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Old 01/02/08, 10:20 PM   2 links from elsewhere to this Post. Click to view. #26 (permalink)
Soda Popinski
 
Night Elf Rogue
 
Proudmoore
If you cut/paste the summary generated by my program, and list weapon speed + haste rating with it, that will be enough for them to be combined.
 
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Old 01/05/08, 9:09 PM   #27 (permalink)
Don Flamenco
 
Troll Warrior
 
Aggramar
This is what I have for executioner so far(2.6 speed)

My own crappy program counting length of procs
Total Hits:82958
Total Procs: 8248
PPM: ~1.18


Python script
Proc uptime periods: 3275
Eligible attacks: 64058

Proc Rate Information
---------------------
Proc Rate: 0.0511255424771
Proc Std. Dev: 0.000870235218222

Proc rate is 95% likely to be between 4.94 and 5.28 percent.
If this is a PPM effect, it is 95% likely to be between 1.14 and 1.22 PPM.


I would say its definitely over 1 PPM, and 1.15 or 1.2 is probably good for testing. I will probably test enough to cut it down a bit more. I would expect mongoose to probably be about the same.
I am not sure if expecting it to come out to a nice number is appropriate. I think the concept of PPM was player made, and what they designed it internally as could be anything from proc/hour to some random number they fiddle with for balance rather than the proc itself.

"Information is ammunition."
 
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Old 01/05/08, 10:04 PM   4 links from elsewhere to this Post. Click to view. #28 (permalink)
Soda Popinski
 
Night Elf Rogue
 
Proudmoore
On the Mongoose front: I have done some further testing with both Blade of Savagery and Talon of Azshara. Results are as follows:

Blade of Savagery (1.4 speed):

Cooldown: 0

Proc uptime periods: 366
Eligible attacks: 13828

Proc Rate Information
---------------------
Proc Rate: 0.0264680358693
Proc Std. Dev: 0.00136507426589

Proc rate is 95% likely to be between 2.38 and 2.91 percent.
If this is a PPM effect, it is 95% likely to be between 1.02 and 1.25 PPM.

Talon (2.7 speed):

Cooldown: 0

Proc uptime periods: 289
Eligible attacks: 5249

Proc Rate Information
---------------------
Proc Rate: 0.055058106306
Proc Std. Dev: 0.00314829123641

Proc rate is 95% likely to be between 4.89 and 6.12 percent.
If this is a PPM effect, it is 95% likely to be between 1.09 and 1.36 PPM.

This is, all in all, reasonable consistent with the theory that the proc rate is the same as Executioner, and both are around 1.15-1.2 PPM. But, as always, more data is needed to pin this down with more accuracy.
 
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Old 01/06/08, 9:21 AM   #29 (permalink)
Glass Joe
 
Undead Rogue
 
Thrall
Mongoose data:

Merciless Gladiator's Slicer (2.6)

Cooldown: 0

Proc uptime periods: 313
Eligible attacks: 6494

Proc Rate Information
---------------------
Proc Rate: 0.0481983369264
Proc Std. Dev: 0.00265786619911

Proc rate is 95% likely to be between 4.3 and 5.34 percent.
If this is a PPM effect, it is 95% likely to be between 0.99 and 1.23 PPM.
 
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Old 01/06/08, 11:11 AM   #30 (permalink)
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Originally Posted by Machinator View Post
I am not sure if expecting it to come out to a nice number is appropriate. I think the concept of PPM was player made, and what they designed it internally as could be anything from proc/hour to some random number they fiddle with for balance rather than the proc itself.
Aye. My personal guess is that it will turn out to be a nice round number when expressed as a percentage proc rate for a 2.4 speed weapon. My only reason for thinking that is that our best guess is that internally these things are coded as % on hit, which is subsequently adjusted for weapon speed - and we know that 2.4s is the "base" speed for weapon normalisation. If could even be that there's a subtly different proc rate for daggers, other 1h weapons and 2h weapons, each of which is then adjusted relative to the normalisation factor for each weapon type.

Or (for brainf*ck value), there could even be some real legacy effects in there. I read in another thread that Spirit originally affected proc rates. So the proc rate may be a neat number when expressed in terms of some random combination of weapon type, weapon speed, and the expected spirit total for a level 40 warrior, say...
 
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Old 01/06/08, 12:04 PM   #31 (permalink)
King Hippo
 
Dwarf Rogue
 
Icecrown
Well if we are seeking %-based numbers that would then be modified to get ppm..

Let's assume 5% as an even number but that we don't know what speed 5% is normalized against...

2.0 = 1.50000 ppm
2.1 = 1.42857 ppm
2.2 = 1.36364 ppm
2.3 = 1.30435 ppm
2.4 = 1.25000 ppm
2.5 = 1.20000 ppm
2.6 = 1.15385 ppm
2.7 = 1.11111 ppm
2.8 = 1.07143 ppm
2.9 = 1.03448 ppm
3.0 = 1.00000 ppm

This can be derived by the formula (60 / [normalized speed] * [normalized proc %] / 100)
 
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Old 01/06/08, 1:11 PM   #32 (permalink)
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
... all of which only goes to show that the only way we'll work out that kind of detail is by measuring the proc rate to a 95% confidence interval of about 0.02%

About 20 million attacks. Any volunteers?
 
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Old 01/06/08, 7:51 PM   #33 (permalink)
Bald Bull
 
Shalas's Avatar
 
Blood Elf Paladin
 
Mal'Ganis
Originally Posted by songster View Post
Or (for brainf*ck value), there could even be some real legacy effects in there. I read in another thread that Spirit originally affected proc rates. So the proc rate may be a neat number when expressed in terms of some random combination of weapon type, weapon speed, and the expected spirit total for a level 40 warrior, say...
There's absolutely no evidence that spirit ever increased proc rates. Prior to the spirit revamp that supposedly removed it there weren't even rumors that it increased proc rates, and some warriors were stacking spirit so heavily that it would have been pretty obvious if proc rates were boosted.

CMs have used PPM to describe changes a few times (such as when SoComm went from 100%/5 PPM to 70%/7 PPM), so even if the term was invented by players, it's probably an accurate description of how things actually work unless either the devs or CMs intentionally described changes in a misleading way.
 
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Old 02/12/08, 8:48 PM   #34 (permalink)
Don Flamenco
 
dr_AllCOM3's Avatar
 
Tauren Warrior
 
Gorgonnash (EU)
Since this is the only proc thread alive, does someone know if there is a fixed order on-hit effects occur?
Like mongoose before WF and sword spec after that. Or maybe just random.
I'm writing a combat simulator and it would make a small difference .
 
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Old 02/12/08, 11:32 PM   #35 (permalink)
Don Flamenco
 
Troll Warrior
 
Aggramar
I dont know if there is an order, if they occur off the same hit its probably random.

Ive noticed something a little different for windfury. Its an aura, you can see in your combat log the gain/loss. If you use a mod to show your AP it will jump when you get windfury, and with the combat log you can sometimes get more than one attack before you lose the buff. I dont know if it really has an effect or is a combat log issue, but since it actually buffs your AP rather than just a bigger swing I think its possible.

"Information is ammunition."
 
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Old 04/04/08, 6:09 AM   #36 (permalink)
Glass Joe
 
Undead Rogue
 
Dunemaul
I have a question...I deeply apologize if it's not in the scope of this thread.
Tell me to delete and I will =P

Anyway, can extra swings (sword spec, windfury) also proc enchants, trinkets, etc?) Can finishing moves?
 
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Old 04/04/08, 7:43 PM   #37 (permalink)
WTB Terocone
 
Latito's Avatar
 
Orc Rogue
 
Ner'zhul
Extra attacks (SS, WF, Blinkstrike, etc) can proc enchants, trinkets, etc. Additionally, each extra attack can proc every *other* type of extra attack. That is, a WF attack can proc a sword spec. A blinkstrike attack can proc a sword spec. However, they cannot proc themselves (WF attacks cannot proc more WF attacks, Sword spec cannot proc sword spec).

Finishing moves cannot proc WF (only auto attacks can), however they can proc enchants and trinkets. I can't remember if they can proc sword spec or blinkstrike..
 
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