That's exactly what I wrote.
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Originally Posted by Noselacri
PPM is independent of attack speed because it adjusts the actual % chance to proc per swing according to your speed, so that a fast weapon will have a low chance and a slow weapon will have a high. (...) Equipping an FBSS actually reduces an SSoY's proc%, but since you swing more often, you won't see less (or more) procs.
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Originally Posted by Thulghor
I could have sworn that this whole "need procs to gain any threat on a mob" thing wasn't that bad in classic and Kunark...
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Well, it's a simple matter: warriors do not have some innate bonus hate generation. You build the amount of hate that corresponds to your damage output, and since you don't out-damage actual DPS classes (except maybe rangers) you simply won't generate as much hate as they will. This makes it mathematically impossible to hold aggro over a DPS class unless your weapons proc something that pisses off the mob. Plain DD procs will rarely do the job because unless the weapons proc for so much damage that you end up out-damaging the DPS, which tends not to be the case, it still won't suffice. Thus you need things like stun, debuffs, or straight up +hate from enraging blow.
It's a fairly simple theory: consider for the sake of this argument that 1 damage = 1 hate. Whoever has the most hate is the one the mob is going to hit. There's no way a warrior out-damages a rogue or wizard or whatever, so they will automatically take aggro unless they refrain from doing damage, in which case their presence is sort of pointless. To allow damage-dealers to deal enough damage to warrant their existence, debuffers to debuff the mob early enough to matter, and healers to heal you before you're dead, you have to generate more hate than them, and it is factually impossible to do this with just DPS.
It does feel a little more extreme here than I remember it on Live. There were certain minor mechanics in place that slightly assisted the tank in holding aggro, such as the fact that you actually had a small hate buffer that meant that othes had to generate a bit of extra hate beyond your value before the mob would turn on them. If you were tanking with, say, 1000 current hate, others would have to generate 1100 before they would get aggro; something along those lines. I suspect this might not be in effect here. It didn't do much for long-term aggro maintenance, but it meant the warrior had a little leeway in getting off that first proc without the mob turning away the instant a rogue enables auto-attack. It feels slightly less forgiving here than it ought to be, but the general functionality of aggro and procs is the same.