New proc rates:
Strength DPS
- Brutal Talisman of the Shado-Pan Assault - 15% chance on landing harmful abilities and spells, and melee/ranged abilities and swings. 75 sec ICD.
- Fabled Feather of Ji-Kun - 0.616 RealPPM on landing harmful abilities and spells, and melee/ranged abilities and swings. 22 sec ICD.
- Primordius’ Talisman of Rage – 3.30 RealPPM on landing harmful abilities and spells, and melee/ranged abilities and swings. No ICD.
- Spark of Zandalar - 5.50 RealPPM on landing harmful abilities and spells, and melee/ranged abilities and swings. No ICD.
- Gaze of the Twins – 0.825*(1+MeleeCritChance) RealPPM on critical harmful abilities and spells, periodic spell, and melee/ranged abilities and swings. No ICD.
New forumla:
(BaseRPPM * HasteModifier * TimeSinceLastProcChance / 60) * MAX(1, 1 + ((TimeSinceLastSuccessfulProc/(60 / (BaseRPPM * HasteModifier))) - 1.5)*3) = % chance to proc.
Some conclusions:
The "Max" clause in the formula means that the proc chance wil never be lower than before, only higher. Let's take a closer look at it:
MAX(1, 1 + ((TimeSinceLastSuccessfulProc/(60 / (BaseRPPM * HasteModifier))) - 1.5)*3);
If we replace (TimeSinceLastSuccessfulProc/(60 / (BaseRPPM * HasteModifier))) with X, we can find the ratio at which the chance starts to increase.
1 + (x - 1.5) * 3 = 1
x = 1.5
So when (TimeSinceLastSuccessfulProc/AverageProcInterval) aka (TimeSinceLastSuccessfulProc/(60 / (BaseRPPM * HasteModifier))) is equal to or less than 1.5, the proc rate is the same as before, and as it gets higher than 1.5, the proc rate increases pretty quickly.
So, with a proc interval of 60 seconds, the proc chance gets the boost as soon as you go 90 seconds without a proc, and with a proc interval of 30 seconds, it will be boosted 45 seconds after you see a proc.
Let's take a look at the SILLY 1000 second cap on TimeSinceLastSuccessfulProc, with the lowest rppm trinket dks have, feather.
Assuming 50% haste for simplicity's sake:
(0.616 * 1.5 * 10 / 60) * MAX(1, 1 + ((1000/(60 / (0.616 * 1.5))) - 1.5)*3) = % chance to proc.
0.154 * 42.7 = 657%
Wait, what?
Yea, with capped TimeSinceLastSuccessfulProc, feather has a 657% chance to proc on the first hit. Let's see how long you have to wait for 100% chance.
(0.616 * 1.5 * 10 / 60) * MAX(1, 1 + ((x/(60 / (0.616 * 1.5))) - 1.5)*3) = 1
x = 216.30966436161235 seconds.
So, if you wait 3.6 minutes in between pulls, every trinket is guaranteed to proc on the first hit. However, the "high" proc chance, ICD model of trinkets had a proc chance closer to 15%, and still reliably procced on the pull every single time, so let's see how long you need to wait for that.
(0.616 * 1.5 * 1 / 60) * MAX(1, 1 + ((x/(60 / (0.616 * 1.5))) - 1.5)*3) = .1
x = 213.19480519480512
The first hit would have a 96% chance to proc the trinket, but hen time since last proc chance would reset to 0, and every hit thereafter would have a 10% chance to proc the trinket.
The golden amount of time to wait in-between pulls seems to 3 minutes, but when looking at running back, eating food, buffing, getting in postion, and the fact that the timer starts on your last proc, and not at the end of combat, it doesn't look like you'll often need to wait for trinket procs.
This is significantly lower for higher rppm trinkets like rage and gaze and spark.
The trinket rankings are coming soon, changes being coded into simC right now.