Originally Posted by suicuique
Because PPM is just a concept and all procs in game are handled as flat % procs.
It was common belief (AFAIK) that "PPM procs" were converted in a flat % proc based on weapon speed (unclear if base, normalized or current ... though "current" was thought to be the least probable of the 3).
This post however implies that for PPM to remain a constant value (no matter if hasted or otherwise), a steady reevaluation of the "flat % chance" has to be applied. Read: the flat % chance seems to be based on current speed. This would cover hasted affects.
Something like:
current proc chance = (PPM/number of base attacks per minute) / current haste factor
Note that the term in paranthesis would need to be computed only once (when you enchant your weapon or equip your trinket e.g.). This computed proc chance would need to be staedily uptdated with the "current haste factor".
Would this explain the results?
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Yes it would, and there are plenty of inexpensive and accurate enough ways to do it in a game (the AI people have already solved this one too :P). Of course, these are only approximations which have to be fast enough for a game engine, and therefore subject to player "exploitation" such as using special attacks which will impact the effective PPM rate (just like you observed).
So, maybe I'm talking with hindsight when I say it's intuitive, when I've seen similar concepts implemented. My apologies, I didn't by any means intend to degrade Rezarel's work, or yours.