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Proc RatesFollow

#1 Jun 26 2005 at 2:49 AM Rating: Decent
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I just wanted to open a general discussion about proc rates.

My knowledge of the subject is infantile, so here's a couple in game speculations i hear commonly to get the ball started;

1) If a weapon has a required level for effect (Proc) that the higher above that level you are, the better the chance the weapon has to proc.

2) Dexterity increases the "chance to proc". From my experience I have only noticed significant difference from 220 Dex to Greater than 220 Dex.

3) Proc is a sequenced check, in that if a weapon has multiple procs, it will check in order like this;
1st proc pass! No other procs checked
1st proc fail! 2nd Proc Checked 2nd Proc pass! No other Procs checked
etc. etc.

Note: None of the above are credible claims! Smiley: goat Like I said, this is all stuff that I have heard in game, kinda seen, and was hoping to get some clarification on through this forum.

Any info you can provide is much appreciated, thanks!

Komzur Nocht, 59th Shin Paladin of Marr
<Elite Voices>
Maelin Starpyre
#2 Jun 26 2005 at 6:34 PM Rating: Default
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Quote:
For mainhand weapons:
305 DEX - 2.0 ppm
205 DEX - 1.5 ppm
105 DEX - 1.0 ppm

For offhand weapons:
105 DEX = .5 proc/min
205 DEX = .75 proc/min
305 DEX = 1 proc/min


As far as we can tell, all proc augments and spell procs follow the above rule for proc rates. Augment proc and spell proc rates DO STACK with a weapons innate proc rate. If you have a standard weapon, augment it and cast a spell proc on it, you will get approximately 6.0 ppm. When adding procs to weapons with innate procs, each successive proc will have an insignificantly smaller proc rate due to the way weapon procs work. Each time a weapon swing, it starts by checking for an innate proc. If the innate proc does not go off, then it checks for an augment proc. If the augment does not go off, then it checks for a spell proc. Since a weapon can only proc once per swing, as soon as 1 proc does go off, the remaining procs will not even be checked.



Courtesy of the Steel Warrior.

1) on the list you posted is like the world is flat theory, quite amusing.

2) Is based in reality.

3) Is also based in reality.

If you do not want to get into the physics of the game engine, you can assume greater weapon processing with the following in mind:

Increase your Dexterity as much as possible.
Increase your Attack Rating as much as possible. (Although you can proc on a miss)
Put as many procs on your weapons as possible through Augmentation.
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#3 Jun 26 2005 at 7:39 PM Rating: Decent
attack rating doesnt touch procs... dex has an effect but not a huge one.
#4 Jun 27 2005 at 9:27 PM Rating: Decent
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My latest Theory on the World being Flat Smiley: grin

Procs are effected by procrates such as is found on the Hammer of Divinity

In a self test game minute using buff timers for a stop watch, the following procs are an average for my 59 PLD with 224 Dex.

Blade of Disruption (Planar Stun) 2-5 times
Warm Emerald Shard (Heated Blade) 0-1 time
Divine Might (Divine Might Effect) 3-7 times

If it was so easy as "Hey Mongo, get your dexterity up!" Then Trolls would still have Grobb. Edit2 I noticed that the information Reyla posted was copied from this link about DEX vs. Proc rates was derived in March of 2004. I am sure many players swear by this old school rule of thumb, but I like to think outside the box. The game has seen alot of development in 15 months, and as you can see from my experience, the 2 procs at 305 dex rule is WAY off from what actually happens in game.

Edit: Here's what I am after,
1: Where is the Raw Data for Proc rates? Edit2 Found it on Lucy's raw data as "procrates" but not listed on alla's. This effect is only listed for weapons and augs, not for spell effects though. This leads me to believe that there are as of yet still undetermined paramaters for spell effect procs.
2: Do you suppose that mobs have more definitive resistances (example Divine / Planar maybe?) and if so how aside from total resistance (which you can read in-game text: MobX resisted the planar stun) would a mob's stats effect a proc rate? (Subjectivity comes to mind, perhaps like how racial bane effects work) Do you suppose there's something similar for procs?

Komzur Nocht, Shin Paladin of Marr
Dordan Bitroggen, Kor Cleric of Marr
Jeck Samboo, Yun Shaman of Marr
<Elite Voices>
Maezaelle Ragefire (What is my server called again? Oh yeah, Maelin Starpyre.. Sorry Vazaelle Smiley: frown)

I don't know what you feed your programmers, but I sure as heck won't eat that stuff!

Edited, Tue Jun 28 06:10:39 2005 by Komzur

Edited, Wed Jun 29 09:28:04 2005 by Komzur
#5 Jun 29 2005 at 11:45 PM Rating: Decent
You have to keep in mind that not all proc effects have the same rate of firing off. For game balance sake, certain proc effects have a lesser (or greater) chance to go off when a proc check is made when you swing.

For example, the summoned proc hammers clerics use have an innate greater chance to proc per swing compared to other procing weapons. The opposite of that, a Steel Hilted Dagger has a horrible proc rate compared to other weapons, but is off-set by the fact that it procs a 625 max dmg DD (not counting criticals).

This rule also applies to procs that are spell based. The shaman buff proc line, for example, has an innate greater chance to proc per swing when you have the buff active compared to other spell proc buffs since it only lasts 1 minute.

Also, since it was not mentioned yet, the AA ability Weapon Affinity also affects your proc rate in addition to your Dex stat.

Finally, a mob's resistance has nothing at all to do with proc rates. That is a seperate check altogether, and does not affect how often your weapon procs.


#6 Jun 30 2005 at 12:15 AM Rating: Decent
not to go off topic too badly, but the Steel hilted flint dagger has the same proc rate mod as most other proc'ing weapons, which is zero. The cleric summoned hammers have a proc rate mod going from 250 to 500+. I personally use a Fabled steel hilted flint dagger with 285 dex and it procs constantly.
#7 Jun 30 2005 at 12:34 AM Rating: Decent
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Activity ensues. Let's begin a survey here, from which people can develop their own ideas about the Proc effects.

1: Conduct an in-game test of your procs on some average mobs, using the 1:00 game timer by watching your buffs. Repeat this a minimum of 3 times if you can.

2: Compile the quantities into an average or range per each proc

3: Post said information including level of toon, slot of weapons and augments, and dexterity.

I think it's time to take a closer examination of this stuff, because I noticed a friend proc'd the following in the instanced Unrest last night while i was on my Cleric timing.

My toon, 59 Cleric 194 Dex (Primary Weapon)
Hammer of Divinity: 9 ppm constant

55 Paladin 146 Dex (Primary Weapon)
Blade of Disruption: 4-5 ppm
Warm Emerald Shard: 2-3 ppm

. . .K. . om. .z..ur...Smiley: goat
walking my path, picking up stinking piles of refuse.



Edited, Thu Jun 30 01:39:02 2005 by Komzur
#8 Jun 30 2005 at 1:19 AM Rating: Excellent
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Komzur. I think part of your problem is your methodology (or maybe just the way you're reporting your results).

If you are timing and counting procs, and then taking an "average", why on earth are you representing that as a range (3-5, 4-7, etc...)?

Time a combat for a minute. Count the number of procs. Take that as a single data point (ie: 3 procs in 1 minute). Do this a whole bunch of times. Add up all the minutes and divide by all the procs. That will give you a *single* number as the average (ie: 1.8775 procs per minute). The more minutes you count the closer to the actual proc rate as calculated by the game engine you'll be. That's how parsing and statistics are done. Giving us a range really doesn't tell us anything except the high and low marks. That's somewhat useless.

Even more accurately, since we don't care about whole numbers, right? Just parse every combat. If the fight lasts 5 minutes, then it's 5 minutes. If it lasts 1:32 seconds, then that's how long it lasts. If you parse enough times, and add up all the minutes you parsed, and divide by the number of procs you got, you will obtain a *very* accurate proc rate.


And as to the steel warrior numbrs being "outdated". I don't think so. They know full well that different weapons have inate proc rate modifiers. The purpose of that particular post was to show was the "basic" proc rate is and how dex affects it. From that base, you can then adjust based on the weapon you are using to figure out the "real" proc rate. The purpose of that post was to show the effect of dex on proc rate, not to provide a complete description of everything having to do with procs. When you are trying to figure out what valuds in the game have what effects, you have to separate the factors. So you keep everything the same and change only dex. If there's a change in the result, you can conclude that dex has an effect. That's wall they were doing.
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#9 Jun 30 2005 at 1:47 AM Rating: Decent
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Thanks Gbaji, excellent and professional response. I will recompile my datum over the next week, and do a follow up, with some accurate info.

My apologies for the misinterpretations about the Dex modifiers Reyla.

I am just freaking out that the only info i could dig up in my search on 4 sites (allakhazam's, Lucy's, Station, steelwarrior) about procs was the same old dex rule / summoned item proc-rate-mods / AA's I don't have.

My problem; my paladin's Divine Might procs almost as often as the hammer of divinity that my 2 box cleric wields. No one anywhere in game or in forums (that I have found) has been able to supply any "new" information as to the proc rates. Someone mentioned the spell buff procs seem to have bonuses based on shorter timers, that grabbed my attention. Also my weapon (which supposedly has a proc mod zero) hits 3ppm steady, and sometimes a 2ppm but it's rare, Edit (averaged 5ppm in 120:00 combat the date of this edit) and again, dex 224.

If anyone has any links to tests or other data please post it. I am most curious to hear your results from in game experiences, as opposed to forum analyzations. Thanks

Someday, there might be a way to calculate better when to expect a death claw. Warriors may already be holding another tool to the aggro issue. I may already have pushed myself to new levels of idiocy, past the boundaries of enjoying a game, but a rubix cube has presented itself. Eventually my stubborn pride will cause me to peel the stickers off and I will have to bury my folly in a trash can under some news papers.. Where is the thread self destruct button when you need it? Smiley: banghead

Final Edit Just did 2 weeks worth of parses? what the hell is a parse? no wait, i don't care. I tested proc rates anyway, ended up with a 5ppm average.. the 2ppm is wrong, you won't change my mind, despite your amazing links and other data. Either 1: Proc Rates have changed, or 2: there's incorrecxt information available about the BoD proc rate / Divine Might / warm emerald shard. Pretty much decided out of game info is only speculation based on population density of agreement and common findings. Welcome to majority rules, i still say 2ppm is wrong.

Edited, Thu Jul 14 02:38:27 2005 by Komzur
#10 Jun 30 2005 at 3:31 AM Rating: Decent
You aren't bad yet, Komzur. Go read some of the discussions on the Steel Warrior forums. The discussions could be about planetary orbital dynamics for all the formulas they use. It was pretty interesting, yet mildly mind numbing :)
#11 Jun 30 2005 at 11:30 AM Rating: Good
bottom line:

the accepted results are right.

there's has never been a parse finding otherwise that was not flawed.

for an accurate parse, you can't parse for three minute. real parses should be at least four hours long.

it's well known that there are different procrates depending on the weapon. the default proc rate = 100, so spirit of the panther (procrate 400) procs four times as often as default.
#12 Jun 30 2005 at 7:11 PM Rating: Good
Yes, and once you have figured out the various proc rates for us, would you mind having a look at the resist issue? Smiley: smile

I have over recent years tried cold, fire, life taps, poison and the ubiquitous magic/stun, my empirical conclusion is that "different mobs resist each of these very differently" Smiley: rolleyes

Which has brought me to the conclusion that I either need to carry a whole bunch of weapons with differnet augs/procs all loaded on my weapon belt and then keep an exhaustive list of which mobs resist what next to my keyboard Smiley: frown

Or, not really bother about the DPS a proc can add.

However, recent parses show that for a Ranger a good proc can add about the same amount of DPS that our DoTs give us. This is significant damage over a period of time.

So, here we are fiddling around with crafted/DoN weapons that give two aud slots and trying various combinations.

What does the "average" mob look like, mostly resists poison and magic? So lets use Fire and Ice? That is the gut feel.

But the Ayonae seems to be rarely resisted while Rujarkian Poison is frequently resisted (Lucy seems to suggest Ayonae is magic based however).

How reliable is Lucy data for procs?
#13 Jun 30 2005 at 7:16 PM Rating: Default
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Quote:
attack rating doesnt touch procs... dex has an effect but not a huge one.


I tried to make it clear in my post that if you do not want to get into parsing and the technical aspects of proc rates, get your get DEX up and your attack up to simply hit monsters more.

You will not proc much if you miss 100% of the time. Although, as I also tried to make clear in my post, you can proc on a miss.
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#14 Jun 30 2005 at 11:52 PM Rating: Decent
Can't you proc on a miss???

#16 Feb 03 2006 at 4:04 AM Rating: Decent
You can proc on a miss. I'm a battle shaman, and melee self-buffed with Panther, and proc on a miss quite often.

Also, you can proc twice on a single swing. I do not duel wield, nor double attack, and have plenty of times double-procced panther ON THE SAME SWING as my Hammer of Hours time lapse (750/1687) or Faerie Hex Stone aug stun (175/393).

What I'm wondering is this: everyone says 10 Combat Effects = 1 level of Weapon Affinity.... but how many procs per minute does one level of Weapon Affinity add?
#17 Feb 03 2006 at 6:48 PM Rating: Good
heh, it's a huge bump, but I still am surprised I missed someone saying you proc less often on a miss. proc checks go off whether or not you hit.

Quote:
What I'm wondering is this: everyone says 10 Combat Effects = 1 level of Weapon Affinity.... but how many procs per minute does one level of Weapon Affinity add?

iirc, 5 levels of WA adds 1 proc per minute mainhand. I haven't dealt with melee stuff in a while admittedly.
#18 Feb 04 2006 at 4:43 AM Rating: Decent
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I was under the assumption that combat effects added to the chance of a proc going off. Am I wrong?
#19 Feb 04 2006 at 3:59 PM Rating: Good
Quote:
I was under the assumption that combat effects added to the chance of a proc going off. Am I wrong?

read the thread.

your question is answered.

like four times.
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