Talk:Procs per minute

Does any1 know palas' SoC ProcsPerMinute parameter ?

Proc != Programmed Random OCcurrence
I don't know when people turned "proc" into an acronym but I think this sort of thing must happen when people don't know what a term means and then figure it must be an acronym and find one that seems to fit its meaning.

Proc is short for "spec_proc" which is a term used by the original programmer of Circle-MUD, Jeremy Elson. It might have been used as well by the original programmers of diku-MUD. spec_proc is short for "special procedure". Special procedures in Circle-MUD are functions that can be assigned to objects, players, and locations in the world such that each time an event occurs, the special procedure function will be called. Special procedures were used in Circle-MUD for a wide variety of purposes: Creating room events when a person typed a specific string of text, causing a weapon or piece of armor to perform a magical action, and even causing a MOB (mobile) to do something that it wouldn't normally do.

Special procedures were a way of creating unique experiences that could not be achieved by simply building the dungeon and populating it with monsters. Special procedures breathed life into these worlds by introducing extra coding without changing the underlying structure or function of the code-base. If you ever played a MUD and were walking around in a dungeon and randomly saw the text "You feel as though you are being watched.", that was probably a special procedure.

When developers and players were talking about these special procedures they abbreviated the term to "proc". Over time the noun also became a verb, "proc'ed" which meant that the special procedure was invoked and performed its action. Most often, players were concerned about their weapons and whether or not the weapon would perform its special attack (a proc) and so proc must have started to take on a narrower meaning for MMORPG players who were somewhat more removed from the core combat engine and flat world of MUDs.

Source?
What is the source on these formulae?

What happens if you have two weapons?
Shamanistic rage is currently thought to proc at 14.5 PPM. How does the game deal with two different weapon speeds when calculating the chance to proc on hit? The spell is not tied to just one weapon. Does it go off your main hand? Does it go off the average? Does it deal with each weapon individually? —The preceding unsigned comment was added by.
 * I'd be willing to guess that it's an average on both weapons at 14.5 ppm... --Sky (t · c · w) 00:37, 18 April 2007 (EDT)

Nonsense
Nice explanation of where the term comes from. The rest of the page is confusing and does nothing to explain PPM.

What determines whether an ability is subject the the PPM rules? How do you determine what the PPM rate is for an ability? Are all abilities that proc on a % basis subject to PPM?

Take Improved Aspect of the Hawk (5/5). All normal ranged attacks have a 10% chance to increase ranged attack speed by 15%

Weapon 1 has a 3.0 attack speed. Weapon 2 has a 1.5 attack speed.

Using the information provided by the tooltip, and ignoring other factors for the moment, Weapon 2 should proc Improved Aspect of the Hawk twice as often as Weapon 1, given a statistically valid sample size. Reading the PPM page makes is sound like this is incorrect and Imp Aspect of the Hawk will only proc a certain number of times regardless of how many times I fire my weapon.

What about abilities that proc on crit. Kill Command procs off a ranged crit. Is this subject to PPM?


 * It depends on the wording on the effect. PPM mechanics generally come into play for effects that are "chance on hit" or "chance on crit", where the chance is not given.  Effects that list the chance are not using ppm mechanics.  Flowers 16:41, 14 January 2008 (UTC)