Did 8.2 introduce proc coefficients for 2H?

Previously in my anecdotal observation I found a huge variance in procs between using fast or slow weapons. My first experience of this was my classic melee Werebear with very low AS and a very slow 2H. Equipping a 10% Thorn Totem idol (even when the skill was spec’d for max totem life) meant that you could stand at the training dummy constantly swiping and you would see very long gaps between having your totems up.
This was absolutely in line with the mathematics of what you would expect for NOT summoning the totem on each hit (90% chance to fail on each hit).
0.9^10=0.35 ; 35% chance to fail to summon totem despite hitting for ten seconds.

Change to fast weapons with double AS and it was very unlikely to NOT summon totems constantly attacking over the 10 seconds.
0.9^20=0.12 ; 12% chance to fail to summon totem despite hitting twice a second for ten seconds.

Since yesterday and 8.2, doing the same tests I have very very high uptime on the totems and failing to summon them over the lifetime of the totems is now super rare in constant combat. In particular it feels–anecdotally–that the chance of proccing in the first second is very high (compared to before).

I’ve repeated again this morning and the significant change in gameplay seems obvious. I have totems almost all the time I’m in busy combat.

Do we have new coefficients now? Or a lucky roll system? Or an entropy smoothing system? I would really like to know what mechanic is involved, or to have someone clearly explain why I’m wrong :slight_smile:

Edit: Or even something with server latency? I don’t know.

The devs haven’t mentioned anything around this so I’d assume not.

The game is offline so any “server latency” is entirely on your pc.

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