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America's Angel

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Everything posted by America's Angel

  1. I've not seem a single other min/maxer advocate for a global nerf to damage procs, so this development is actually quite interesting. I looked through the thread but couldn't find a post from you. Why do you think damage procs should be nerfed?
  2. For AFK farming you can use mine: #38973. The enemies have quickness so they will gather quicker. It'll auto-kick you after 10 minutes which makes resetting easier. You'll make 30 mil an hour. With 3 AFK farmers you're lookin at 90 mil an hour. Which works out to 720 mil a day for your average 8 hour workday. That said, and speaking as a full-time writer, 10 minute intervals are too short to be able to focus on the work. You're probably better off using one of Brigg's cave maps such as #2551. If you use Brigg's map, then park your characters at the intersections with pink dots for 30 mins each. You'll earn less. But you'll be able to focus on your work more. Although honestly, and this might be different for you, but I never AFK farm when writing. I need to be fully absorbed in the work in order to "flow". Constantly being pulled out to reset AFK farms ruins that flow state.
  3. Well this just isn't true. I've been quoted more than anyone else in the thread, and have received more emoji reactions (22) than anyone else. That said, I have noticed a few posters haven't responded when I explained that their ideas weren't viable. (Such as your idea about local recharge not affecting proc rate.) But I just assumed that was them accepting the correction. Although my posts are pretty long, so maybe it was just wearying them out? Who can say. Also, with regards to your other post about Tactics, above. It's extremely unlikely that more players are taking tactics than Manuevers. In order to take Tactics, you have to first select Assault or Manuevers. As Manuevers is a good slot for the LOTG global, most players tend to take that over Assault.
  4. Hey GB! Have a read through this thread. We already debunked most of these concerns. Let me give you a brief rundown... Defenders benefitting from damage procs more than Corruptors was debunked here. (And in the follow-up posts by Blackhearted.) Aethereal's post here and my follow-up post here started to narrow down the viability of different reasons for/approaches to changing procs in general. (Not just damage procs) The intention was to move away from the broad-strokes, unspecific suggestions/claims that were plaguing the thread, into a more granular discussion that could then be quantified with data analysis. Also worth pointing out that there has been no agreement on what the problem with damage procs actually is. (Or if there even is one!) Because of this, most of the posts in this thread have been solutions in search of problems. To remedy this, I made a post at the start of the thread, here, where I outlined some number-crunching steps that players who want to see damage procs nerfed can undertake to prove their claims that procs are overperforming/bad for game balance. (Having been through two beta cycles with the devs, I know firsthand that they respond best to data/numbers that PROVE a balance issue. Which is why I have been encouraging posters here to provide numbers.) So far, no-one has provided any numbers. All justification for global proc nerfs in this thread have been anecdotal/appealing to authority ("everyone knows that..." etc). Obviously none of this is actionable data. But it does demonstrate a reticence that those calling for a global proc nerf have towards number crunching. This suggests to me that those who believe procs should be nerfed don't actually understand (or at the very least, aren't prepared to demonstrate that they understand) the numbers behind game balance. So their claims that ALL PROCS are causing power creep/must be nerfed/etc should be taken with a grain of salt. This is to be expected, though. Most posters on internet forums tend to be casual-intermediate players, as we can see from this recent polling of the forum posters' level of wealth: It's important to bear this in mind. And it does reflect my own experiences when discussing rebalancing procs with others. High-level players I've spoken to about this (PvPers, Raid Leaders, Speed Runners, etc) do not believe procs should be nerfed. Now, I'm sure there might be some out there who do. But I have yet to meet any. Which isn't surprising. Because the more you know about how this game balances, the more you realise that the PPM system we have right now is mostly excellent. Key word there is "mostly". There are, of course, exceptions. But a few problem powers (Burn, Ground Zero, etc) and a few problem procs (Gaussian) and a few problem dynamics (AoE attacks triggering self-buffs) does not a global proc nerf justify. For example, I've yet to see any quantifiable evidence that Char with 6 procs is causing power creep, impacting other players, or making the user of Char significantly more powerful than before. (Without the use of inspiration chaining via email to plug the hole caused by the lack of set bonuses that 6-slotting char, and other powers, will cause.) Honestly, nothing in this thread has changed since I posted this back on Page 2...
  5. Top 10 Ranked 7/4/2021: 1 Madvillain 2 America’s Angel (+1) 3 T Mart (+1) 4 Alouu 5 Ridicc 6 Kencian (+1) 7 magecow 8 Blackhearted 9 Mushroom 10 Seductive Ranks are calculated by Elo Score. Source: https://docs.google.com/spreadsheets/d/1ZetLGnWhKXeE9o_5KG3ZI-rpdhde5YigzQlorIsOR4k/edit?usp=sharing Reasons for movement: We ran another Fightclub tournament tonight. We had to do it on Excelsior because the arena isn't working on Indomitable right now. Turned out to be a mixed blessing...we had a great turnout! We discovered that Excelsior has its own little Fightclub community forming! Was an absolute highlight Fightclubbing with so many new faces. (Also gave me a chance to try out my new EM/EA scrapper against a range of opponents. So far so good!) It wasn't just violence, though. Here's some of the participants chilling in Pocket D before the matchups. As always, if you're interested in seeing your name in the top 10, taking part in our weekly Sunday Fightclub events, or learning more about 1v1 melee fights, then feel free to join up to our discord, here: https://discord.gg/knq839NUM4
  6. @BlackHearted already covered the defenders vs corruptors part more succinctly than I could. (I'm trying to ramble on forums less. You'll notice I've not had much luck, haha.) But I just wanted to comment on this idea. This was one of the ideas we considered. But after looking at how it played in practice, we realised it would lead to severe game disbalance. The high damage ATs would have their damage buffed by procs further than the low damage ATs would. Which would widen the gap in AT performance. Super over-simplified example: Archetype X does 100 damage from powers + 10 damage from procs procs = 110 total damage Archetype Y does 80 damage from powers + 10 damage from from procs = 90 total damage Difference = 20 Now, if procs were changed to do 10% of an ATs "damage value" (made up term, but bear with me). Archetype X does 100 damage from powers + 10 damage procs = 110 total damage Archetype Y does 80 damage from powers + 8 damage from procs = 88 total damage Difference = 22 So the gap widens. Obviously those numbers are just made up, as is the term "damage value". But this is how it would play out if Procs were linked to AT damage scales. It would actually be much worse than the example above shows, considering Blasters have almost double the damage scale of some other ranged ATs:
  7. The PvP changes we've gotten have been nothing short of incredible.
  8. If you slot the damage loadouts for the Corruptor and Defender equally, the Corruptor is doing more damage. Does the Defender have more defense? Yes. Because their pool powers have a higher baseline starting number. But remember, we're using inspirations in proc builds (see my response to Goal #1, above), so that doesn't matter. I think it's possibly accurate to say Defenders outpace Corruptors damage-wise in environments where: -Players don't use inspirations. -Players are soloing for the Vigilance damage boost. -Players have to build for the defense softcap. -Players aren't building for +HP. But this feels like quite a niche testing environment, and not reflective of how procs are used in the game. Another way to look at it - if Defenders did more damage than Corruptors, then the people who speedrun taskforces would do so with Defenders. They don't. They use fire/fire Blasters and fire/cold and fire/sonic Corruptors. It's because Corruptors do more damage in high-end play than Defenders. Actually, this is based on my being active in the min/maxing discords, and having a strong grasp of the general population of players who play with procc'd out characters at the high end whilst chaining inspirations. 30 is being generous. It's barely that. Here's an example of what a proc-build actually looks like. It's the fire/fire blaster I use to solo task forces with on +4/8/murder GMs/etc. Hopefully this will give some context about why proc builds require inspirations to perform optimally: This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! speedfirefiremu: Level 50 Mutation Blaster Primary Power Set: Fire Blast Secondary Power Set: Fire Manipulation Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Flares -- Empty(A) Level 1: Ring of Fire -- Empty(A) Level 2: Fire Ball -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Dmg/Rchg(5), Rgn-Acc/Rchg(7), Rgn-Dmg(9), Rgn-Knock%(17), Bmbdmt-+FireDmg(29) Level 4: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(5), AbsAmz-Acc/Stun/Rchg(9), AbsAmz-Acc/Rchg(15), AbsAmz-EndRdx/Stun(23) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), DefBuff-I(39) Level 8: Super Speed -- BlsoftheZ-ResKB(A) Level 10: Fire Sword Circle -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(11), SprDfnBrr-Acc/Dmg/Rchg(15), SprDfnBrr-Rchg/+Status Protect(43), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(45) Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 16: Build Up -- RechRdx-I(A), GssSynFr--Build%(29) Level 18: Blaze -- Apc-Acc/Rchg(A), Apc-Acc/Dmg/Rchg(19), Apc-Dmg(19), Apc-Dmg/EndRdx(45), Apc-Dam%(46), GldJvl-Dam%(50) Level 20: Cauterizing Aura -- PrfShf-EndMod(A), Erd-%Dam(21), TchoftheN-%Dam(21), Obl-%Dam(43), PrfShf-End%(46), ScrDrv-Dam%(48) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-Max HP%(25), StdPrt-ResDam/Def+(27), GldArm-3defTpProc(27) Level 24: Tactics -- HO:Cyto(A) Level 26: Blazing Bolt -- StnoftheM-Dam%(A), SprBlsWrt-Rchg/Dmg%(31), HO:Nucle(31), SprBlsWrt-Acc/Dmg/EndRdx(33), HO:Nucle(33), GldJvl-Dam%(33) Level 28: Weave -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(34) Level 30: Burnout -- RechRdx-I(A) Level 32: Inferno -- Arm-Dmg(A), Arm-Dmg/EndRdx(36), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(37), Erd-%Dam(45) Level 35: Char -- HO:Nucle(A), GldNet-Dam%(3), UnbCns-Dam%(3), GhsWdwEmb-Dam%(31), NrnSht-Dam%(34), GldJvl-Dam%(34) Level 38: Burn -- ScrDrv-Dam%(A), Obl-%Dam(39), FuroftheG-ResDeb%(39), Erd-%Dam(40), HO:Nucle(40), Arm-Dam%(40) Level 41: Fire Sword -- HO:Nucle(A), Hct-Dam%(42), Mk'Bit-Dam%(42), GldStr-%Dam(42), TchofDth-Dam%(46), SprBlsCol-Acc/Dmg/EndRdx(48) Level 44: Hot Feet -- Obl-%Dam(A), SprDfnBrr-Acc/Dmg/EndRdx(25), ImpSwf-Dam%(43), ScrDrv-Acc/Dmg/EndRdx(48), ScrDrv-Dam%(50), Erd-%Dam(50) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-ResDam/EndRdx/Rchg(37) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(7), Mrc-Rcvry+(13) Level 2: Stamina -- PrfShf-EndMod(A), EndMod-I(11), PrfShf-End%(13) Level 49: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Musculature Radial Paragon Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------ Powerhouse mentioned it offhand in the Golden Standard Testers beta-testing discord. I'm not going to screencap his messages here, because it's a gated discord that you have to agree to the rules to before joining. But anyone is free to join up and search through the devs' post history. :) Here's the link: https://discord.gg/DptUBzh Just to repeat - it was mentioned off hand. He was not committing to it.
  9. Stated Goal #1 - "Removing dominance of (damage) proc builds" Damage proc builds (aka "proc monsters") are only dominant if you factor in inspirations. (I.e. using purple insps instead of building for defense, or using red insps instead of slotting for damage.) If you take out inspirations, IO set bonused builds out-perform proc builds. Verdict: No. Next steps: n/a Stated Goal#2 - "Stop non/low damage attacks from being proc-bombs" I agree that non-damaging attacks such as Infrigidate possibly shouldn't be proccable. But low damage attacks being able to do high damage is fine. It's a building option that costs slots and add diversity to builds. (And, as other experienced players have pointed out, it comes at a tradeoff.) The only issue with damage procs, is how they perform in high-damage AoE powers such as Burn. But as I mentioned before, that is a power-issue, not a proc issue. Just to be clear - damage procs by themselves are not causing damage creep. They are only causing damage creep when paired with OP powers like burn, or OP things like T4 damage inspirations. Nerfing procs, without first looking at these OP things, would be an over-correction in the worst possible way. Verdict: No (to low damage powers) Tentative Yes (to non-damage powers) Yes (to OP AOE powers) Next steps: Create a list of these OP AOE powers Stated Goal #3 - "Stop Defenders doing more damage than Corruptors" Procs buff each AT equally. So the differential in Defender and Corruptor damage does not change due to procs. If anything it's actually the opposite - Corruptors do even more damage than defenders due to having access to an additional damage proc in their ATOs. Verdict: No Next Steps: n/a Stated Goal #4 - "Stop Local Recharge from Reducing Proc Rate" We considered this. But this would lead to a buff to procs, which would lead to procs needing to have their damage values lowered. Which in turn meant that everything stayed the same as it is now...except recharge would become even more important to slot/build for. (Which is the opposite intended result of this goal.) Verdict: No Next Steps: n/a Stated Goal #5 - "Maintain the diversity that procs provide builds" Agree with this one. Verdict: Yes Next Steps: Continue to push back on ideas worse than the current system. Stated Goal #6 - "Remove randomness and remove low proc rates." Lower proc rates and removing randomness are separate points. Low proc rates are fine. DPS calculators just divide the damage of the proc by the % chance to fire, anyway. (It averages out over long fights.) Here's a list to show what I mean. All of these do the same damage in long fights: 10% to do 100 damage 20% to do 90 damage 30% to do 80 damage 40% to do 70 damage 50% to do 60 damage 60% to do 50 damage 70% to do 40 damage 80% to do 30 damage 90% to do 20 damage 100% chance to do 10 damage So if they all do the same damage, and the 100% one is best for balance, then the obvious solution is to change the variable in procs from %chance to fire to %damage Verdict: Possibly Next Steps: Discuss Further Stated Goal #7 - "If procs have a 90% chance to fire they're not really procs" It's important to point out that Powerhouse only mentioned this in the context of self-buffing procs. Being able to put these in AoEs, or super-long recharging (~30s) self-buff powers (Buildup/Aim), or in certain toggles, means they have an insanely high uptime for a tiny slot investment. (The slot investment being so small makes it a no brainer, meaning that if you don't do it, you're building wrong. This is an example of bad balance, because it creates build homogeny.) Now, while I agree with the solution of switching the variable in damage procs from %chance to fire to %dam, I'm not sure it would work as well for self-buffing procs. Take Gaussian, for example... Gaussian In Buildup (Live): 90% chance of +100% dam and +40% ToHit Gaussian in Buildup (Goal7): 100% chance of +90% dam and +36% tohit Build Up doing 145% of its original +dam value and 190% of its original +ToHit value at the cost of one slot is unbalanced. Gaussian in Invincibility (Live) vs aggro capped spawn = 90% chance to fire every 10s. Uptime, 45%. Effective damage buff 45% and Effective ToHit buff of 18%. Gaussian in Invincibility (Goal7) vs aggro capped spawn = 100% chance to fire every 10s. Uptime, 100%. Actual damage buff of 45% and Actual ToHit buff of 18%. Invincibility giving a 2.6% damage buff and (additional) 1% ToHit buff, per enemy in range, at the cost of a single slot, would be unbalanced. You can also do something similar with it in Tactics. Applying this idea to other procs - putting the FF proc into Cross Punch would give you a perma 27.07% +recharge boost. Also, in the case of using AoEs for self-buffing procs (such as the scrapper 50% ATO), you'd be looking at a 100% chance to fire rate once you were over x enemies in range. Verdict: No Next Steps: Granular analysis of each self-buffing proc needed. Conversation currently too broad strokes to find an appropriate goal. There's about ~30 players who chain inspirations with damage procc'd out builds in PvE. The impact on the playerbase is non-existent.
  10. I like to create a little shared universe for all my characters. Part of the fun of making new characters is figuring out how to connect them to the rest of my cast. This also makes it easier to come up with stuff, as I'm not starting from scratch each time. Even my farmers have bios! My main one, a rad/fire, is a robot Angel created. (Yes, it's called "Angelbot".) The idea for the bio tends to come as I'm putting the costume together.
  11. PvPers have a vested interest in the game being balanced. We're constantly asking for nerfs/buffs to all sorts of different things in order to achieve this. A while back we looked in depth at alternatives to the current proc system wrt ST damage procs. Our reason for doing so wasn't because procs are broken, or in need of "fixing", but because we wanted to double-check that the current system was the best option available. After a lot of number crunching and analysis, we found that most of the alternatives offered to the current system (including the options in your original post) were inferior to the current system, in terms of game balance. The only option that was an improvement, was what I mentioned in an earlier post: This would balance better because you would be doing the same amount of damage every time. (Rather than 71.75 damage 90% of the time, and 0 damage 10% of the time.) The more we reduce luck, the better the game balances. (Tangent - this is also why PvPers want the chance to hit cap raising from 95% to 100%.)
  12. One of the ways procs help balance melee ATs in PvP is by allowing players to "patch up" weaknesses in their primaries. For example... Your primary doesn't have a place you can slot the Achilles -res proc? No worries - take Laser Beam Eyes in your epic, or Weaken Resolve in your power pool, and slot it there. Your primary doesn't have a cone/aoe with a good procrate for the FOTG -res proc? No worries - take Cross Punch and put it in there. Your primary doesn't have a heal in it like dark melee and rad melee? No worries. Take Char or another epic hold and put the superior entomb proc in there. By allowing the above, Procs can make B-tier sets competitive with A-tier sets. Also, each option comes with a tradeoff - if you go with laser beam eyes you're doing more -res, but you're missing out on the snipe. Char does a lot of damage, and it also opens up Melt Armour, but the recharge of Char is longer than the snipes, so it comes with more building woes where you have to figure out how to change your attack chain to fit it in without losing too much DPS. And yes the snipes are good, but you're missing out on a -res proc, so you have to go with Weaken Resolve, which limits your pool options... Do you see? There is no clear-cut favorite. Procs make all of these options viable, but with drawbacks. This diversity of options that procs provides is an example of good game balance. If procs were removed/nerfed, you would just take the snipe, as the other options would be worthless/do much less damage. A clear #1 option like this would be an example of bad game balance.
  13. One interesting thing about procs is that they actively help in balancing melee PvP sets relative to each other. Thanks to procs, a whole range of powersets are viable in 1v1 melee PvP that otherwise wouldn't be. Add in pool attacks like Cross Punch and epic attacks like char, the epic snipes, laser beam eyes, fossilize, gloom, etc all being really proccable, and suddenly the existence of procs lets experienced builders turn what most consider sub-tier combos, into tournament winning ones. Don't get me wrong, a claws brute or an EM scrapper is still going to clean up based on their primaries being the best, but hugely proccable primaries/pools/epics do help in narrowing the gap between those powerful top sets, and the various runner up sets. Remove procs/globally nerf procs damage/nerf procs fire rate, and you will be actively harming this balance. Fortunately, as I mentioned here, it seems the devs are mostly concerned with how procs play with AoEs. In melee PvP, this would pretty much only negatively impact Cross Punch. And this would be an easy nerf to fix - you'd just raise its internal recharge high enough to give it a proc rate of 47%. (As it currently has on live.)
  14. It depends on the set. But I've done all of the following: 5xArmageddon + FOTG 5xDamProcs + FOTG Dam IO + 4 procs + FOTG 53nuc+ 53acc/dam/endWO + 4procs + FOTG Cross Punch is a blank canvas that can be adapted to fit your needs. And is a perfect example of just how much freedom procs give to players to build characters differently.
  15. It's actually a great power if you take both kick and boxing. Best to think of it as a ST attack. I take it on almost every melee character I have.
  16. It's mostly just your typical forum hysteria. One thing I've learnt over the years is that forum consensus rarely reflects what's in game. Now, with that said, there are a FEW powers which can genuinely abuse procs. But that's less a proc issue and more a power issue. As I said in one of my earlier posts, these powers are few and far between. The vast vast majority of powers play fine with damage procs. Let me paint you a picture of one of these powers to demonstrate what abuse actually looks like, and to show you how the claims that 6-slotting damage procs in a ST hold doesn't even come close to being a genuine balance concern. Let's look at Burn. Burn has a 90% proc rate, can slot 5 damage procs, and actually procs twice. (Once upon cast, and then once a split-second after this as the first burn patch spawns.) What this means is that you can: 1. Cast burn, and have 5 damage procs fire alongside the FOTG proc 2. Almost immediately after this, those five procs will then proc AGAIN as the first burn patch spawns... although this time those procs are firing for MORE damage because the mob has just been hit by the FOTG -res proc. So, you have 10 procs hitting your enemies, 5 of which are doing 120% damage, PLUS all of the regular damage from burn. What this means is that /fire blasters have a ~1000 damage nuke available every ~10s, that also does -20% res. (The most important debuff in the game.) Oh and that thing about it proccing twice? That's not actually true. It can actually proc three times. There are a few other powers like this. But it is genuinely only a handful. The powersets they're in are popular, though. Which gives the illusion of the "problem" being more all-encompassing than it actually is.
  17. Heals Per Second. It's a catch-all term that encompasses heals, regen, res, def, and absorb. It essentially lets you convert the entire mitigation of a character into a single value. For example: 30% energy res would be 150HPS vs incoming damage of 500DPS. A heal that does 1000HP every 50s would be 20HPS. Stuff like that. Calling it a "nerf" is a bit presumptuous. All we know so far is that: Powerhouse doesn't believe procs can really be considered procs if their chance to fire is near-guaranteed (90%) every time. Powerhouse doesn't like that AoE attacks essentially guarantee self-buff procs to fire. Powerhouse doesn't like that some AoE powers are proc bombs. As you can see, his concerns aren't balance concerns, they're more game design concerns. (I.e. "Procs aren't supposed to do this!" rather than "Procs are OP!") Because of this, most of the suggestions in this thread don't address Powerhouse's concerns. (Which is why I posted what I did, above. To encourage those who ARE looking to nerf procs for balance reasons to do some legwork to justify their suggestions.) Now, with regards to Powerhouse's concerns, above: #1 is solved by renaming procs to something else, or by changing their behavior. I.e. In the case of damage procs - they would go from doing (for example) 90% chance of 71.75 damage to doing 100% chance of doing 64.575 damage. (It would be the amount of damage they do that varies, rather than the % chance to fire.) #2 is solved by having self-buffing Procs in AoEs only trigger against a single target. (Easier said than done, I imagine.) #3 is solved by changing the internal recharge value of some AoE powers so that they proc much much less, but otherwise still perform the same in PvE. Now, to be clear, this would be a very short list of AoE powers, with Burn at the top of it. It would be a rebalancing of a few, select, overperforming AoE powers. It would absolutely not be a global proc nerf or "procpocalypse" that impacted every AoE power in the game. Nerfing the proc rate of every AoE power would be a huge overstep. To my knowledge there has been no mention of ST damage procs or debuff procs being looked at. So any comment on ST procs doing "too much damage" is just forum hearsay and should be treated as such.
  18. For all this talk of "fixing" procs, I've yet to see anyone clearly outline what the problem with them is. If the problem cannot be clearly outlined, a discussion cannot be had, and a solution cannot be found. So what might be more useful right now is, rather than suggesting things, why don't y'all try identifying things? Actually run the numbers. Demonstrate the performance difference for a procless build vs a proc-filled build. Show the performance difference. (If there is one). And make sure you show the difference in both DPS and HPS. A procless build should have higher HPS due to more set bonuses. What you should be looking to compare is the overall DPS:HPS efficacy ratio of both builds. This is what I do when putting together my super-min/max PvP builds. I look at my DPS and HPS. And I consider whether sacrificing DPS in some areas nets a higher HPS in other areas, making the overall "strength" of the build greater. This is the sort of analysis that has to happen. Also, you need to consider thresholds. What is the HPS you need to survive vs most content? How easy is it to get there? Do you need more set bonuses to do this than a proc-build would allow? Can the survival gap be filled with inspirations? If so, how does a proc-filled build without inspirations compare to a procless build without inspirations, numerically? And this goes beyond a simple build-to-build comparison. You'd also have to look at how procs function on the powerset-level. By this I mean analyzing how much procs help/do not help balance the different sets relative to each other on a given AT. Fire Blast and Ice Blast, for example; Fire does more damage, but Ice has better proccing options. Take procs away, and does the performance gap between fire and ice widen? Do procs bring up middling sets greater than they boost the top sets? (You can only answer this by running the numbers.) And this also extends to the AT level, too. Do some ATs benefit more from procs than others? For example - brutes are swimming in +dam, so are procs better for them than Scrappers? Procs don't use AT damage modifiers, so do they boost up the DPS of low-damage ATs more than they boost up the DPS of high-damage ATS? (This is not rhetorical. This is something you will need to sit down and calculate in Excel.) These are the sort of questions you will need to ask when running your analysis. Until this is done. Suggesting a "fix" is premature. Because you don't even know what you're trying to fix. And this is worth stressing: numbers are reliable, humans aren't. The benefit of using quantitative analysis for balance is that it will lessen the impact of anecdotal observations in the discussion.
  19. Inv/MA with Cardiac Alpha, the P2W Defense Amplifier, and the tanker ATO double-stacked. (I have 100% uptime on this).
  20. Top 10 Ranked 6/27/2021: 1 Madvillain 2 Alouu 3 America’s Angel 4 T Mart (+3) 5 Ridicc 6 magecow 7 Kencian 8 Blackhearted 9 Mushroom (+1) 10 Lhynn (+1) Ranks are calculated by Elo Score. Source: https://docs.google.com/spreadsheets/d/1ZetLGnWhKXeE9o_5KG3ZI-rpdhde5YigzQlorIsOR4k/edit?usp=sharing Reasons for movement: Last night we ran our regular Sunday Fightclub event. Was a great night. T Mart showed up With his Claws/Regen brute "SantyClaws" and managed another 4-0 clean sweep! He is the only player in the Leaderboard with a 100% win record! Who's going to be the first to drop him? As always, if you're interested in seeing your name in the top 10, taking part in our weekly Sunday Fightclub events, or learning more about 1v1 melee fights, then feel free to join up to our discord, here: https://discord.gg/knq839NUM4 Yeah we do it quite early because I'm based in the UK, and we have a bunch of Europeans who also like to Fightclub. That said, I'm working on something for people who can't make our weekly events. Stay tuned.
  21. You have two options when it comes to picking an origin pool: Mitigation (Rune of Protection, Unleashed Potential) Offense (Adrenal Booster). The sets are balanced in such a way that the HPS boost provided by the Mitigation options and the DPS boost provided by the Offense option add to your character's efficacy score (DPS:HPS) equally. Because of this, not only are they balanced in PvE, but they also work as counters to each other in PvP. (I.e. If someone brings Adrenal Booster, you can counter it with Rune of Protection). Here's the numbers if you're curious: https://cod.uberguy.net/html/power.html?power=pool.force_of_will.unleash_potential https://cod.uberguy.net/html/power.html?power=pool.sorcery.rune_of_protection https://cod.uberguy.net/html/power.html?power=pool.experimentation.adrenal_booster If players could select multiple origin pools, then the relative balance of these T5s would be upset. There are also some other minor concerns with allowing players to take multiple origin pools. The main one being being able to take both Adrenal Booster and Weaken Resolve (with the achilles proc slotted) in one build. If the origin pools were changed to allow players to select multiple ones in a single build, then the above balance concerns would need to be addressed.
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