WarriorJoe wrote:
Quote:
Again. I didn't check the data myself, but I'll accept the conclusions.
I wonder if this is why misconceptions last so long in the game....
Yes. But in this case, I'll happily admit that the misconception was ours, and not theirs. I too believed that the proc rate had to be based on a per-swing function. However, the parsings done since LDoN came out (and you could stick the same proc on different delay weapons and do apples to apples tests) clearly show that this is not the case.
The misconception that is "lasting so long" is yours. You are the one refusing to accept the parsed data that shows very clearly that proc rate does indeed adjust to delay to always proc at a set average rate per minute. You are the one continuing to argue the misconception about proc rates.
WarriorJoe wrote:
Quote:
this actually isn't as hard as it might seem. You simply apply a value that's designed to cancel out delay as a multiple to the proc chance.
It is true that proc rate can be made indapendent of delay, with some coding. But why put in the extra code? Furthermore with the proc aguments from LDoN you need to write the code so that it looks at the delay of the weapon and then inserst that number into the RNG of the proc agument. Seems overly complicated to me.
Which was exactly what I thought as well when I first replied to this thread. However, I then took some time to go read up on the subject and realized that the overwhelming conclusion reached by a group of people I actually respect (steelwarrior folks do some pretty good parsings) showed pretty conclusively that my original conception of how procs work was wrong. I then looked at the problem mathmatically (which I showed in my last post), and determined that it actually wouldn't be that hard to do at all.
Yes. It's an extra calculation, but not a particularly hard one. For a computer, it's no harder to do a calculation that's something like:
if ( RNG -ge $my_proc_rate ) then run_proc($myproc)
then it is to do this statement:
if (RNG -ge ($mydelay/300)) then run_proc($myproc)
The only difference is that the $my_proc_rate would presumbaly be a set proc rate, and the second calc would ensure a set proc rate regardless of delay.
It's just a matter of what they wanted to do. I can see why they might not want a proc to work more often on a faster weapon.
Quote:
It seems much more logical to simply set a percent chance that the weapons proc every time it is used.
Yes. It might be more logical. But that is apparently not the way the game designers decided to do procs. It's a fairly arbitrary thing. Do procs occur at a set rate? Or do they occur at a rate determined by weapon swing rate? The designers of the game get to make that decision, and in this case their decision is "right" no matter which way they go with it.
Quote:
Furthermore you will notice (if you look at the table) that the off hand weapon proc much less often than the primary hand weapon. If the proc was a function of time this should not be the case. Or did they write some more code to change the proc rate as a function of which hand it is in? It seems much more likly that the off hand weapon procs less because it get fewer swings.
I have no idea. I didn't look that hard at the offhand proc rates. Um... It could be simply that they didn't account for DW rate when doing their math. The equation I listed above only accounts for delay of the weapon. However, while a 20 delay weapon will swing 15 times in 30 seconds, a 20 delay weapon in the offhand will not. It will swing fewer times since there is a DW check each time the delay comes up to determine if a swing occurs. If we assume that the if statement I wrote above is included in the "weapon swing" function, then it will only run when a DW check is a success. This will produce exactly the effect you are seeing (fewer procs on the offhand weapon). In fact, I'll go out on a limb and predict that the offhand proc rate will be in exact relation to the DW swing rate.
I haven't looked at the parsed data, but you're welcome to see if my guess works. I don't know offhand what the chance for a DW is (1/4th skill?), but we can look it up if you want and apply it to the parsed data.
Quote:
So yes the proc rate can be made indapendent of time, but then why would they write extra code to do so? Why would they make the code more complicated than needed?
Maybe they did it so that the value of an aug would the the same regardless of the weapon you put it on? Dunno. That makes sense to me. Why should an augment with a 50 point proc be twice as valuable when put on a delay 20 weapon then when put on a delay 40 weapon? You have noticed that different augments that add various types of damage to weapons are often restricted to various delay ranges, right? This idea would seem to be consistent across the board. They want to make augments relatively static in value. Making a proc go off at a set number of times per minute regardless of the weapon it's on does that. It means that this proc will increase your DPS by a set amount. That seems fair to me.
Quote:
So yes you can accept the conclusions of the study...Or you can make the more logical conclustion that the resluts of the study were flawed do to the signiffencntly different accuracy of the data. Once again is is a bad idea to make conclustions when compairing data that have such a large differance in error.
Um... I'm going to accept the findings of the study. You're basically saying we should ignore the findings of people who took the time to parse weapon proc rates and just keep believing what we think it should be purely because we think that's a more logical way of doing things? Hmmm... Scientific method says we should change our hypothesis if we encounter data that contradict it. Guess what? We've found data that contradicts our original hypothesis. It's time to change it...