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Old 03-21-2019, 05:25 PM
Pringles Pringles is offline
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Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
I haven't personally done any studies, but based on what I've read before I believe that is a myth.



Right there that's a misunderstanding (again, as best I've been able to suss out from many different opinions in many different posts on this subject, doing my best to listen to the most knowledgeable people ... but still potentially being wrong).

As I understand it, It's not that you have 10 swings per minute and thus 5 procs per minute: it's that you get 5 procs per minute, period. Those procs are then divided up among however many swings per minute. It doesn't matter if you slow or haste to reduce or increase those number of swings: the server gives you 5 procs per minute regardless.

If anyone has a spreadsheet or more accurate source of information I'll happily change my mind.
OK then plug in real numbers.
255 dex 1.75 PPM
OT Hammer 50 delay

Unslowed: Swing hammer 12 times a minute 1.75ppm/12 = 15% chance to proc per interval
Slowed: Swing hammer 6.85 times a minute 1.75ppm/6.85 = 25% chance to proc per interval
that's using old stock slow code from EQEmu though if we use the correct implementation
slowed hammer: swings 3 times a minutes 1.75ppm/3 = 58% chance to proc per interval

Quote:
if (dex > 255.0)
dex = 255.0

chance = (0.0004166667 + 1.1437908496732e-5 * dex) * weapon_speed

if (hand == MainSecondary)
chance /= 1.6
While PPM remains the same your chances are far more front loaded with a slowed delay.
Last edited by Pringles; 03-21-2019 at 05:51 PM..
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