Difference between revisions of "Procs per minute"

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This gives the percentage chance that the proc will go off each hit.  An understandable misconception is that procs per minute guarantees that exactly some amount of procs will occur each minute of combat.  As you can see, this is not the case.  The term is a little misleading.
 
This gives the percentage chance that the proc will go off each hit.  An understandable misconception is that procs per minute guarantees that exactly some amount of procs will occur each minute of combat.  As you can see, this is not the case.  The term is a little misleading.
  
Example:
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== Example: ==
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Seal of Command tests out at 5 Procs per minute.  Let's say you have an Arcanite Reaper which has a speed of 3.8 seconds.
 
Seal of Command tests out at 5 Procs per minute.  Let's say you have an Arcanite Reaper which has a speed of 3.8 seconds.

Revision as of 04:26, 8 May 2005

One of the two common ways to describe proc rates, the other being procs per hit.

Procs per minute scales procs per hit according to weapon speed. Here's the formula:

Procs per hit = (Weapon speed) / (60 / Procs per ninute)

which is the same as:

Procs per hit = Weapon speed * Procs per minute / 60

This gives the percentage chance that the proc will go off each hit. An understandable misconception is that procs per minute guarantees that exactly some amount of procs will occur each minute of combat. As you can see, this is not the case. The term is a little misleading.


Example:

Seal of Command tests out at 5 Procs per minute. Let's say you have an Arcanite Reaper which has a speed of 3.8 seconds.

3.8 * 5 / 60 = 31.66% chance to proc Command per hit.

What about a Dimensional Blade which has a speed of 1.6 seconds?

1.6 * 5 / 60 = 13.33% chance to proc Command per hit.