I finally thought of a good way how to model procs from the ArP trinkets. In prior posts I had commented that taking the Average ArP values was a poor way to model the procs because of the way ArP works with increasing returns. Anyway, at the time I had concluded that the only way someone could really calculate the trinket effects was to calculate the full DPS with & without the proc, create ratios based on trinket Uptime, and apply that ratio to the DPS (sorry if that's confusing). That method would have been very hard to implement, and I noted as much.
However, I have come up with a very similar means to achieve the same thing. Basically, instead of calculating total DPS with and without proc, you're calculating the damage mitigation from armor with and without proc. You then create a ratio utilizing those values and apply it as a %increase in DPS to affected shots. It's still a little mathy, but fairly easy to implement, i think. I even worked out for events such as when both Grim Toll & Mjolnir's Runestone proc.
http://spreadsheets.google.com/ccc?k...jM1JoWWc&hl=en
That's a spreadsheet with the calculations I made to work this out. This solution should be fairly easy to implement and ought to give a much better approximation as to how much DPS these things are kicking out. The only problem it might incur is that it would be difficult to use them with the Gear Planner since they use a ratio instead of static stats or DPS values.