Jump to content
Servers are temporarily down. We'll be back shortly. ×
Sign in to follow this  
Icecomet

Ice Manipulation -> Frigid Protection

Recommended Posts

Hello Devs.

 

After some careful and concentrated study/testing about how this power operates, I believe (as was explained to me by Bopper) that the range of this ability for endurance calculation needs to be set to 0 as it's affecting the "chance for" procs for the endurance based IO's that go into it.  While it is an ability that has an AoE component to it (slowing mobs and deflecting attacks), that AoE has nothing to do with the endurance recovery that the ability generates.

 

As I've done testing with Power Transfer in stamina vs frigid protection, I get an extremely poor proc rate with the "chance to heal self" from power transfer solely based upon the range the toggle power has.  Whereas if I equip this IO into stamina, I get a proc rate average that is exactly on par with what I'd expect.

 

Can you please look into correcting (at least from my perspective) how this power calculates the endurance regeneration based upon the equipped IO's in that calculation?

 

If you have any questions, let me know.

 

Icecomet

50 Blaster - Everlasting

 

Share this post


Link to post
Share on other sites
Posted (edited)
6 hours ago, Vanden said:

It sounds like you want to either nerf an amazing power just so it’s slightly better with IOs, or you want the power to be allowed to cheat the IO proc rules. Either way, it’s a definite No from me.

He's referring to the fact Frigid Protection is a power with 2 main effects. The first effect is the debuff, that has a 30 foot radius and hits targets. The other is a recovery buff that only affects self and has no relation to the AoE debuff. The recovery is not impacted by targets or allies within its radius, it basically is a buffing auto power that is combined with an AoE debuff.

 

What the OP is suggesting is to have procs use the AoE of the effect they're associated with. In this case, the Endurance Modification proc only applies to the effect that is a self auto-power. This would have the Proc use an Area Factor of 1, instead of a modified area factor of 4.375.

 

Procs that go into the other effects would still use the Area Factor in its proc chances, as the effect can hit all targets within its radius.

Edited by Bopper
  • Like 1


PPM Information Guide                Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Movement Speed: Guide              Recharge Guide                   Base Empowerment: Temp Powers


RubyRed's API Tool                       Mids' Reborn                       Beta Server Information

Share this post


Link to post
Share on other sites

It sounds very unlikely that there are existing hooks in the code for a power's PPM calculations to be generated separately for different procs.

Share this post


Link to post
Share on other sites

My question is: WHY IS ICE MANIPULATION THE ONLY BLASTER SECONDARY TO GET IT'S +RECOVERY POWER AT LEVEL 10 INSTEAD OF LEVEL 20!?!?!?!

 

Fix OP's issue and move the power to lvl 20!


I have a Darkness Manipulation Proposal: Let me know what you think!

Share this post


Link to post
Share on other sites

Why do they all have to get the power at the exact same lvl?  Some controllers get AE hold at 18.... some at 26.

Some tanks get their AE quite early.... some quite late.

What's really wrong with a bit of variety?

 

I suspect though, it was a question of what power would you give them earllier, and/or just a question of what the OLD powerset looked like, BEFORE they gave each blasters secondary a +Recovery power. They likely just picked a toggle or click power to grant the effect to, and decided that would cause less disruption, AND require less enforced respecs, than if they actually shifted around what level you get each power at. 

Share this post


Link to post
Share on other sites
11 minutes ago, MTeague said:

Why do they all have to get the power at the exact same lvl?  Some controllers get AE hold at 18.... some at 26.

Some tanks get their AE quite early.... some quite late.

What's really wrong with a bit of variety?

 

I suspect though, it was a question of what power would you give them earllier, and/or just a question of what the OLD powerset looked like, BEFORE they gave each blasters secondary a +Recovery power. They likely just picked a toggle or click power to grant the effect to, and decided that would cause less disruption, AND require less enforced respecs, than if they actually shifted around what level you get each power at. 

You mean the "Only" variety... not a bit. Best guess it was probably set to mimic the old days and taking stamina at 20 and then all of a sudden having soooooo much more freedom.

 

As to your last paragraph, I direct you to the Darkness Manipulation discussion I attempted to start link in my signature. It needs more love then any other blaster set by far... IMO.


I have a Darkness Manipulation Proposal: Let me know what you think!

Share this post


Link to post
Share on other sites
Posted (edited)
55 minutes ago, Vanden said:

Ice isn't the only set to get its sustain before 20; Energy gets Energize at 16.

I stand corrected, but it as also a poor substitute for +recovery until you get it perma'd which is normally not done before lvl 20 that's for sure. But you carry a point.

Edited by Snowdaze

I have a Darkness Manipulation Proposal: Let me know what you think!

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×
×
  • Create New...