View Full Version : how is % chance to proc figured?
Svann
07-12-2008, 02:27 PM
<p>Id imagine that if a proc is supposed to go off 1 time a minute and a weapon has a 3 second delay that the game must figure that on any particular swing that it would have to have a 5% chance of proccing. Does that make sense? (3 second delay = 20 swings per min, 1 proc per 20 swings = 5% chance per swing)</p><p>But then that would only include autoattacks. If you get 1 proc per minute just autoattacking, but then you start throwing in CA's too then do you start getting more than 1 per minute? If you do then would it also be 5% chance to proc on every CA as was calculated for autoattacks?</p><p> On the other hand, if the game is trying to force you to get only 1 proc per minute no matter what, then how does it know how many attacks you are going to use in a minute in order that it may calculate the % chance on every swing?</p>
JAFO74
07-12-2008, 07:13 PM
<p>Proc per minute descriptions are based around a 3 second delayl or 2.5 second cast time/.5 second recovery.</p><p> Meaning that given an item that procs 1.8 times per minute, if you are swinging your weapon at a rate of once every 3 seconds you will proc on average 1.8 times every minute from auto attacks alone. That proc rate is calculated based on BASE weapon delay. So a 3 second delay weapon in this scenario will proc on 9% of attacks. Take the same weapon and haste it to 1.5 seconds and you will proc 3.6 times per minute. You still maintain the 9% proc percentage, but are procing twice as often because you are swinging twice as often.</p><p> Now amp up that weapon delay to 9 seconds like a bow. You still proc 1.8 per minute but to do so, your Proc % necessarily has to go up. Since a 9 second delay weapon only fires 6.67 times per minute. So if you divied 1.8 by 6.67 you get a 27% proc rate on the bow. Seems unfair, however you still get the same number of procs over time. 1.8 per minute. That is the normalization system Sony is currently using. Higher delay means higher chance for a proc on any given swing, but same number of procs every minute.</p><p> Also in parallel, you are firing of CA's or spells. They work the same way. For example on a successful melee attack you will proc x damage 1.8 per minute again. Auto attack works as described above. Melee CA's work the same. The chance for the proc to trigger on any given melee attack is based on the CA's BASE cast time, typically .5seconds+.5 second recovery(1second). So in this example it would be the same % chance to proc as a 1second delay weapon, which would end up being 3%. Again, the higher the cast time of the CA the higher the chance that that CA will trigger a proc in a given number of casts. It's like this: With a .5 second cast time spell/CA you can get 60 of those off in a minute(assuming an unlimited number of CA's). 60x.03=1.8, back to our original proc description.</p><p> These 2 effects are all happening in parallel with each other so it is possible to get many more than 1.8 procs in any minute of combat from any given item.</p><p> Also important to note. Proc buffs only proc on primary weapon swings/CA's or ranged attacks if so designated(offhand will not proc buffs like poison etc). Weapons will proc their own effects. Meaning if you have a proc on both your primary and secondary weapon those procs will trigger off of their own swings only. Items that proc effects on melee attacks only trigger off of the primary weapon, CA or ranged attack where appropriate. Needless to say it is much more complicated for melee than casters to keep this all straight when you are looking at gear.</p><p>There are also proc descriptions that give a straight % chance descriptor, and these are exactly what they say and are not delay normalized. Tombs calm line from dirges, Tandem line from illusionists are 2 that come to mind.</p><p>Iago</p>
Svann
07-12-2008, 08:15 PM
Thanks for excellent explanation.
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