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Old 09/06/07, 6:13 PM   #76
• Vulajin
Vula'jin the Void, blessed by the loa
 
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Undead Mage
 
Mal'Ganis
Originally Posted by Kaber View Post
I just realized your test might be tracking both gains and losses. If you set it to "Fiery" it will track every time that is mentioned in the combat log, both as a gain and a loss. You might have had more reprocs in one of your tests so you wouldn't see as many "losses" on fiery, if that makes sense, which could have muddied the sample.
Fiery Weapon is a damage proc. It hits the enemy for 40 damage, that's it. There are no "gains" or "losses."

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Old 09/06/07, 6:29 PM   #77
Kaber
King Hippo
 
Tauren Druid
 
Stormreaver
Originally Posted by songster View Post
That assumes the adjustment applies to yellow as well as white hits. Tyran's test on page 2 seems to indicate it doesn't.
edit: err, nevermind, I just realized you were talking to the person above me.

Originally Posted by Vulajin View Post
Fiery Weapon is a damage proc. It hits the enemy for 40 damage, that's it. There are no "gains" or "losses."
Ahh right, I knew that. Temporary lapse in memory there. It is still interesting to say the least, that white damage procs in my test acted in a very different way than the other.


This brings up a new question: if procs on Yellow hits remain constant, then would a hunter operating under haste see a direct increase in proc rate because our yellow hits directly correlate to our white hits? Other classes are limited on their Yellow Hits based on energy/rage and the Global Cooldown, while hunters are limited only by shot time (until they get it low enough to reach the GCD).

Example: at 2s a BM sees 5 white and 5 yellow hits in 10 seconds. If he hasted to 1.65s, he would see 6 auto, and 6 yellow. With the white hit PPM remaining constant, while yellow attacks have a percentage based proc rate, he would see a 20% increase in yellow hit procs or a 10% total increase in procs.

A MM generally has 6 specials/4 autos per 10 seconds, so would a marksman see even more procs than your average BM?

This is going to need more testing.

Last edited by Kaber : 09/06/07 at 6:54 PM.

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Old 09/06/07, 8:58 PM   #78
 Rezarel
Piston Honda
 
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Human Warrior
 
Proudmoore
Some Live testing - looks like the behavior is the same as on the PTR. I'm going to update the original post with a summary of the tests done so far.


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Old 09/06/07, 11:09 PM   #79
Wodahs
Don Flamenco
 
Human Rogue
 
Lightbringer
Originally Posted by songster View Post
The developers have never used the terminology "procs per minute" - that's a player-generated fiction. All procs are internally implemented as a percent chance on hit.
I disagree. I definitely remember developers using ppm in discussing effects on the forums. Distinctly, I remember them using ppm terminology explaining paladin changes.

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Old 09/07/07, 1:29 AM   #80
Shaka82
Glass Joe
 
Night Elf Warrior
 
Sylvanas (EU)
Originally Posted by Kaber View Post
I finally got a chance to take some nice big samples with Don Santos' Hunting rifle (it has no internal cooldown). I set ProcWatch to look for "You gain Santos' Blessing" messages so that I would only track gains, and reprocs are not a concern for this test. This was done on LIVE servers at Dr. Boom. These were done with auto shots only, so yellow damage is not assessed.

Test 1 Unhasted: I unequipped my ammo pouch, and made sure Aspect of the Hawk was not up (I have 5/5 iAotH). My shot speed was 2.25s.




Test 2 Hasted: I equipped my ammo pouch for a shot time of 1.96s and activated iAotH to proc extra hastes in the back-ground, with Quick Shots up my shot time drops to 1.7s for its duration.




My results indicate a slight decrease in proc rate with haste. The results are close enough that it can be explained by standard deviation in the sample, but this directly counters the previous test showing an increase in proc rate.
What % in haste rating does your ammo pouch give you?

I came to the conclution that your ppm went down with approxx 15% with your ammo puch equipped. I aint brilliant with my calculator that i shall admit, but
100-((1,1/1,3)*100)= 15,39.

It is long since i went to school :P so if my calculations are all wrong pls tell so, and i will remove the post next time i checks.

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Old 09/07/07, 1:50 AM   #81
baldycenarius
Glass Joe
 
Gnome Rogue
 
Cenarius
I dont think theres any need for me to do this test again on the PTR, it clearly shows from everyone elses tests that my live test is just broken. Sorry to have wasted anyones time.

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Old 09/07/07, 2:17 AM   #82
3AM
Glass Joe
 
Worgen Death Knight
 
Cenarius
I'm not able to test this kind of thing, but I had an idea that could explain the conflicting reports. What if WoW recognizes different types of haste effects, permament and temporary? Permament haste would be effects such as a Quiver's haste, or direct Haste Rating on gear, and temporary would be anything that is proc-based or activated (such as Flurry, SnD, or Dragonspine Trophy).

Maybe permanent haste does not alter the percent chance of a proc (and hence, gives more procs), but temporary does.

To put it in theoretical numbers:

Proc percentage = (PPM/(60/Weapon Speed))*100

A rogue has a 2.6 speed weapon with a 2 ppm enchant.

Proc chance with no haste at all: 8.7%
Proc chance with 315 permanent haste rating (30% haste): 8.7%
Proc chance with no permanent haste rating and SnD up (30% haste): 6.7%
Proc chance with 315 permanent haste rating and SnD up (60%* haste): 6.7%


*I don't know if haste is additive or multiplicative, but this is theoretical anyways, and doesn't really make a difference for this explanation.


Edit: I could also have this backward, and permanent haste could affect proc chance, whereas temp doesn't.

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Old 09/07/07, 2:45 AM   #83
Kaber
King Hippo
 
Tauren Druid
 
Stormreaver
Originally Posted by Shaka82 View Post
What % in haste rating does your ammo pouch give you?

I came to the conclution that your ppm went down with approxx 15% with your ammo puch equipped. I aint brilliant with my calculator that i shall admit, but
100-((1,1/1,3)*100)= 15,39.

It is long since i went to school :P so if my calculations are all wrong pls tell so, and i will remove the post next time i checks.
Ammo pouch is 15%, the Quick Shots (improved Aspect of the Hawk) haste is also 15% and lasts for either 10 or 12 seconds (I forget off the top of my head, but the uptime is around 30-40% if I remember correctly).

Originally Posted by baldycenarius View Post
I dont think theres any need for me to do this test again on the PTR, it clearly shows from everyone elses tests that my live test is just broken. Sorry to have wasted anyones time.
I would not say that, it gives us a counter point to analyze and figure out why your test showed an increase in procs while others are not. It might tell us something we were unaware of, or it could have to do with how Slice'n'Dice works perhaps.

Last edited by Kaber : 09/07/07 at 4:33 AM.

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Old 09/07/07, 2:54 AM   #84
Kaber
King Hippo
 
Tauren Druid
 
Stormreaver
Originally Posted by 3AM View Post
I'm not able to test this kind of thing, but I had an idea that could explain the conflicting reports. What if WoW recognizes different types of haste effects, permament and temporary? Permament haste would be effects such as a Quiver's haste, or direct Haste Rating on gear, and temporary would be anything that is proc-based or activated (such as Flurry, SnD, or Dragonspine Trophy).

Maybe permanent haste does not alter the percent chance of a proc (and hence, gives more procs), but temporary does.

To put it in theoretical numbers:

Proc percentage = (PPM/(60/Weapon Speed))*100

A rogue has a 2.6 speed weapon with a 2 ppm enchant.

Proc chance with no haste at all: 8.7%
Proc chance with 315 permanent haste rating (30% haste): 8.7%
Proc chance with no permanent haste rating and SnD up (30% haste): 6.7%
Proc chance with 315 permanent haste rating and SnD up (60%* haste): 6.7%


*I don't know if haste is additive or multiplicative, but this is theoretical anyways, and doesn't really make a difference for this explanation.


Edit: I could also have this backward, and permanent haste could affect proc chance, whereas temp doesn't.
This is something I was considering as well, but I had Quick Shots proccing which is a temporary haste similar to the way the DST or Slice'n'Dice procs work. Even if my quiver was reducing the proc rate per shot to maintain a constant PPM, Quick Shots would have increased it if your theory is correct. Perhaps Slice'n'Dice alone works in a different way? It is the Rogue FAQ that people referenced when they said hastes increase proc rates.

Also, since Bloodlust reduces the Global Cooldown, if you have enough energy/rage you might be able to get more procs from having more yellow hits. This would require the proc percentage off yellow hits to be unaffected by haste.

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Old 09/07/07, 3:28 AM   #85
Disquette
1) press clutch and break 2) turn key
 
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Human Rogue
 
Sargeras
Originally Posted by baldycenarius View Post
I dont think theres any need for me to do this test again on the PTR, it clearly shows from everyone elses tests that my live test is just broken. Sorry to have wasted anyones time.
Maybe so, but you did it, which is more than people before you had done. You showed your data, and obviously your data existed. You hit a fluke in testing which had odd results, but that happens. I'd suggest you never apologize for testing and putting in the effort. We know how much it sucks to sit around whacking on a mob with no real gain to it, and appreciate when people do that. And yeah, I'll say "we" and assume that other people feel the same way I do on that topic

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Old 09/07/07, 6:12 AM   #86
Silana
Glass Joe
 
Dwarf Hunter
 
Kil'Jaeden (EU)
Originally Posted by Disquette View Post
Maybe so, but you did it, which is more than people before you had done. You showed your data, and obviously your data existed. You hit a fluke in testing which had odd results, but that happens. I'd suggest you never apologize for testing and putting in the effort. We know how much it sucks to sit around whacking on a mob with no real gain to it, and appreciate when people do that. And yeah, I'll say "we" and assume that other people feel the same way I do on that topic
I just want to add that there is no guarantee that a proc from classic (fiery) uses the same mechanics as a BC proc (mongoose, hunting rifle). Also, there could be a different mechanic between procs with a duration and procs with an instant effect; or there could be an individual flag for each proc "adjust (white?) PPM according to haste" for all we know. Not saying that there is, but when testing one has to consider all possible variables. I would not discard the fiery test as a fluke yet unless there are more test with fiery and different results that I somehow missed.

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Old 09/07/07, 6:45 AM   #87
suicuique
King Hippo
 
Night Elf Warrior
 
Antonidas (EU)
Originally Posted by Wodahs View Post
I disagree. I definitely remember developers using ppm in discussing effects on the forums. Distinctly, I remember them using ppm terminology explaining paladin changes.

No matter if PPM is a player coined term or not. It is only a concept. An idea.
It is not implementable in any viable form (unless you want to go heuristics). Hence the flat proc chance on hit.

PPM was just meant to express that this flat proc chance on hit did depend on weapon speed (base was assumed back in the day).

Last edited by suicuique : 09/07/07 at 6:51 AM. Reason: HoJ example deleted ... I remembered wrong

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Old 09/07/07, 6:49 AM   #88
suicuique
King Hippo
 
Night Elf Warrior
 
Antonidas (EU)
Originally Posted by Rezarel View Post
Some Live testing - looks like the behavior is the same as on the PTR. I'm going to update the original post with a summary of the tests done so far.
I would strongly advise against testing "unbridled wrath".
IIRC it was explicitely stated that unbridled wrath is heavily weapon speed dependant.
As such i would expect it to factor in flurried speed.

I'd suggest to test common current enchants like Mongoose.
Or talents like mace spec.

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Old 09/07/07, 6:53 AM   #89
suicuique
King Hippo
 
Night Elf Warrior
 
Antonidas (EU)
Originally Posted by baldycenarius View Post
I dont think theres any need for me to do this test again on the PTR, it clearly shows from everyone elses tests that my live test is just broken. Sorry to have wasted anyones time.
I don't think your test was broken (unless you want to call testing an outdated proc "broken").
It does show contrary results however.

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Old 09/07/07, 7:49 AM   #90
Killmour
Von Kaiser
 
Blood Elf Paladin
 
Magtheridon
It seems to me the best way to test PPM mechanics is to test something with a very high proc rate. Seal of Vengeance, the alliance only Paladin seal is 20 ppm. On live it procs every swing with a 3.0 speed or slower weapon. So, get a shaman, bloodlust with a 3.0+ speed weapon on live, hit some stuff, repeat on PTR.

Edit: Went and gave that a shot, used bloodlust several times and even with a hasted weapon speed of 2.5 Seal of Vengeance always applied. Be nice to get a bigger sample size, but I'm sleepy, maybe Seal of Vengeance is not affected by haste, maybe some procs are changed to not check the current weapon speed and some are not?

Last edited by Killmour : 09/07/07 at 8:34 AM.

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Old 09/07/07, 11:13 AM   #91
 Rezarel
Piston Honda
 
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Human Warrior
 
Proudmoore
Originally Posted by suicuique View Post
I would strongly advise against testing "unbridled wrath".
IIRC it was explicitely stated that unbridled wrath is heavily weapon speed dependant.
As such i would expect it to factor in flurried speed.

I'd suggest to test common current enchants like Mongoose.
Or talents like mace spec.
Unbridled Wrath used to be a fixed percent chance (40% if I remember correctly), but it was changed to become weapon speed dependent. That might explain the "heavily weapon speed dependant" comment you recall. Its Flurried behavior was the same on the PTR as my healing trinket procs, and it had nearly the same PPM for weapon speeds ranging from 1.3 to 3.7, so I'd expect it to follow standard PPM mechanics. However, when I get home tonight I will go and look at the data for my healing trinkets from my Live test.

Last edited by Rezarel : 09/07/07 at 11:41 AM.

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Old 09/07/07, 12:12 PM   #92
Fartha
Glass Joe
 
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Undead Rogue
 
Kirin Tor (EU)
Just a question for rogues.

Sword spec use PPM mechanics or his 5% are regular (haste rating & SnD) ?

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Old 09/07/07, 12:29 PM   #93
Cos-
Piston Honda
 
Night Elf Rogue
 
Silver Hand
Originally Posted by Fartha View Post
Just a question for rogues.

Sword spec use PPM mechanics or his 5% are regular (haste rating & SnD) ?
Sword spec is a % mechanic, % is not ppm. If it tooltips with a % then it isn't ppm.

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Old 09/07/07, 12:38 PM   #94
Rosvall
Piston Honda
 
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Human Rogue
 
Tarren Mill (EU)
Originally Posted by Cos- View Post
Sword spec is a % mechanic, % is not ppm. If it tooltips with a % then it isn't ppm.
Well... things could have internal cooldowns, though Sword spec Don't.

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Old 09/07/07, 4:19 PM   #95
Glaurong
King Hippo
 
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Goblin Hunter
 
Hyjal
Originally Posted by suicuique View Post
No matter if PPM is a player coined term or not. It is only a concept. An idea.
It is not implementable in any viable form (unless you want to go heuristics). Hence the flat proc chance on hit.

PPM was just meant to express that this flat proc chance on hit did depend on weapon speed (base was assumed back in the day).
If course it is easily implementable. All the test so far show that the proc percentage is adjusted by your hasted weapon speeds. Special attacks don't appear to be included in this so the calculations could be very straightforward.

PPM * (Weapon Speed / 60) = Proc Chance

It is looking like weapon speed is after hastes are applied, rather than before as previously thought. So proc chance changes over time as your weapon speed does.

Log Parser for BM Hunters (Right click, save as) - Updated 10/11/2007

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Old 09/07/07, 5:07 PM   #96
Dontmindme
King Hippo
 
Dwarf Rogue
 
Icecrown
We already know that some effects are PPM based and some effects (like Combat Potency) are percent based. I think what the "Fiery" experiment showed was that "Fiery" is still a percent based proc. It should remind us that there may still be such percent effects left in the game and we should be taking that into consideration.

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Old 09/07/07, 9:11 PM   #97
suicuique
King Hippo
 
Night Elf Warrior
 
Antonidas (EU)
Originally Posted by Glaurong View Post
If course it is easily implementable. All the test so far show that the proc percentage is adjusted by your hasted weapon speeds. Special attacks don't appear to be included in this so the calculations could be very straightforward.

PPM * (Weapon Speed / 60) = Proc Chance
Yes. This would cover the autoattacks.
Special attacks are what makes PPM in its strict form difficult to implement.

To add something wothwhile to the discussion:

I did some autoattack tests in Blasted lands simliliar to the ones Baldycenarius did, and here are the results (in textual form; I can provide screenshots to back them up):

Test A) I did not skill into flurry. Addditional haste Rating equipped on char: 50
Test Length 41.75 Minutes
#Hits 729
#Mongoose procs 44
#heroism card procs 81

Test B) 5 points in flurry. Additional haste rating equipped on char: 88
Test Length 44 Minutes
#Hits 923
#Mongoose procs 47
#heroism card procs 84


As one can deduct from the data, I was hasted by 20% in Test B) relative to Test A)
The number of procs stayed nearly the same. Though the data quantity is to low to conclude this evidently, it is way more probable that PPM in both cases is based on current weapon speed for both procs (Mongoose and Heroism Card).
The ratio hits/proc went up by ca. 20%, in line with the value that my haste increased.

This was on live.

Last edited by suicuique : 09/07/07 at 9:16 PM. Reason: wording

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Old 09/07/07, 9:18 PM   #98
 Intermission
Spiral out, keep going
 
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Undead Mage
 
Frostmourne
Originally Posted by Dontmindme View Post
We already know that some effects are PPM based and some effects (like Combat Potency) are percent based. I think what the "Fiery" experiment showed was that "Fiery" is still a percent based proc. It should remind us that there may still be such percent effects left in the game and we should be taking that into consideration.
Thats strange, when I was leveling my pally I noticed it to be PPM based. I didnt run proc meters or anything, but after using around 10-15 blue weapons all enchanted with Fiery, it was pretty obvious between, say, a 2.4 speed mace and a 3.7 speed sword. The slower weapon had a much, MUCH higher proc % on hit. This was especially evident with SoC too (fiery procs off it).

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Old 09/07/07, 11:20 PM   #99
 Rezarel
Piston Honda
 
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Human Warrior
 
Proudmoore
From the same run as the data from post 78, on the Live servers. Testing [Darkmoon Card: Heroism] (WoW 1.0 item) and [Mark of Conquest] (WoW 2.0 item).


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Old 09/07/07, 11:29 PM   #100
Glaurong
King Hippo
 
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Goblin Hunter
 
Hyjal
I'd be interested what your swings/second come out to Rezarel.

Basically, flurried and unflurried weapon speeds.

Log Parser for BM Hunters (Right click, save as) - Updated 10/11/2007

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