These effects were much more common before the introduction of RPPM. In some cases, this is known as "Double Dipping" and will be explained later.Īn Internal Cooldown (ICD) is exactly what it sounds like. The reason for not having stat procs affected by haste is that it can create a feedback loop causing stats to scale more than intended. These instructions can be followed for most effects with a few exceptions such as Vision of Perfection. ![]() This is not reliable, and it is best to click on the effect and now you will properly see "Approximately procs per minute". ![]() Once you highlight the effect you will see a tooltip that shows "Approximately 12 procs per minute". On the main page you will notice that RPPM is not listed anywhere. We can use Torment in a Jar as our example. To view the RPPM of something you should first pull it up on Wowhead. If the proc is a damaging effect, it will typically be affected by Haste. The general rule of thumb is that if the effect increases your stats such as Haste, Crit, Mastery, Versatility, or Main stat, the effect will not be hasted. Zeal is an example of an attack speed modifier that will NOT increase RPPM. If an item has an RPPM of 2, and you have 25% Haste, the new RPPM of the effect would be 2 * 1.25 = 2.5 RPPM. RPPM can either be the base value listed on an item, such as 2, or it can be the base value + Haste. In its simplest form, if an item has 2 RPPM you could expect the effect to proc 2 times every minute. Real Procs Per Minute (RPPM) was added in Mists of Pandaria and took over percentage based procs. Ones that you can experience frequently will be listed below. To learn more about them you must search for deleted Blue posts, track down information in comments, or if you are truly adventurous, query WoW spell data. They are not in tooltips and are typically not documented anywhere in-game. There are also less obvious game mechanics. As you play the game and experience these mechanics you can describe them well. ![]() WoW has many game mechanics that we experience in Dungeons and Raids that require us to stack up, spread out, run in a circle, and many others that require our direct interaction.
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