Saturday 1 September 2012

1.0.4 Comprehensive Proc Ratios for Wizards


WHAT IS A PROC RATIO ? :
Every time you use a skill in order to proc an effect (fear on it or bleed for example) you have to multiply the probability given in the description of the effect by the proc ratio of the skill you use to have the real probability that the effect occurs using that skill.
_
WHO WAS THE FIRST TO MEASURE THE RATIO :
That man/woman :
http://us.battle.net/d3/en/forum/topic/5149154265
_
ABRIEVIATION :
dot : damage over time
tick : one damage of a damage over time
speed coef : you have to multiply your attack speed by this value to know the number of tick/cast per second. by default it is one.
no anim : the spell could or could not trigger an animation but does not need one.
channel : mean that you can maintain the incantation of the spell
the text in italic concern point that need more testing.
_
Enough cheap chat here are the ratios :
_
Arcane orb
Rune 0 : 0.333 [1/3]
Rune 1 - Obliteration : 0.333 [1/3]
Rune 2 - Arcane Orbit : 0.250 [1/4]
Rune 3 - Arcane Nova : 0.167 [1/6]
Rune 4 - Tap the Source : 0.333 [1/3]
Rune 5 - Celestial Orb : 0.200 [1/5]
_
Arcane torrent channel
Rune 0 : 0.200 [1/5] per missile (speed coef : 3)
Rune 1 - Disruption : 0.200 [1/5] per missile (speed coef : 3)
Rune 2 - Death Blossom : 0.600 [3/5] per missile (speed coef : 3)
Rune 3 - Arcane Mines : 0.500 [1/2] per mine (speed coef : 1)
Rune 4 - Power Stone : 0.200 [1/5] per missile (speed coef : 3)
Rune 5 - Cascade : 0.160 [4/25] per missile (speed coef : 3) - additionnal missile :
0.160 [4/25] per missile (could also be 3/19 ? 2/13 ?)
_
Blizzard
Rune 0 : 0.010 [1/100] (24 time over 6 seconds stack)
Rune 1 - Grasping Chill : 0.010 [1/100] (24 time over 6 seconds stack)
Rune 2 - Frozen Solid : 0.010 [1/100] (24 time over 6 seconds stack)
Rune 3 - Snowbound : 0.010 [1/100] (24 time over 6 seconds stack)
Rune 4 - Stark Winter : 0.005 [1200] (24 time over 6 seconds stack)
Rune 5 - Unrelenting Storm : 0.010 [1/100] (32 time over 8 seconds stack)
_
Disintegrate channel, tick speed coef : 3
Rune 0 : 0.167 [1/6] per tick
Rune 1 - Convergence : 0.111 [1/9] per tick
Rune 2 - Chaos Nexus : 0.111 [1/9] per touch tick - additionnal beam : 0.111 [1/9] per tick
Rune 3 - Volatility : 0.125 [1/8] per tick - explosion : 0
Rune 4 - Entropy : 0.167 [1/6] per tick
Rune 5 - Intensify : 0.167 [1/6] per tick - intensified : 0.167 [1/6] per tick
_
Electrocute cast speed coef : 2
Rune 0 : 0.250 [1/4]
Rune 1 - Chain Lightning : 0.083 [1/12]
Rune 2 - Forked Lightning : 0.167 [1/6] - charged bolts : 0.167 [1/6] per charged bolt
Rune 3 - Lightning Blast : 0.167 [1/6]
Rune 4 - Surge of Power : 0.250 [1/4]
Rune 5 - Arc Lightning : 0.100 [1/10]
_
Energy twister cast speed coef : 1, tick speed coef : 2
Rune 0 : 0.125 [1/8] per tick (stack)
Rune 1 - Mistral Breeze : 0.125 [1/8] per tick (stack)
Rune 2 - Gale Force : 0.125 [1/8] per tick (stack)
Rune 3 - Raging Storm : 0.125 [1/8] per tick (stack) - big twister : 0.125 [1/8] per tick (stack)
Rune 4 - Wicked Wind : 0.125 [1/8] per tick (stack)
Rune 5 - Storm Chaser : 0.500 [1/2] per tick (stack) - purple tornado non dependent of the number of stack : 0.500 [1/2] (no anim)
_
Explosive blast no anim
Rune 0 : 0.333 [1/3]
Rune 1 - Unleashed : 0.333 [1/3]
Rune 2 - Time Bomb : 0.333 [1/3]
Rune 3 - Short Fuse : 0.333 [1/3]
Rune 4 - Obliterate : 0.125 [1/8]
Rune 5 - Chain Reaction : 0.111 [1/9] (3 time)
_
Frost Nova
Rune 0 : 0.167 [1/6]
Rune 1 - Shatter : 0.167 [1/6] - nova on kill : 0.000 [0]
Rune 2 - Cold Snap : 0.167 [1/6]
Rune 3 - Frozen Mist : 0.100 [1/10] - dot : 0.050 [1/20] (26 time over 8 seconds stack)
Rune 4 - Deep Freeze : 0.167 [1/6]
Rune 1 - Bone Chill : 0.167 [1/6]
_
Magic missile
Rune 0 : 1.000 [1]
Rune 1 - Charged Blast : 1.000 [1]
Rune 2 - Split : 0.350 [7/20] per missile (5/14 6/17 ?)
Rune 3 - Penetrating Blast : 0.333 [1/3]
Rune 4 - Attunement : 1.000 [1]
Rune 5 - Seeker : 1.000 [1]
_
Meteor
Rune 0 : 0.250 [1/4] - dot* : 0.250 [1/4] (3 time over 3 seconds stack)
Rune 1 - Molten Impact : 0.250 [1/4] - dot* : 0.250 [1/4] (3 time over 3 seconds stack)
Rune 2 - Star Pact : 0.250 [1/4] - dot* : 0.250 [1/4] (3 time over 3 seconds stack)
Rune 3 - Meteor Shower : 0.100 [1/10] per small meteor (7 meteors) - dot** : 0.100 [1/10] (2 time over 1.5 seconds stack)
Rune 4 - Comet : 0.250 [1/4] - dot* : 0.250 [1/4] (3 time over 3 seconds stack)
Rune 5 - Liquefy : 0.250 [1/4] - dot* : 0.250 [1/4] (3/8 time over 3/8 seconds stack)
_
: The first tick of the dot appears right at the impact.
** : Despite the description it seems that meteor shower has a 1 or 2 proc from a dot that appears at the same time of the impact. It needs some more testing though.
_
Ray of frost channel, tick speed coef : 3
Rune 0 : 0.333 [1/3] per tick
Rune 1 - Numb : 0.333 [1/3] per tick
Rune 2 - Snow Blast : 0.333 [1/3] per tick
Rune 3 - Cold Blood : 0.333 [1/3] per tick
Rune 4 - Sleet Storm : 0.250 [1/4] per tick
Rune 5 - Black Ice : 0.333 [1/3] per tick - ice : 0.333 [1/3] (12 time over 3 seconds, stack)
_
Shock pulse
Rune 0 : 0.667 [2/3] per bolt
Rune 1 - Explosive Bolts : 0.500 [1/2] per bolt - explosion : 0.500 [1/2]
Rune 2 - Fire Bolts : 0.667 [2/3] per bolt
Rune 3 - Piercing Orb : 0.500 [1/2]
Rune 4 - Lightning Affinity : 0.667 [2/3] per bolt
Rune 5 - Living Lightning : 0.200 [1/5] per charged bold
_
Spectral blade
Rune 0 : 0.222 [2/9] (3 time)
Rune 1 - Deep Cuts : 0.222 [2/9] (3 time) - dot : a unique roll 0.222 [2/9] for all 12 time over 3 seconds. LoH, AD and CM is proced by the initial roll wich occure at the first of the 12 time, CM is also proced by all other 11 time. However you still have to roll a critical on each time to trigger CM [THIS LEAD TO A GLOBAL RATIO OF 10/3 PER CAST FOR CM AND IS MUCH LIKELY EITHER A BUG OR A MISTAKE FROM ME !]
Rune 2 - Impactful Blade : 0.222 [2/9] (3 time)
Rune 3 - Siphoning Blade : 0.222 [2/9] (3 time)
Rune 4 - Healing Blades : 0.222 [2/9] (3 time)
Rune 5 - Thrown Blade : 0.111 [1/9] (3 time)
_
Wave of force
Rune 0 : 0.167 [1/6]
Rune 1 - Impactful Wave : 0.167 [1/6]
Rune 2 - Force Affinity : 0.167 [1/6]
Rune 3 - Forceful Wave : 0.167 [1/6]
Rune 4 - Teleporting Wave : 0.167 [1/6]
Rune 1 - Exploding Wave : 0.125 [1/8] - small wave : 0.125 [1/8]
_
Odd Proccer
Archon / Arcane Destruction : 0.250 [1/4] (no anim)
Diamond Skin / Diamond Shard : 0.167 [1/6] (no anim)
Frost Armor / Frozen Storm : 0.125 [1/8] (6 time over 3 seconds, no anim)
Mirror Image / Mocking Device : 0.500 [1/2] per decoy (2 decoys)
Teleport / Calamity : 0.167 [1/6]
_
Archon attacks
Archon / Blast Attack : 0.250 [1/4] (no anim)
Archon / Melee Attack : 0.500 [1/2]
Archon / Ray Attack : 0.100 [1/10] per tick (channel tick speed coef : 3)
_
Non proccer
All other spells including passives : 0.000 [0]
_
Critical mass
Critical mass has a probability to trigger out of a critical equal to the proc ratio of the skill used to score that critical. In clear if CC is your critical hit chance and R is the ratio of the skill used you have :
CC.R per monster hit chance to trigger CM out of using that skill
or if you prefer :
R per monster hit chance to trigger CM out of scoring a critical with that skill Concerning dot with very short time between each damage : it appears that the game keep the random value used to pass the ratio check for each damage dealt by the dot. That mean that each damage has only to pass a critical check. This lead to an absurd amount of CM trigger on dot if you are lucky enough to pass the proc check.
_
Arcane dynamo
The probability that Arcane dynamo trigger a flash of insight is equal to the proc ratio of the signature used. So if R is the ratio of the signature used to deal damage you have :
R per monster hit chance to trigger a flash of insight
_
Life on hit
Let us say LoH is the total amout of life on hit you have and R is the ratio of the skill you use. The amount of life on hit you get from the use of that skill is equal to :
LoH.R per monster hit
_
Arcane power on crit
This stat grant you arcane power if you land a critical, the arcane power you obtain is multiply by the ratio of the skill used to land the critical then rounded. So if R is the ratio of the skill used, AC is your AP on critical and CC is your critical hit chance, you will get :
R.AC.CC arcane power per monster hit per casting of the spell.
Or if you prefer
R.AC arcane power per monster hit out of a critical from that spell