Quote:
Originally Posted by alaya
as the proc rate is normalized over time i don't really get why a higher rate per hit would be any better, could someone elaborate?
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A proc that is 1.8x per minute will proc 3% of the time off of something that takes 1 second to cast (i.e. Combat Arts and 1 sec. base delay weapons and 1 second cast time spells) it will proc 6% of the time off of a 2 second base delay, 9 % of the time off of a 3 second delay and 12% of the time off a 4 second base delay. Knowing this, let's say you pick a 2 second delay weapon (Proc % of 6%) Fully hasted you can get this weapon to like .8/.9 seconds (Because of the haste cap) So you then have a .9 second delay weapon procing 1.8x per minute procs 6% of the time, but say you get a 4 second delay weapon you can get that down to 2-ish seconds with the haste cap, you then have a 2 second delay weapon procing 12% of the time. (wow those ratios are identical!)
Let's say you land 80% of your attacks. So in 100 seconds with a 2 second weapon you hit 100 times (Fully hasted) land 80 of your swings and then you'd proc 4 times (4.8 to be exact but you can't proc .8 of something). With a 4 second weapon you hit 50 times (fully hasted) land 40 of your swings and then you'd proc 4 times (same thing). WOW it really is normalized. I've never really done the math like that before, but it sure does feel like the longer the delay the more often (in the long run) it procs (not only on a percentage base but also on an quantity base)