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Thread: Proc Rate?

  1. #1
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    Default Proc Rate?

    I've noticed that some of my procs seem to proc less than they should.

    I am wearing one item with Ancient Invigoration II that says it procs 1.8 times a minute - in ZUA it procced 418 times.

    I am wearing one item with celestial restoration that says it procs 2.4/min - same zone procced 153 times.

    1 item with overloaded heal which says it procs 3/min only procced 37 times!

    They all proc on heals so Overloaded heal should have procced the most, then celestial restoration, then ancient invigoration... it seems like OH and CR are broken.... Can anyone explain if this is a bug or if i'm missing something in my reasoning?

    Aloo

  2. #2
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    Default Re: Proc Rate?

    Looking at some of my DPS proc rates, I see they are much more in line with what I would expect.

    I just spent an hour in UD... and I was wearing one item with mystic havoc, one item with wildfire II, two greater runes of blasting, and one superior rune of blasting.

    They all say they proc at the same rate. And the super rune, mystic havoc, and wildfire procced within 10 of eachother. And the greater rune within 10 of double those which was expected since I had 2 of them.

    So it appears to me that my reasoning is correct and that the heal procs are not working right as they are off by so much more than they should be from eachother.

    Al

  3. #3
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    Default Re: Proc Rate?

    Rune of blasting is a waste over CB or Potency (Class Depending)

  4. #4
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    Default Re: Proc Rate?

    Most items do not have any emotes, so how exactly can you tell how often a healing proc actually processes? And before you answer... don't forget rule #1 of healing mechanics: You can't heal what is not damaged.

  5. #5
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    Default Re: Proc Rate?

    I think Aditu is right; if the person that you proc a heal on is already at full health, then there may not be a log message and therefore it looks like it did not actually proc.

    if you proc a group heal, it is more likely that at least one person in your group needs a heal than procing a single target heal

    however, if your proc a ward, I think it may give you a message regardless

  6. #6
    Cute 'n Blue Lemilla's Avatar
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    Default Re: Proc Rate?

    A healproc only gives a message if it actually heals something. A ward proc gives a message at the time that ward wards something, not at the time it procs.

    With that OLH is a 1-time groupheal. If you're actually healing, it'll almost never have anything to heal.
    CR is a HoT. It gets multiple chances to heal from a single proc, some of which are not right after you already healed the group. But still, if there is no damage on someone, it won't do a thing.
    AI is a regenerating ward. Not only will it get used before direct heals, it will ward people multiple times as (long as damage is incoming) from proccing a single time.


    That's why OLH sucks.
    Yes, I play as cute little faeries with blue and pink wings, with flowers in their hair.

  7. #7
    that one kid Gertjaars's Avatar
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    Default Re: Proc Rate?

    Procs can be a PitA but most of them work

  8. #8
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    Default Re: Proc Rate?

    Thanks guys. That's exactly what I was not thinking of, the fact that you can't heal what's not damaged.

    I guess I was thinking that it would show up in the parse something like (Aloua's overloaded heal heals for 0)... showing the fact that it procced even though there wasn't anything to heal... but that makes sense that the ward would always make itself known since it would absorb the incoming damage, and the heal procs would show up only when there was actually something to heal. Good to know.


    As to the comment about the runes of blasting being worthless.... I wish you could swap out adornments so I could test this without spending 150P on 3 distilled manas and possibly having to change it back.

    This is being lazy, but rather than struggle through all the math myself if it's already done somewhere... can anyone give me a way to guesstimate how much my DPS (I know potency would affect everything, unlike the rune of blasting so it's more valuable on face value) But just DPS-wise.... would be affected by 4.5% (3 X 1.5 % legendary adornments or 6.0% 3X2% fabled adornments?

    To start off I sit at about 65% potency currently and 75% crit bonus.

    I already have specific numbers for the runes of blasting i'm currently using.. The fabled one adds about 275 dps to my zonewide, and the two legendary's add another 275ish since they hit twice as much but don't crit. (So that's ~550ish Dps from the 3 adornments. ~775 if I upgraded those two to the superior versions). Which is pretty tiny (about 3-6% of my recent zonewides), but I'm a fury not a wizard so I need to fight for every bit I can squeeze out.

    Just trying to get a sense of how much switching to potency adornments would help me. The fact that they would help my healing too is nice, but I really don't need any help in that department.


    ~Al

  9. #9
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    Default Re: Proc Rate?

    Okay, my guildie just did the math for me... he's estimating that 6% potency would be a net DPS gain of ~400... considering it will affect heals too, it seems pretty worthwhile. If anyone has any comments i'd like to hear them.

    Sorry for being noobish!

    ~Al

  10. #10
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    Default Re: Proc Rate?

    Quote Originally Posted by Notsovilepriest View Post
    Rune of blasting is a waste over CB or Potency (Class Depending)
    +1 Agreed.

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