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Old 04-15-2007, 12:46 PM  
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Default Proc increasers are broken in favor of players

Yes, I decided to post saying that they are broken in favor of players! MUhaha.

Propagation(Warlock) is only supposed to increase SPELLS by 3%, and not equipped item effects(though amazingly it doesn't affect Set procs).

Templar's Blessings are only supposed to increase the trigger chances of equipped items by 25% of base. But it affects everything.

Luck of the Dirge is supposed to increase trigger chances of spells and combat arts by 25% of base. Of course, it does everything as well!

Ancestry is supposed to increase trigger chance of all of target ally's spells by 3%. Of course it increases everything.

See the problem with all that, it's obvious something is broken here and well, I don't care if a nerf happens. Things should either work right, or not at all.
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Old 04-15-2007, 04:50 PM  
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Default Re: Proc increasers are broken in favor of players

Don't make me move the channel again asshole.
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Old 04-15-2007, 04:50 PM  
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Default Re: Proc increasers are broken in favor of players

maybe some people never noticed
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Old 04-15-2007, 04:55 PM  
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Default Re: Proc increasers are broken in favor of players

This is a sincere question, I don't know the answer.

I've parsed a lot recently, and don't understand why I'm not getting heal crits.

I have my heal crit achievements maxed on my defiler. I admit my gear is not the best in game atm, but it is definitely above the average 70 defiler, and I use a heal crit item in every slot I can get one for.

When running a heal parse on an encounter, and even using a 4 percent grandmaster heal crit potion, my average heal crits per encounter are just 2, versus 45 heal crits on average for our templar.

Am I broken, or is ACT not recording heal crits on wards, or both? I use both wards and heals, so I can't explain my lack of heal crits except to say that my character is broken and not getting the ones I should be getting.

Thanks for the info.
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Old 04-15-2007, 04:58 PM  
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Default Re: Proc increasers are broken in favor of players

Because Wards don't say "Crit," they only display it with the color change of Heal Crits in game. They do crit, they just don't log properly.
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Old 04-15-2007, 05:03 PM  
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Default Re: Proc increasers are broken in favor of players

Quote:
Originally Posted by LFG View Post
This is a sincere question, I don't know the answer.

I've parsed a lot recently, and don't understand why I'm not getting heal crits.

I have my heal crit achievements maxed on my defiler. I admit my gear is not the best in game atm, but it is definitely above the average 70 defiler, and I use a heal crit item in every slot I can get one for.

When running a heal parse on an encounter, and even using a 4 percent grandmaster heal crit potion, my average heal crits per encounter are just 2, versus 45 heal crits on average for our templar.

Am I broken, or is ACT not recording heal crits on wards, or both? I use both wards and heals, so I can't explain my lack of heal crits except to say that my character is broken and not getting the ones I should be getting.

Thanks for the info.
It'd help to know your exact heal crit chance on each encounter, but basically in ACT find the total heals list then divide the number of crits by the number of hits and that is roughly* your actual crit %. Compare the number you get doing that to your crit % listed in your persona window and see if it matches.

* I say roughly due to DoTs and HoTs. When one crits, all ticks crit, when it doesn't, none do, so there is some fluctuation on the total hits/crits ratio vs. spells cast.
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Old 04-15-2007, 05:07 PM  
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Default Re: Proc increasers are broken in favor of players

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Originally Posted by Prof View Post
It'd help to know your exact heal crit chance on each encounter, but basically in ACT find the total heals list then divide the number of crits by the number of hits and that is roughly* your actual crit %. Compare the number you get doing that to your crit % listed in your persona window and see if it matches.

* I say roughly due to DoTs and HoTs. When one crits, all ticks crit, when it doesn't, none do, so there is some fluctuation on the total hits/crits ratio vs. spells cast.
Thanks - and I don't mean to derail this post - but wouldn't it be better if they changed ward crits to be like heal crits? I'm frankly surprised this is still even an issue, 2.5 years down the road. We came out of the dark ages long ago and got wards to show up in ACT then, where they didn't before. I'm just surprised that ward crits still aren't showing, while heal crits have always shown.

Thanks
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Old 04-15-2007, 05:11 PM  
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Default Re: Proc increasers are broken in favor of players

I don't see the point of this thread. It's been like this since early into EoF and I thought it was pretty common knowledge.
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Old 04-15-2007, 05:20 PM  
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Default Re: Proc increasers are broken in favor of players

Quote:
Originally Posted by LFG View Post
Thanks - and I don't mean to derail this post - but wouldn't it be better if they changed ward crits to be like heal crits? I'm frankly surprised this is still even an issue, 2.5 years down the road. We came out of the dark ages long ago and got wards to show up in ACT then, where they didn't before. I'm just surprised that ward crits still aren't showing, while heal crits have always shown.

Thanks
It's because wards don't actually heal. They 'prevent' damage as a buff. So, what happens is say your normal ward is 2400. It crits for say 2800. The buff shows up exactly the same, except when you examine it the Damage Remaining says 2800 instead of 2400. ACT cannot examine this.
So you have your ward on the tank and he gets hit for 2635. You didnt critically 'ward' him for that one hit, your whole spell critted. The parser just reads the warded for 2635 part and doesnt know if you crit or not.

The reason your templar is parsing so high on crits is due to two reasons:
1) Each proc of reactive can crit seperately. So, 2-3 procs and chances to crit per hit.
2) Mark of the Celestial is a small regen proc that goes off and people who melee the mob (20%ish chance). Each time it procs on someone in the raid, it counts as a seperate crit, yet its one spell. You can get 24+ procs on that spell per fight (1 for every person in the raid if they melee and more if the fights lasts longer). However, kind of as with wards, if the person it procs on is at 100% hp, even if it crits, it doesnt show up in logs.
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Old 04-16-2007, 01:45 AM  
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Default Re: Proc increasers are broken in favor of players

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Don't make me move the channel again asshole.
I learned my lesson! My nose will never stray far from your ass again!
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