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Posted
3 hours ago, Forager said:

They have a chance to fire. The "procs per minute" is a very inaccurate and unhelpful estimate, because it doesn't consider any of the variables that impact the rate at which it fires.

And this is the problem I have with putting percentage numbers into the proc description -- the proc has no idea where it will be slotted. You can say that the proc will go off an average of X times per minute, but the chance of it going off in any given power is a function of the proc rate, the base recharge of the power, how much recharge reduction you have in the power, and the power's area of effect. 

 

With enough programming time put in, you could enable  a function that would be active in the enhancement slotting screen where you could drag a proc over a power and (assuming the proc is slottable in that power) it would give you a popup showing the percentage chance per activation that the proc would fire based on the power's current slotting. On the one hand, this would give you information that would affect your decision whether or not to slot the proc. On the other hand, it's at least partially self-defeating in that, to drag the proc in the enhancement screen, you would already have to have the proc in your inventory, which means you would have to have either crafted or bought it, and the information you get from the mouseover is information you would want to know before you bought/crafted the IO. The gripping hand is that I don't see this as adding enough value to be worth the amount of programming time it would take to make it work.

Posted
8 minutes ago, srmalloy said:

 I don't see this as adding enough value to be worth the amount of programming time it would take to make it work.

 

How much time is that?

Posted
On 6/2/2025 at 5:56 PM, Forager said:

This thread itself is evidence that this should have been changed a LONG time ago. You have people who who post on the forums that really think that the PPM information is true. Imagine what the less interested playerbase thinks.

The thing is, the PPM is true.  The chance to proc is variable and the most accurate way to explain how often it will proc is through PPM.

 

If you have a ST power that has a recharge of 30 seconds and you slot a 2PPM proc in it, the chance that proc has to fire is at the proc chance cap.

 

if you then slot enough recharge that the same power only has a 15 second recharge, well then that same proc will have about a 50% chance to proc in the power because if you can activate the power 4 times in a minute, but the proc is set to 2 PPM, well then 2/4=50%. Hence the PPM is accurate.

 

I’m not against the idea of being able to see the actual percentage chance a proc goes off, assuming that is possible to display, but you are stating false information.

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Posted (edited)

https://homecoming.wiki/wiki/Issue_24

 

 

 

Arbiter Hawk (From several posts on the Official Forums)

This is a bit of a trick question - these procs that you mention function like store-bought IO procs, so their chance to proc with any given power activation fluctuates with the power's recharge time and some other factors. The long and short of it is that you should put the proc in a power you like to use, but this Proc-per-minute functionality does not advantage, say, Neutrino Bolt over X-Ray Eyes, if you like using X-Ray more. Slot the procs into attacks that you use, and you'll see them go off fairly regularly.

It is not limited to its displayed number of procs per minutes - that is representative of the average number of times it will proc over a minute if you use a single-target power every time it comes off recharge. You can still "get lucky", roll high numbers on the under-the-hood dice, and get many more than 4 procs in a minute. Its just that instead of a flat 20% chance to proc (which gives higher proc uptime per minute to a power that can be used more times per minute), the chance of proc'ing is now variable with the recharge (and other special factors) of the power that you're enhancing.

It's base recharge time. If you have a single target attack slotted with a 2 ppm IO, the power would need to have a 30 second recharge to have a 100% proc chance. You could then IO it to ~100% recharge and combine that with 100% global recharge bonus to get the power's recharge down to 10 seconds, and it would still have that 100% proc chance. This is how all of the store-bought IO set procs work, as well as the ATO procs that are not global bonuses. This changes the math on "optimal proccing" significantly from the traditional "flat rate" approach, and causes the performance delta of optimal and non-optimal to be much smaller, so you can really slot these in any power you use and you will see them be effective.

 

Edit: So basically, slot the procs into whatever power(s) you want. It will average out. (Edit again: Or into your slowest recharging powers to max out their chance to trigger per activation at the cost of possible activations.)

 

Edited by Rudra
Posted (edited)

I mean, if being affected by speed boost from a person you aren't even teamed with, affects your recharge, which in turn affects how frequently a proc triggers, how can you provide any meaningful  metric, (not to mention that, if you haven't used that power in well over its PPM, then it should always go off when that power is used, regardless of other factors)?  TBH, I'm surprised they didn't just make them all persistent effects, and just adjust the magnitude or damage values, accordingly...

Edited by biostem
Posted
3 hours ago, biostem said:

if being affected by speed boost from a person you aren't even teamed with, affects your recharge, which in turn affects how frequently a proc triggers

In that case it does not affect proc rate.

 

only base and enhancement recharge (and therefore spiritual or agility alphas) affect proc rate

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Posted
9 hours ago, Psyonico said:

The thing is, the PPM is true.

 

It's just... not? This is such a weird thing to say. It has been explained ad nauseum that it doesn't work this way. The procs have a percentage chance to go off. People have shared methods you can use to calculate it. This is a well known, well documented fact. I do understand how confusing this can be, given that the enhancement descriptions are inaccurate.

 

10 hours ago, Psyonico said:

The chance to proc is variable and the most accurate way to explain how often it will proc is through PPM.

 

Uh... no. If the chance to proc is variable... the most accurate way to explain how often it will proc would be it's chance to proc.

 

How can you say it's variable and then say the most accurate way to explain it is a number that never changes?

 

PPM is not real. We know this. I also can't understand the motivation for wanting it to be real. Read your own post. Your examples dismantle the idea of "procs per minute." You've provided more evidence against PPM descriptions than anyone.

Posted
5 hours ago, Forager said:

You've provided more evidence against PPM descriptions than anyone.


i literally explain how PPM is true, I’m not sure how you get the opposite of that.

 

the chance for a proc to fire is not a static percentage.  It is based on an average PPM.  It takes into consideration base and enhancement recharge to average out to the stated PPM.

 

I don’t know how to make this more clear.

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Posted
20 minutes ago, Psyonico said:

I don’t know how to make this more clear.

 

I can make it very clear. 

 

Procs do not proc a certain number of times per minute. They have a percentage chance to proc.

Posted
1 hour ago, Forager said:

 

I can make it very clear. 

 

Procs do not proc a certain number of times per minute. They have a percentage chance to proc.

Except that percentage is not set in stone it is based on an average procs per minute

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Posted
18 hours ago, Psyonico said:

The thing is, the PPM is true.  The chance to proc is variable and the most accurate way to explain how often it will proc is through PPM.

 

If you have a ST power that has a recharge of 30 seconds and you slot a 2PPM proc in it, the chance that proc has to fire is at the proc chance cap.

 

if you then slot enough recharge that the same power only has a 15 second recharge, well then that same proc will have about a 50% chance to proc in the power because if you can activate the power 4 times in a minute, but the proc is set to 2 PPM, well then 2/4=50%. Hence the PPM is accurate.

 

I’m not against the idea of being able to see the actual percentage chance a proc goes off, assuming that is possible to display, but you are stating false information.

A few problems with this example:

  1. Even if the 90% proc chance cap didn’t exist, a single-target power with a 30 second recharge would not have a 100% chance to trigger a 2PPM proc unless that power also had a zero-second cast time.
  2. You can use the PPM value of a proc to get a rough idea of how often a proc will trigger in a single-target power (again, because cast time affects proc rate), but what about an AoE?
1 hour ago, Psyonico said:

Except that percentage is not set in stone it is based on an average procs per minute

That percentage is a fixed number for a given proc slotted in a given power with a given amount of slotted recharge.

 

Here’s the rub: while the PPM value shown by the game for a given proc is true, it isn’t usually useful on its own and rarely provides enough information for a user to make an informed decision. Showing the actual chance a proc has to trigger would be far more user-friendly.

"If you can read this, I've failed as a developer." -- Caretaker

 

Proc information and chance calculator spreadsheet (last updated 15APR24)

Player numbers graph (updated every 15 minutes) Graph readme (now with Victory support!)

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Posted
12 minutes ago, macskull said:

That percentage is a fixed number for a given proc slotted in a given power with a given amount of slotted recharge.

That’s a lot of “givens” but yes, that is accurate.  My point is that unless you get as specific as you just got, it’s not fixed.

 

Also, I’m not arguing that a percentage shouldn’t be shown, I even said as much several posts back…

 

18 hours ago, Psyonico said:

I’m not against the idea of being able to see the actual percentage chance a proc goes off, assuming that is possible to display

 

What this team needs is more Defenders

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