The caveat is, of course, that these skills require a greater investment required to reach their maximum potential. Because of this, those skills and effects may tend to be more effective at utilizing item effects with linear stacking for their trigger chance (notably Bleed effects) than those with higher coefficients but that hit slower or hit fewer targets. Skills and effects with low proc coefficients often hit faster than normal or hit more than one target.A character with skills that have lower proc coefficients will require more items to reach a similar effect than skills with higher coefficients, but those caps for effects with linear stacking can still be reached.Additionally, the duration will still be halved (1.5 seconds), no matter how many daggers we have. This means that we will need at least 20 daggers to guarantee Bleed from this bullet. With the proc coefficient of 0.5, this makes the bullet have a 90% chance to inflict Bleed, instead of 100%. Suppose we have the same bullet with a proc coefficient of 0.5, but this time we have 18 Tri-Tip Dagger Tri-Tip Daggerġ0% (+10% per stack) chance to bleed an enemy for 240% base damage., totaling +180% bleed chance. Additionally, the duration of Bleed is also halved, so even if the bullet does successfully roll the 5% infliction chance, the Bleed status will only last 1.5 seconds instead of 3. However, with a proc coefficient of 0.5, the chance to inflict Bleed is halved (since we multiply that chance by 0.5), so the bullet's chance to inflict Bleed is only 5%. Deals 240% damage over time (20% per tick, 4 ticks per second). The dagger normally contributes a +10% chance to inflict Bleed Bleed (Debuff)ĭamage over time. Gain +10% chance to bleed enemies on hit.ġ0% (+10% per stack) chance to bleed an enemy for 240% base damage. Suppose that a bullet has a proc coefficient of 0.5, and we have 1 Tri-Tip Dagger Tri-Tip Dagger All attacks are guaranteed to deal critical damage once 100% critical chance is reached. Your attacks have a 10% (+10% per stack) chance to ' Critically Strike', dealing double damage. Gain 10% chance for hits to 'Critically Strike', dealing double damage. It is worth noting that proc coefficients do not affect critical strike chance from items such as Lens-Maker's Glasses Lens-Maker's Glasses The quote is given primarily as rationale for the proc coefficient system.) (Note: Since the 1.0 update, MUL-T's nailgun has a proc coefficient of 0.6 rather than 0.4. "MUL-T’s nailgun has a low proc coefficient per nail of 0.4 compared to most character’s 1.0, so he isn’t proccing stuff a ton faster than other characters." - Quote from NaKyle, 03/30-2019. In Hopoo Games Development Thoughts #1, the developers introduced the concept of proc coefficient like so: This also means that a character may need more than 100% "chance" from a collection of items to guarantee that desired proc. Conversely, an infrequent, hard-hitting ability may have a higher proc coefficient to make up for the fact that it doesn't hit too often. If something hits very frequently, it may have a lower proc coefficient to lower the power of the ability to not outclass other abilities. This affects how certain "hits" can be "worse" or "better" at activating on-hit effects, depending on how high (or low) the proc coefficient is. The proc coefficient is the factor by which an item's effect, trigger chance, duration, or any combination of the three is scaled (multiplied).
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