area Factor: 1
IO Proc Chance: 33%
Attuned PPMs: 4.5 (46%)
New PPMs: 5.625

@0% Recharge: 57.5%
@33% Recharge: 46.3%
@66% Recharge: 36.6%
@100% Recharge: 35%

Focus with Apocalypse:
Base Recharge: 6.4
Area Factor: 1
IO Proc Chance: 33%
Attuned PPMs: 4.5 (56.8%)

@0% Recharge: 71%
@33% Recharge: 56.1%
@66% Recharge: 47.1%
@100% Recharge: 41%

So, you're going to see an increase in performance against the current IO version of Hecatomb and Apocalypse in this particular instance. There are quite a few instances where your powers will have a greater chance to proc than they currently do with IOs. So, some people are calling this a "nerf" but in actuality there's also a good amount of buffing going on here too.

Regards,
Synapse
Synapse, can you please explain why this has been chosen to affect the alpha slot as well, other than "Because it'd be too hard to code otherwise"?

Spiritual and agility already get ignored by every incarnate power, while Musculature affects both Lore and Judgement.

I don't understand why it's getting...well, punished.

Please either make it ignored by this new stuff, or make it affect incarnate powers to offset this change.


 

Posted

Quote:
Originally Posted by Vauluur View Post
What about procs slotted into pet summoning powers. For example, if I had a Soulbound Allegiance: Chance for Build Up slotted in Dark Extraction. Will that proc function based on the recharge of the Extracted Essence's attacks and thereby gain an increase in proc rate since they can't be slotted? Or will it function based on the recharge in summoning power?
Should be based on the attack speed, as far as I know.

The only thing to ensure here is that it's basically fixed at 100% of attack rate, because I think Real Numbers still erroneously reports attack speeds with applicable Recharge enhancements factored in even though the pets ignore those and are overridden to always use 100%.

It's been ages since I've checked that though.


 

Posted

Quote:
Originally Posted by Synapse View Post
So, you're going to see an increase in performance against the current IO version of Hecatomb and Apocalypse in this particular instance. There are quite a few instances where your powers will have a greater chance to proc than they currently do with IOs. So, some people are calling this a "nerf" but in actuality there's also a good amount of buffing going on here too.

Regards,
Synapse
So, those who use Shadow Punch, Scorch, or pretty much any other tier one attack will be penalized.

I new I took a damage hit using Dark Melee and not going for the uber chain (Sm-MG-Sm-SL). Guess I need to consider scrapping my concept/theme build and joining the min-max crowd.

Except, that I hate the animations for SL and MG. My main character will have to see a massive revision in his attack chain Look-and-Feel in order to get his damage level back near acceptable (he was already well below min-max levels - WooHoo 130-140dps pylon time w/ tier 3 interface proc).

Tankers, who use their tier 1 attacks for bruising, won't be able to shore up the pitiful damage they do with procs. I'll be interested to see some math on that. Blaster tier 1 attacks don't come out much better, if any.

Guess I need to join the people who ignore or skip tier 1 powers now. Too bad most of my favorite attack animations are in that category.

I ... am not in a happy place now.


 

Posted

Quote:
Originally Posted by Synapse View Post
The minimum proc floor will be something like 5% +1.2% per PPM. However, like I said very few powers will actually hit that. Also...

Regarding Slash and Focus:

Slash with Hecatomb:
Base Recharge: 4.8
Area Factor: 1
IO Proc Chance: 33%
Attuned PPMs: 4.5 (46%)
New PPMs: 5.625

@0% Recharge: 57.5%
@33% Recharge: 46.3%
@66% Recharge: 36.6%
@100% Recharge: 35%

Focus with Apocalypse:
Base Recharge: 6.4
Area Factor: 1
IO Proc Chance: 33%
Attuned PPMs: 4.5 (56.8%)

@0% Recharge: 71%
@33% Recharge: 56.1%
@66% Recharge: 47.1%
@100% Recharge: 41%

So, you're going to see an increase in performance against the current IO version of Hecatomb and Apocalypse in this particular instance. There are quite a few instances where your powers will have a greater chance to proc than they currently do with IOs. So, some people are calling this a "nerf" but in actuality there's also a good amount of buffing going on here too.

Regards,
Synapse
Ok, thanks. I think a lot of people are going to be confused (I know I am still a little) when these changes (if they stay the way they are) go into effect. It wouldl be nice to some kind of preview in the enhancement UI when you go slot proc's in a slot, to see the values/rate at which they fire before you slot them.


 

Posted

Yeah. Not to sure about this. Overall I think it's good but at the same time, it was said, when asked, that the procs were working as intended, at least regarding the Stalker ATO.

I'll adjust as always, but when it was asked repeatedly in beta, and told many times WAI, and now to have that taken away...:/


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The BrandX Collection

 

Posted

Quote:
Originally Posted by Caulderone View Post
I new I took a damage hit using Dark Melee and not going for the uber chain (Sm-MG-Sm-SL). Guess I need to consider scrapping my concept/theme build and joining the min-max crowd.
I have to say that this statement confuses the tar out of me. Why are you agonizing over a change like this in a concept/theme build? Maybe it's just me, but that brings to mind the whole "casually purpled Warshade" shtick.

I'm seriously not trying to make light of the unpleasantness that comes having something you've worked at building be changed downward in effectiveness, but I have a really hard time reconciling that feeling with concerns that you need to abandon a concept/theme character in order to go with a min/max one.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
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
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Vauluur View Post
Is this assuming that no recharge is slotted into the power? If so, I don't see this being terribly game breaking. It would be trading consistent damage for massive burst damage. Otherwise, I assume the PPM would simply have to be less than 1.
I'm just estimating here, but it should still be capped proc chance up to somewhere around 40% rchg.

Just to list the most common slottings of BU/Aim to put it in comparison:

2 Rectified Reticle (S/L bonus) ----------------------16% rchg
2 Rectified Reticle (S/L bonus)+lvl 50 rchg IO --- 58.4% rchg
3 Gaussian incl proc (HP bonus) -------------------- 53% rchg
6 Gaussins (positional bonuses) ------------------- 73.78% rchg
2 Adjusted Targetting (dmg bonus) --------------- 68.9% rchg


All of that is not much higher than 40% and should retain very high proc chance on the BU proc.


 

Posted

Quote:
Originally Posted by Synapse View Post
Okay, here's what I've come up with. The differences are FAR less dramatic than my first proposal:

.......

Thoughts?
I support this strongly. The proc equation taking into account the ~100% recharge enhancement in powers was something I wanted from the beginning, and your proposal covers that well.

As for area powers and PPMs, you mentioned that you think they're being penalized too much, but from what I've seen of the (current live) numbers, cones are the ones with the poor proc chances while targeted area attacks are just fine. For example, blaster's wrath has an 89% chance of going off in fireball and a 58% chance of going off in breath of fire, despite both of them having the same recharge and breath of fire having a much smaller area and target cap. Honestly, I think procs in area powers in general could use a nerf.

Also, I think that proc chances in toggle powers should ignore the recharge time of the power. Again using blaster's wrath as an example, it doesn't make much sense for the 8 radius blazing aura to have a 23% chance to go off because of its 2 second recharge time while the 20 radius hot feet has a guaranteed proc chance because of its 20 second recharge time.


 

Posted

Quote:
Originally Posted by UberGuy View Post
I have to say that this statement confuses the tar out of me. Why are you agonizing over a change like this in a concept/theme build? Maybe it's just me, but that brings to mind the whole "casually purpled Warshade" shtick.

I'm seriously not trying to make light of the unpleasantness that comes having something you've worked at building be changed downward in effectiveness, but I have a really hard time reconciling that feeling with concerns that you need to abandon a concept/theme character in order to go with a min/max one.
I understand the oddness you perceive. I built the character into it's theme, and then eked every ounce of performance I could out of it. So, the theme came first, then I maxed it out.

It still falls well short, damage-wise, of what the powerset is capable of. And, now, it will fall further or abandon theme.


 

Posted

Quote:
Originally Posted by Mystic_Fortune View Post
I'm still on the 'wait and see' fence though, as I'm not a huge fan of in-game mechanics being changed long after they've been established simply because you folks introduced a more complex mechanic for the Paragon Market bought IOs what was making them 'pay-to-win' IOs.
To be fair, I don't think that's what happened. Based on things said in beta forums, they wanted to do this replacement of all procs with PPMs, but decided against it, at least partially because they recognized that they would be disrupting a lot of builds. (Happily, this discussion seems to be trending towards that disruption being smaller.) So they went instead for a more limited release. SBEs were apparently used as that opportunity.

As presented, it sounds like they were possibly content with keeping them separate, but a lot of threads were started about dissatisfaction with what were (and still are) often significantly superior procs being only available for sale. On the face of things, that seems to have spurred a more detailed investigation once more into how to replace all procs.


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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
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Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Caulderone View Post
I understand the oddness you perceive. I built the character into it's theme, and then eked every ounce of performance I could out of it. So, the theme came first, then I maxed it out.
That makes sense to me. I do something close to that a lot. I don't build for theme, per se, but I don't always choose the top-performing powerset combos. I choose something I want to play and eke out of it as much as I reasonably can.

Quote:
It still falls well short, damage-wise, of what the powerset is capable of. And, now, it will fall further or abandon theme.
Well, I'd advise at least waiting to see how it plays out in the end. Your total lost DPS, expressed as a percentage of your total, may not be that bad that it is worth abandoning your concept.


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

I decided to take a look and see how this change would affect the AoEs in my favorite set (Fire blast).

For a normal proc (20% chance or 3 PPM) we have the following.

Fireball with 0% recharge enhancement = 39.5% chance to fire
Fireball with 33% recharge enhancement = 30.3% chance to fire
Fireball with 66% recharge enhancement = 24.7% chance to fire
Fireball with 100% recharge enhancement = 20.9% chance to fire

Fire Breath with 0% recharge enhancement = 62.4% chance to fire
Fire Breath with 33% recharge enhancement = 49.1% chance to fire
Fire Breath with 66% recharge enhancement = 41.1% chance to fire
Fire Breath with 100% recharge enhancement = 35.7% chance to fire

Rain of Fire with 0% recharge enhancement = 16.4% chance to fire
Rain of Fire with 33% recharge enhancement = 12.3% chance to fire
Rain of Fire with 66% recharge enhancement = 9.9% chance to fire
Rain of Fire with 100% recharge enhancement = 8.2% chance to fire

Assuming I didn't make any serious math errors, and that that % chance to fire is per target, it's not nearly as bad as I thought it would be. The changes are beneficial to both Fireball and Fire breath (very beneficial to fire breath). They're detrimental (quite so at large amounts of recharge) to rain of fire though. The low percentage chance to proc is based both on it's large area of affect (25 feet) and the fact that as a patch, the 'recharge' that the PPM is based on is the 10s of its activation time rather than the 60 seconds of the power's actual recharge. That brings up a couple points.

First is that basing the area factor only on the area of affect doesn't seem quite right. It leaves out maximum number of targets. While rain of fire covers about 2.75 times the area that fireball does, it usually isn't going to hit 2.75 times as many targets due to them both having the same target cap. I wonder if it wouldn't be possible to factor target cap into the area factor somehow to better account for the differences between powers that have different areas, but the same target caps.

The other point is that basing the PPM calculation off of activation time for patch powers that has a recharge doesn't work quite right. It works quite well for something like a damage aura, since that can be on all the time. For something like rain of fire though, that can have the proc go off more than once while it's active, but then can't be activated again for quite awhile, it doesn't really work right. I'm honestly not sure how to fix the problem, but it seems like something that ought to be addressed.


 

Posted

Quote:
Originally Posted by Garent View Post
As for area powers and PPMs, you mentioned that you think they're being penalized too much, but from what I've seen of the (current live) numbers, cones are the ones with the poor proc chances while targeted area attacks are just fine. For example, blaster's wrath has an 89% chance of going off in fireball and a 58% chance of going off in breath of fire, despite both of them having the same recharge and breath of fire having a much smaller area and target cap. Honestly, I think procs in area powers in general could use a nerf.
Are you sure it's actually working like this? According to the formula synapse posted, fireball (cast 1s, rech 16, area factor 3.25) should currently be procing at (5*17)/(3.25*60) = ~44%, while fire breath (cast 2.67, rech 16, area factor 2.16) should be procing at (5*18.67)/(2.16*60) = ~72%. If they're not working like this on live, something's weird.

Quote:
Also, I think that proc chances in toggle powers should ignore the recharge time of the power. Again using blaster's wrath as an example, it doesn't make much sense for the 8 radius blazing aura to have a 23% chance to go off because of its 2 second recharge time while the 20 radius hot feet has a guaranteed proc chance because of its 20 second recharge time.
Afaik, toggles are supposed to be using either their activation period or 10s as their 'cycle time' (seems to be slightly contradictory statements here). Either way, it's not recharge time.


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