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Posted

Likely the impending proc 'adjustments' which are over due.

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted (edited)
33 minutes ago, Troo said:

Likely the impending proc 'adjustments' which are over due.

I think a lot of us have been speculating since that “internal recharge” change to epic snipes that was rolled back, but yeah... is OP about something besides speculation?

 

Have two Traps characters with the proctrops and have not observed an issue (but have not been looking for one).

Edited by arcane
Posted
2 hours ago, arcane said:

...what nerfs?

 

1 hour ago, Tyrannical said:

do you mean the conversion from proc chance to procs per minute?

This, the PPM change especially the formula especially in AOEs hurts proc rate in AOE Pseudo pets

1 hour ago, Troo said:

Likely the impending proc 'adjustments'

& that as well

41 minutes ago, arcane said:

I think a lot of us have been speculating since that “internal recharge” change to epic snipes that was rolled back, but yeah... is OP about something besides speculation?

 

Have two Traps characters with the proctrops and have not observed an issue (but have not been looking for one).

Good to hear(read) but I wonder if there is anything more definitive

Posted

Then slotting procs into caltrops isn't going to produce the desired effect anymore.

 

The PPM change was made to level the playing field, so that powers with high tick rates or fast recharge are no longer able to trigger procs in such a high volume.

 

But, in turn this allows powers with higher recharge rates to guarantee delivery of procs, so they're far more viable than they used to be.

Posted (edited)

There are plenty of dev mentions. Here is one:

 

Procs & PPM
Something we’ve recently started looking at is procs. We’re only scratching the surface here, but our goals are similar to that with powersets: Bringing each option towards a happy medium. One big topic that needs looking at specifically is PPM. This system was still in beta when the game shut down, so it never really graduated properly to the live servers, and never received any follow-up balance passes.

 

There are numerous issues right now, such as the interaction it has with different types of recharge bonuses and AoEs, which causes the system to be unintuitive (slotting for recharge can make a power… less good!) in some areas and not well balanced in other areas (many procs are very strong in AoEs and very weak in single targets). 

 

Along with improving general game balance there’s a secondary benefit to cleaning up PPM and procs: it will allow us to continue building new enhancement sets with new and unique procs and set bonuses.

 

We’ve got no firm plans to discuss just yet, but it is a key area we will be looking at in the future.

 

 

All good to use in the meantime.. viability long term would be in question.

Edited by Troo
  • Like 1

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted
19 minutes ago, Tyrannical said:

Then slotting procs into caltrops isn't going to produce the desired effect anymore.

 

The PPM change was made to level the playing field, so that powers with high tick rates or fast recharge are no longer able to trigger procs in such a high volume.

 

But, in turn this allows powers with higher recharge rates to guarantee delivery of procs, so they're far more viable than they used to be.

I guess what I want to know is how often do PPM procs go off in Caltrops per tics now vs the 20% chance prior to PPMs

Posted
15 minutes ago, Chance Jackson said:

I guess what I want to know is how often do PPM procs go off in Caltrops per tics now vs the 20% chance prior to PPMs

I do not test as rigorously as others but it seems to perform like the category of patch powers that have a chance to proc every 10 seconds. I would recommend you visit the Proc Monster threads where Sir Myshkin has detailed his tests on a number of powersets - that’s my first reference for most of my weird proc questions about toggles and pseudopets. I followed his analysis on Traps (Caltrops/Poison Trap good, Acid Mortar ok, Trip Mine only good with Force Feedback, others bad) and a few other sets.

  • Like 1
Posted
1 minute ago, arcane said:

I do not test as rigorously as others but it seems to perform like the category of patch powers that have a chance to proc every 10 seconds. I would recommend you visit the Proc Monster threads where Sir Myshkin has detailed his tests on a number of powersets - that’s my first reference for most of my weird proc questions about toggles and pseudopets. I followed his analysis on Traps (Caltrops/Poison Trap good, Acid Mortar ok, Trip Mine only good with Force Feedback, others bad) and a few other sets.

Thanks I'll take a look

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