Elitist Jerks Proc Rate Determination

 01/06/08, 12:04 PM #31 Dontmindme King Hippo   Dontmindme 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)
 01/06/08, 1:11 PM #32 songster Chief Passenger   Schizzle 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?
01/06/08, 7:51 PM   #33
Shalas
Bald Bull

Tauren Druid

Mal'Ganis
 Originally Posted by songster 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.

 02/12/08, 8:48 PM #34 dr_AllCOM3 Great Tiger     Döc Orc Death Knight   Blutkessel (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 .
 02/12/08, 11:32 PM #35 Machinator Don Flamenco   Berserkr 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."
 04/04/08, 6:09 AM #36 katheavus Glass Joe   Katheavus 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?
 04/04/08, 7:43 PM #37 Latito Don Flamenco     Latìto Human Rogue   Lightbringer 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..

 Elitist Jerks Proc Rate Determination