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About Me

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  1. Hello all, and thanks for visiting this thread! Before I dive into how this proposal might be implemented, I'd like to go over a few points about why I think it's something that might be desirable to have in the first place, by looking at some assumptions about the game's design, along with some conclusions drawn from them. If you're already sold on the idea, skip right to the bottom where I highlight the details about this! Core Assumptions 1. CoX is Balanced Around SOs I don't think this is a controversial statement - indeed, @Galaxy Brain's excellent thread on game balance takes this for granted, and @Captain Powerhouse outright says so here. By limiting the ways a player's powers can be enhanced via enhancement diversification, the game sets in numerous constraints to their capabilities. Under this balance, it's impossible for any one player to permanently maximise their defenses or resistances - naturally, there are some team compositions that can reach such values trivially, but collective effort is still required to do so. Breach this balance, and the game generally becomes much easier (some exceptions notwithstanding). 2. As Survivability Increases, Utility Powers Lose Purpose This is fairly self explanatory - if there is a lower need to focus on not being defeated, then powers that help assist with that - whether that comes in the form of locking enemies down, drawing aggro, debuffing enemies, or healing damage - will naturally decrease in value. As a corollary to this, a player's ability to deal (or indirectly facilitate) damage becomes more valuable as survivability goes up; all other gameplay goals are achieved. Of course, if one could hypothetically deal enough damage to outright defeat enemies before facing any retaliation, one's survivability also skyrockets, but that's usually not the case, and it's easily changed if one wishes it: higher notoriety levels means tougher enemies, making them less susceptible to being immediately mowed down. 3. IO Set Bonuses Dramatically Increase Survivability This is tied into the way in which the game is balanced - many IOs provide enhancement set bonuses that increase a player's defenses or resistances, upping their baseline survivability by sometimes enormous amounts when correctly built. As a result, a player with the right IO enhancements is dramatically more survivable than a player just using SO enhancements. Note that I'm excluding proc enhancements from this assumption - their effect on game balance is comparatively small: Includes things like Numina's Convalescence: Regeneration/Recovery and Celerity: Stealth Does not include things like Steadfast Protection: Resistance/Defense I make the assumption that the largest benefit that set bonuses provide to players is increased survivability (and to a lesser extent for some archetypes/builds, recharge). As such, procs don't really factor into this. 4. IOs Are Accessible and Fun! And I say this as somebody who's made a great deal of builds - constructing an unkillable machine of a character, or some off the wall concept build that works past the inherent limitations of a powerset feels great. Even with all these previous assumptions, I'd never want to go back. At least permanently - and this is where my proposal comes in. Notoriety Option: No Set Bonuses Given these above points, I'm proposing a new Notoriety setting that provides players with a method of playing CoX within the constraints it was balanced around. This would come in the form of suppressing player set bonuses while inside a mission, leaving enhancement values and procs intact. I expand upon what this entails in this post. Check it out if you want some clarification! The reason for preserving proc enhancements as they are is twofold: As mentioned before, they negligibly affect game balance compared to set bonuses Some procs are essential to a player's playstyle, e.g. Stalker's Guile and Assassin's Mark This option is meant to provide players with additional challenge on top of what the Notoriety system currently has, while minimally bothering others who are satisfied with the game's current difficulty. This way, regardless of the kinds of mobs one decides to face, players can always decide whether or not they wish to feel somewhat challenged - even enemy groups with fairly mundane powers can be a problem if enough of them manage to land them. As an added benefit, such a Notoriety option would be a great way of testing out story arcs on characters with IO builds, to make sure that they're not too difficult (i.e. achievable with SO slotting), as expanded upon in this post. Higher levels and larger mobs can only go so far, and doesn't really scale well to players whose survivability is far higher than SOs allow for. There isn't much difference to fighting a +0 enemy and a +4 enemy if they both have a very low likelihood of hitting one's character, outside of the time it takes to defeat them. Currently, Task Forces do have an option to make enhancements have no effect at all, but this is inadequate for a few reasons: This significantly pushes the game balance away from players, and in a frustrating way - missing is not fun This does not apply to regular contact/door missions, meaning that this is an option that is not always available to players So now I'm sounding off to the forums - what do you all think about introducing a new notoriety option to disable IO set bonuses? Is this something that would appeal to you? Would you implement the proposal differently? Have something radical or off the wall? As always, I'd love to hear everyone's thoughts. Thanks for reading through this, and I'll see you all in the comments thread!
  2. Recharge Guide Everything you need to know about Recharge…and then some By Bopper Written: 17 Nov 2019 Updated: N/A The purpose of this guide is to teach you everything you need to know about recharge. I have broken up this guide into chapters in an effort build up your understanding on how recharge works. My methods for building up your knowledge will be a bit backwards. Normally in a textbook, you will be given a formula, the formula will be derived, then you will see examples on how to use the formula. Instead, Chapter 1 will show you examples with step-by-step solutions in hopes of learning and observing all the details that goes into solving the Recharge Problem. In Chapter 2, I will introduce formulas that could be used for solving the examples from Chapter 1 in hopes that you can apply those formulas for your own needs. In Chapter 3, I introduce a new technique for solving the Recharge Problem that is faster and easier to implement, although it has its limitations. At that point, you will have all the knowledge you need to know. But if you would like to read on, Chapter 4 provides additional formulas that apply to the Recharge Problem that could be useful to you. Finally, Chapter 5 (not complete), will be additional examples that I will solve by request. If you have a specific problem and are having trouble, you can mention it in the comments and I will attempt to solve it and provide the solution in this chapter. If you prefer the PDF version or Word document version (they are much more readable than the forum's formatting), they are attached below. RechargeGuide.pdf RechargeGuide.docx Background information: I have discussed this topic previously, which you can check out here.
  3. Procs Per Minute (PPM) Information Guide by Bopper Written: 9 August 2019 Last updated: 16 August 2019 (Information that might help new players in understanding the PPM game mechanics) Update (9 August 2019) This thread has adapted quite a bit since I first put the call out for Testers to determine how the PPM mechanics actually work and to clear up the confusion from outdated resources (love you Paragon Wiki, but you're i23, and we've moved on). Since then a lot of good information was discovered and plenty of mechanics have been confirmed. Now that I have a good understanding of most of the important pieces, I wanted to change the format of this post. I will still keep the Formulas that have been vetted at the top, that way people can see the important stuff right away. As for the rest of the post, I will slowly build it up to look more like a Guide (since the Mods moved my post to the Guide Section, might as well try to do them proud). As for building up a guide, that will take time, but I will clean it up and make it nice. For now, I'll try to keep adding sections periodically. PPM Formulas Breakdown of Formulas Single Formulas (for Copy/Paste) Scope The purpose of this guide is to clear up the PPM mechanics that are used in i25+, which incorporated changes made in i24 Beta but never made it to Live. Most of the information in this guide comes from reviewing the original forum posts discussing this topic (Phil “Synapse, circa April of 2012), extensive testing used to confirm the proposals made in the forum discussion, and reviewing source code by the SCoRE team which further confirmed these formulas. The formulas are provided at the top of this guide for easy viewing, and I will update the formulas and this guide when new information is revealed. Background A “Proc” is a procedure that has a chance of happening. Every time you hit a target (self, ally or enemy) with a power slotted with a Proc enhancement, the effect of the Proc has a chance to trigger. For more information on Procs, check out the ParagonWiki article. History (possibly a Drunken History) Honestly, I don’t know the whole history, so I apologize if some of this is wrong. Basically, prior to i21 almost all Proc enhancements worked as a fixed percentage. This allowed for many exploits such as slotting AoE powers with a high tick rate to “buzzsaw” enemies. Then sometime in the i21 timeframe, the game introduced Archetype Origin enhancements (ATOs) which introduced the new Procs Per Minute (PPM) mechanic, which used base recharge, area factor, and cast time to calculate the probability of a proc triggering its effect. Finally, in i23, the original Proc enhancements had their fixed percentage mechanics replaced with PPM. Due to exploits that could be achieved with the PPM mechanics (100% Proc probabilities, increased Proc rates using extremely high recharge builds, etc.), the devs decided to retune the PPM mechanic such that it used global recharge instead of base recharge and cap the probability to Proc at 90% (which was an attempt to preserve the spirit of a Proc always being a random occurrence). There was an obvious outcry as this unfairly punished players who built high-recharge characters and there was no way to predictably control your proc performance when teaming with players who could buff your recharge…which effectively debuffs your Proc performance. After much discussion with players, the devs came to a compromise and decided to only use the enhanced recharge (recharge buffs from enhancements or the Agility/Spiritual Alpha incarnates). The devs also compromised by incorporating a minimum Proc probability of at least 5% and dampened the negative effects of Area Factor so that AoE powers are not too severely punished. This was all incorporated into the i24 Beta when the game abruptly shut down. PPM Mechanics Procs Per Minute (PPM): PPM is roughly the average number of times per minute an effect from a Proc should fire. Each Proc enhancement will list this number in its description info and is used directly in calculating the Proc’s probability to trigger. Modified Recharge Time (MRT): Modified Recharge Time (MRT) is the power’s actual recharge time when no global recharge boosts are present. If you’re not sure what your MRT is, you can check this in the game. Just right-click on the power, select “info”, and see what is listed as the recharge time. This recharge time will incorporate the recharge enhancements and alpha enhancements installed in the power, after enhancement diversification is factored in (again, global recharge boosts will not affect this). Sometimes an example is worth a thousand words, so let’s do a few. Let’s assume we look at a power that has no recharge boosts from enhancements nor alpha incarnates, thus its enhanced recharge is 0%. If we look at the same power slotted with a T4 Agility Alpha and 2 Level 50 Invention-Origin Recharge Enhancements, the enhanced recharge is 114% after enhancement diversification. Let’s look at what the actual recharge time would be and the what the MRT would be if we also incorporate a 100% global recharge (achievable with Hasten and 4 LotGs). Base Recharge Enhanced Recharge Global Recharge Bonus Actual Recharge Time Modified Recharge Time 10 sec 0% 0% 10 sec 10 sec 10 sec 0% 100% 5 sec 10 sec 10 sec 114% 0% 4.67 sec 4.67 sec 10 sec 114% 100% 3.18 sec 4.67 sec As we can see, the global recharge bonus has no effect on the modified recharge time. This also highlights how added recharge has diminishing returns. Notice how going from 0% enhanced recharge to 114% enhanced recharge while already having 100% global recharge only decreased the actual recharge time by 1.82 seconds, yet the MRT decreased by 5.33 seconds. If your build already has managed high global recharge, you might be better off not slotting any recharge enhancements into your Proc powers as your actual recharge time will not decrease by much but your Proc performance can greatly decrease due to the significant decrease in MRT. Activation Period (ActivatePeriod): Activation Period is the time between when the effects of an ENHANCEMENT trigger. Notice the not-so-subtle all-caps there? That's to emphasize the fact that the Activation Period has nothing to do with the power itself (ok, not exactly, but I'll get to that), but rather how the enhancement functions. When an enhancement is slotted, its effects trigger every 10 seconds (this is the ActivatePeriod) and those effects will last a duration of 10.25 seconds. There is some history to this that I don't recall, but I believe Procs used to work off of the Activation Period of the power, which resulted in silly Proc rates when slotted into powers with a high tick rate (Caltrops was cutely referred to as Proc-trops, if I recall correctly). Anyways, a change was made that resulted in powers such as toggles, autos, etc would only have the Procs pulse once every 10 seconds. Apparently this is how they incorporated it, by using the enhancement's activation period. I apologize for my shoddy description there, but my memory is fuzzy and I just recently discovered this functionality. I bring this up with emphasis because I've seen everywhere else folks talking about using the Activation Period of the power for calculating Proc probabilities (I was also guilty of that). Hopefully this clears that up. There is one more thing worth mentioning, which does not impact how we calculate the Proc probability, but does detail something about the PPM mechanics. The Proc can only trigger when the power ticks, but will still be able to trigger once in every 10 second interval. That is a mouthful and not necessarily clear, so let me describe an example that I had tested repeatedly to confirm this mechanic. World of Confusion has an Activate Period of 4 seconds, so when you cast it (assuming a mob is present), World of Confusion will tick at 0 seconds, 4 sec, 8 sec, 12 sec, 16 sec, 20 sec, and so on. Where I highlighted in yellow is when the Procs will be eligible to trigger. Even though the time between the 2nd and 3rd proc is only 8 seconds, they fall into different 10 second intervals (which cover from 0-9.9 secs, 10-19.9 secs, and 20-29.9 secs). I don't know if this is intended behavior, but you can rest assure that when you attempt to calculate your Proc rates with toggles (or the like) you can expect on average one Proc opportunity per 10 seconds. Area Modifier (AreaMod): Area Modifier (AreaMod) is an unofficial term used to help distinguish itself from Area Factor, which is used in the game for things outside of PPM mechanics (such as Design Formulas). Basically, AreaMod is the new Area Factor for PPM calculations, which uses the 0.75 weight to dampen the effects on Proc probabilities (per Synapse's design). This is entirely an i24+ concept. It's worth noting the AreaMod (and the Area Factor that feeds into it) is entirely dependent on the area of effect of the power, and has no dependence on the maximum number of targets the power can hit. Area Factor (AF): Area Factor (AF) is used in the game to discount the impact of Area of Effect (AoE) powers in relation to Single Target (ST) powers. For example, when it comes to power design formulas, the damage for an AoE attack should be equal to an equivalent ST attack's damage divided by the area factor (in this case, equivalent means having the same recharge time). This same concept was incorporated into the original PPM mechanics, however the impact proved to be more detrimental than anticipated; which is why Synapse proposed dampening its effect in i24 (thus creating the new PPM Area Factor...AreaMod). Single Target - AF: The Area Factor of a Single Target attack is always 1. Obviously. It's the thing area attacks are being compared to. Sphere - AF: The Area Factor of a Sphere attack applies to any non-cone AoE. These attacks are centered on a location (self, target, or patch) and can hit any target within its radius. Cone - AF: The Area Factor of a Cone attack is always less than its Sphere counterpart (same radius). This is simply due to the fact a sphere has 360 degree coverage and a cone has less than that, so it gets a discount. For ranged cone powers, the radius is always equal to the base range of the power (enhancing the range of the power will not change the radius of the power, so no impact on PPM calculations). Chain - AF: The Area Factor of a Chain attack depends entirely on the maximum number of targets it can hit. From what I know, there were no Chain attacks prior to i25 (powers described as Chains actually summon numerous pet attacks, resulting in a chain visual effect, but those summoned pets use the Sphere - AF for PPM calculations). Now that we are in i25+, it seems this feature is starting to be implemented. As of this date (14 Aug 2019), only Refractor Beam (Sentinel, Beam Rifle) and Rehabilitating Circuit (Sentinel, Electric Mastery) might (MIGHT!) be tagged with the kEffectArea_Chain that would use the Chain - AF. Also, on Beta, there is mention that among the Dominator changes, Trick Shot (Martial Assault) "...is now a proper chain attack, hits up to 10 targets". This suggest its mechanics may be tweaked to a kEffectArea_Chain. Now, if you were getting excited by the prospects of utilizing Procs in Chain attacks - don't. It is a huge nerf. If Trick Shot does in fact become a Chain Attack with a maximum of 10 targets, its AreaMod would be 6.625. That's equivalent to a Sphere attack with a 50 (FIFTY!) foot radius. The dev team will seriously need to tweak the Chain - AF formula for it to become viable for Proc usage. Frequently Asked Questions: 1) How much enhanced recharge can I put into a click-power and still achieve the maximum 90% Proc probability? If the Proc has a greater than 90% probability to Proc without enhancement, you can calculate the maximum allowed enhanced recharge as follows: For those interested, here is the derivation: 2) What is the impact of adding just a little bit of recharge enhancement into my click-power? A lot, actually. The formula shows this already, but MRT will decay rapidly with just a little added recharge enhancement, then will slow its decay rate as it approaches its CastTime limit. Since there are an infinite number of combinations for BaseRecharge and CastTime, I will only do a few examples to demonstrate this point. In the below examples I will assume a 3.5 PPM proc (since it’s the most common), and I will look at Base/Cast pairings of: 10s/1s, 10s/2s, 4s/1s, 20s/2s. You'll notice the general trend is the same throughout. Figures: In the first 3 figures I wanted to highlight the first 20% drop off then the next 20% drop off. In each case you hit the 80% mark very quickly (~30% enhancement), but the 60% mark is not hit until much later (approximately triple the 80% mark’s enhancement value). So basically, the lesson here is to either go all in on not adding enhanced recharge, or put as much recharge as you want knowing that the drop off in Proc probability will have diminishing returns (the same could be said of the power’s cool down, so perhaps it’s a wash). In Figure 4, I wanted to show that if you are over the maximum probability (90%) you should go ahead and add enhanced recharge up to that limit (in this case, 48% enhanced recharge still kept the 90% Proc probability). Lastly, please understand what these graphs are speaking to. It is merely suggesting the impact of your Proc probability whenever that power is clicked. It does not speak to your actual in game performance. Ultimately*, the goal is to maximize Proc rate (Procs per minute) which is a function of Proc probability (Procs per activation, which these figures show and requires recharge to be minimized) and Proc opportunity rate (activations per minute, which requires recharge to be maximize). There is a balance between Proc probability and opportunity rate that can be calculated using simple calculus, the parameters of the powers and your attack chain; however that is a unique calculation for every scenario and is outside the scope of this guide. *Ok, so maximizing Proc rate is not really THE ultimate goal…but you get the point. Update History: Original Post (27 June 2019, kept for Historical Purposes) Still Not a Guide Writer!
  4. I've been thinking of a way to put a challenge back in the game and I'm interested in what others think. Lost is the art of teamwork and coordination. Things like Tanks & Brutes who know how to properly manage aggro or Blasters targeting the same NPC, etc. I propose the following to Task / Strike Forces and Incarnate Trials: Levels 1- 30: +0 Difficulty Levels 30 - 40: +1 Difficulty Levels 40 - 50: +2 Difficulty Incarnates Trials: +3 Difficulty This would be the minimum difficulty allowed. Haven't yet figured out a way to make Hami more of a challenge beside upping the Hit Points / Damage dealt. Not sure I like that idea or not. Anyway, thoughts on this?
  5. The Sleep status effect is best described as a fragile Hold - once it is inflicted on an enemy, they are unable to attack or move. Unlike a Hold, they break free as soon as any damage is inflicted upon them. This places powers which cause Sleeps in a different niche to ones that inflict Holds. Instead of being used as a means of attacking with impunity like Holds are, they are instead better used to take enemies out of the fight, reducing the amount of attacks coming the party's way. Most Sleeps last much longer than Holds do, and are far less resisted in comparison (AVs have no special resistance to them for example), supporting this use case. However, I would argue that this primary use case rarely comes up - I will attempt to explain why below: Damage is 'messy' and takes work to concentrate on specific targets AoE damage is easy to come by in many powers. This results in potentially slept enemies awakening prematurely, taking them back into the fight and thus mitigating the utility that a Sleep provides. Compare this to something like D&D, where such AoE is rare, and generally limited in usage - Sleeps are much more useful in this case due to said rarity, as it is easier for a group to attack a target one at a time in relative safety Larger teams result in larger amounts of damage Compounds the above issue - additional characters means that additional damage will invariably be dealt. It is also more difficult to concentrate on specific targets due to the increase in chaos across the battlefield: lots of graphical interference, swarms of enemies (and players!) getting in the way, etc. Given this, I personally think that Sleeps ought to be looked over, to see how better they might increase their utility - Static Field for example mitigates many of the issues above due to being reapplying itself over time: even if an enemy wakes up due to being damaged, they are quickly subdued again. However, I believe that such methods merely sidestep an issue with how Sleeps function with the rest of the game. As such, I've thought up potential different ideas that could potentially help with the goal of "increasing the utility of Sleep status effects", roughly ordered in order of least to most change to the game: Add a status icon indicator on targeted enemies that displays inflicted status effects At the moment, one is reliant on looking at the actual enemy NPCs, along with the graphics surrounding them to determine whether or not they are under the effect of a status effect. In large groups, this is much more difficult to do - as such, a series of status icon indicators in the Target window might better assist in making judicious decisions about where to attack. Is this necessary? If one wishes to focus their attacks on a single target, why not just target through another player? Increase the range/radius of one-shot AoE sleep effects My reasoning here hinges on the idea that if such effects are applied pre-emptively on a group, this would allow a higher amount of enemies to remain slept, even if AoE damage were inflicted afterwards, due to them being more spread out than said damage could encompass. Perhaps enemies could be spawned in a way that keeps them more spread out by default, thus increasing the likelihood that such sleeps lock them down? Make the Sleep status effect itself less fragile One could take inspiration from Champion Online's Paralyze effect - their equivalent of CoH's Hold effect, but with one large exception: any damage taken to the target reduces the duration of the effect. This could potentially be implemented with Sleep status effects, though this does raise a myriad of questions. Namely: How large of a Sleep duration loss ought damage cause, and what metrics might be used? How can this be implemented without edging out the benefits of a proper area-of-effect Hold, or a Hold in general? Status effects work both ways. Would people enjoy being hit with a more persistent Sleep effect? Reduce the prevalence of AoE damage...? This is less of a serious idea and more of a thought experiment due to how such a change would be extremely wide sweeping and generally Not FunTM. As mentioned before, Sleeps are generally more potent when attacks are focused, which AoE damage by their nature...isn't. Reducing the frequency with which characters could deal high amounts of AoE damage with ease could be a hypothetical way of increasing the utility of Sleeps. However, this has a whole range of questions attached to it: How would the game 'feel'? It's part of the superhero genre to be able to lay waste with large explosions, etc. Being limited to the amount one can do this sounds odd from the get-go Would enemy spawns need to be changed to match this lack of AoE? It's clear that such damage is here to stay, especially with things like the Tanker changes coming out that increases the range of their sweeping attacks - is it fair to limit such improvements just for the sake of increasing the utility of one status effect? Needless to say, this is a difficult topic to approach - there's a lot of factors at play that require considering, but I do hope that these thoughts were well articulated, and spark a good amount of discussion. What do you think? Was I correct in my assumptions of the main functions of Sleeps, and the lack of necessity/utility of said functions? Any ideas that I put forth sound appealing/need adjusting? New ideas entirely? I look forward to everybody's responses! Neat Additional Points and Suggestions @ScarySai suggested making enemies go prone (Knockdown) once they're hit with a powerful enough Sleep, meaning that they'd need to get back up before returning to the fight once woken up. I like this suggestion a lot! Not only does it make thematic sense to make an enemy sleep on the ground, but it's also an effect that I wouldn't be too bothered by if a Sleep hit my character as well. Additionally, it'd provide a nice way of identifying which enemies have been put to sleep by seeing them prone on the floor. Building on this, perhaps different kinds of Sleeps ought to have different kinds of potential effects. While putting enemies to the floor makes sense for powers which cause unconsciousness (e.g. Siren's Song, Mass Hypnosis), it makes less sense for powers which trap enemies in a fragile prison (e.g. Salt Crystals). In these cases, having a Sleep's duration merely shorten with damage instead of disappearing entirely might make sense. Blind's Sleep effect could also lower perception/ToHit for example.
  6. Is there a setting where I can set all bosses to elite bosses and keep fight AVs at the same time?
  7. Update: Additional Content is provided in the comments below that includes derivations of this formula. I presented this earlier in an unrelated forum post but I felt it was worth sharing to an audience looking for this type of information (or at the very least it makes it easier for me to find this formula when I need it again down the road 😁). Have you ever tried to calculate how long it takes for a power to recharge when your recharge buffs are not constant? Perhaps you have Hasten that isn't perma'd, leaving you with 120 seconds of +70% Recharge bonus then an unknown amount of time until Hasten is off cooldown. Perhaps you had a Force Feedback Proc that triggers a +100% Recharge bonus for 5 seconds...so how does that impact your total recharge time of a power? Perhaps you cast Ageless Destiny and it provides a cascade of Recharge bonuses that diminish over time... how to you factor that in? The good news, there is a VERY simple formula that you can use that incorporates every recharge buff you have. Here it is: Examples: The above formula might be difficult to decipher, but I'll try to explain. Any recharge buffs that are permanent, or temporary buffs that last at least as long as the Total Recharge Time, are added together and go into the denominator of the formula. So, let's say we have 95% recharge enhancement slotted into the power and we have 80% global recharge from outside sources (set IO bonuses, LotG +Rech, etc). This gives us a total of 275% recharge in the power (100% from base, 175% from boosts), thus the denominator becomes: As for the numerator, that is simply the Base Recharge of the power minus the sum of the products of each temporary buff's duration and amount. So to continue our example, let's assume the power we are analyzing is Hasten which has a base recharge of 450 seconds (X) and provides a 70% recharge buff (B1) for 120 seconds (T1). How long does it take for Hasten to recharge? Plug it in. So we are not quite perma-hasten, but at least we know we will have 13.1 seconds of Hasten being inactive. Now lets assume we used a power during this period that has the Force Feedback +Recharge proc in it. How much would we reduce the total recharge time if we got Force Feedback to proc once? That would be a 100% recharge buff (B2) that lasts for 5 seconds (T2). Let's plug it in. As we can see, the single proc was able to reduce out total recharge time by an additional 1.8 seconds. This may not seem like much, but consider it like this: how much extra permanent recharge would we need to achieve the same performance as one Force Feedback proc? I went on a slight tangent there, but it's interesting to see that just a single FF proc can have that much of an effect on our equivalent permanent recharge boost. Now that we've gone this far, let's expand our problem solving capabilities ever more. With no FF procs, we had a recharge of 133.1 seconds. How many FF procs would we need to get Hasten down to 120 seconds or less (perma-Hasten)? To solve this, we will need to make a small tweak to the formula. Since we are assuming we are achieving perma-Hasten, we can no longer treat Hasten's recharge buff as temporary. Instead we treat the buff as permanent and it will go into the denominator of our formula. Also, since we don't know how many FF procs we need, we incorporate a variable that we will solve for (N): From the results we now know that we would need the FF to proc at least 8 times to achieve Perma-Hasten. So let's finish this example off by answering if we did get 8 FF procs within a 120 second window, what would Hasten's final recharge time be? Potential Oops: Now, let's say we didn't know Hasten would become perma'd with 8 FF procs and we had used the original formula (thus treating Hasten as a temporary buff and using its values in the numerator). What could we have done to know we made a mistake? Simple, whenever you calculate the Total Recharge Time of a power and it results in being less than a temporary buff's duration, that buff needs to be treated as a permanent buff and you need to re-do the calculations accordingly. In our example, we would have calculated T = 118.5 seconds, which is less than 120 seconds and ultimately a wrong answer (although in this case, it would have been close). Destiny Example: Alright, that is a lot but hopefully everyone is starting to understand how to use the formula to calculate these recharge times. Let's now look at another example of Hasten where it gets paired with another 120 second duration power in the T4 Ageless Destiny. This power provides a 40% recharge buff for 10 seconds, a 10% recharge buff for 30 seconds, a 10% recharge buff for 60 seconds, plus a 10% recharge buff for 120 seconds (they all stack). Let's see if Hasten, with the T4 Ageless Destiny, and the same permanent boosts we've been using throughout (95% enhance, 80% global) would be enough to make Hasten permanent. In this example, we still would not achieve perma-Hasten. We could solve for what amount of permanent recharge boost would be needed to achieve a total recharge time of 120 seconds: So close. If we had another 9.167% recharge (284.167% total), we would be able to achieve perma-Hasten through the use of Hasten and T4 Ageless Destiny. So there you have it. A simple single formula for solving a power's recharge time. I hope it was helpful. Bookmark this info somewhere because I guarantee you will use if at some point while building up a character in a Hero Designer tool (e.g. Mid's Reborn) and you will click on a buff and not trust the recharge numbers it spits out.
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