This is a compilation of the proc coefficients for all skills in Diablo III.
https://docs.google....ZJcHdkN0E
Each class has a tab at the bottom of the spreadsheet showing their specific proc coefficients.
Proc coefficients are listed as both per hit and per second on separate pages.
PvP & PvE proc coefficients are exactly the same
====================
Quote from Wyatt Chang »
For players who may not know what proc coefficients are: they affect how effectively a skill triggers procs (or effects that have a small chance to activate).
Every skill has an underlying "proc coefficient" that controls how special effects like Life on Hit play out in game. Proc Coefficients (PCs) can more or less be thought of as chance rates. The higher the PC, the more Life on Hit gained or the higher the chance to trigger a special effect. Specifically,
Proc Coefficients affect: Life on Hit Item effects (ie. Windforce Knockback) Skill effects (ie. Wizard Critical Mass) Life Steal is not affected
How? --- Life gained from LoH = (Total LoH on gear)x(Proc Coefficient of skill used)
ie. A Demon Hunter with a 100 Life on Hit bow attacks a Zombie with Entangling Shot [Heavy Burden] (proc coefficient of 0.8). The Demon Hunter gains 80 Life on Hit (100*0.8=80).
--- Chance of an item effect triggering = (Shown effect rate)x(Proc Coefficient of skill used)
ie. Using Multishot, Suppression Fire with a Windforce with 45% Knockback = 7.43% chance to knockback (0.45x0.165x100=7.43)
--- Chance of a skill effect triggering = Proc Coefficient of skill used (no fancy math here)
The spreadsheet contains every proc coefficient in the game even damage over time (DOT) proc coefficients for skills like a Wizard's Meteor, and proc coefficients for the Monk's skills with multiple hits like Deadly Reach. This is a Google Doc spreadsheet, so it is limited in features. For this reason, the download to the Excel version is at the top of every class's page on the sheet. The Excel version has prettier formatting and useful things like showing which skills have the highest average proc rate for each class.
Also remember that many skills hit more often than others, and so they proc more often. Ie. Energy Twister on a Wizard is a great skill because of the number of times it ticks per second and scales with attack speed. So take the numbers here, and play with different skills to see which help you best for different situations.
PC = Proc coefficient
DoT = Damage over time
LoH = Life on hit
S/E = Skills/Effects (from items)
PP = Practical proc (Average 'amount of proc' per second for LoH or S/E)
---- The change log can be found at the bottom of the first Barb tab on the spreadsheet. ----
Questions/Feedback/etc. are welcome of course.
----
Un-shortened link for spreadsheet:
https://docs.google.com/spreadsheet/ccc?key=0AgL5S3Revw9ddEhScEpSLWhnRDZKV25OaWZJcHdkN0E#gid=0
O cool, I never found your list when I googled around before making this D:
& I actually used what JarthMader created as a base before I tested the Barb values.
To test each value I:
- Put gear on the character with very high EHP (armor/resist/vitality/life%), but 0 life regeneration.
- Went to Act I Highlands Crossing waypoint on Inferno Act I.
- Brought 1 monster to the WP.
- Let the monster kill about half my life.
- Using a 100 Life on Hit weapon, I attacked the monster with the skill I was testing. (I attacked several times for validity)
- The amount of Life on Hit that I gained would be equal to the proc coefficient.
- After I got the # I would take the WP to town, switch skills, and continue...
I realize now I should have used 1000 Life on Hit, so the 3rd decimal place could be directly seen instead of inferred. The reason I attacked several times, was for attacks that gave (for example) 16 & 17 Life on Hit. These skills had a .165 proc coefficient. I could have gotten that directly with 1000 Life on Hit instead of indirectly with 100 LoH. I'll retest a few numbers for preciseness, & update the sheet. Thanks for the tip.
& lol np a list like this had to be made sometime ;D
Haha thx peeps.
& ya it sucks that these numbers had to be dug up instead of being in the Tooltips T.T (But I guess that would make the tooltips cluttered?)
& Temsen, I used older values like what you linked as a base. Then I went through and tested every skill to make sure they were correct & add in missing values.
I'm going to update the sheet with more precise numbers (using 1000 LoH) later today, other than that I have not found any mistakes yet.
Updated 11/11/2012
-- Tested all skills using 1000 LoH for more precise results
-- Monk, Lashing Tail Kick -> Spinning Flame Kick: Fixed proc coefficient (changed to .500 from .660)
-- Witch Doctor, Fetish Army -> Fetish Ambush: Fixed proc coefficient (changed to .100 from .600)
-- Wizard, Blizzard -> All Runes: Fixed proc coefficient (changed to .010 from .025 or .005 from .010)
Nice compilation. If you're interested in comparing your values, here's a link of a similar thread for wizards done by some people on the EU forums: http://eu.battle.net/d3/en/forum/topic/5208511084
At first glance, your values seem to match those in the link.
Nice list, thank you! Always thought one list for all classes would be nice.
I really miss the "extended info" though. Like how fast do skills tick/cast and how often they hit.
Btw.: For most accurate results you don't need to get as much LoH as possible. Most of the proc ratios seem to be pretty straight forward 1/X fractions. So if you use for example exactly 600 LoH, you get unrounded ticks for all proc ratios of 1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10 etc.
Of course there are exceptions (like Meteor/Liquefy - I have NO idea why the hell they set that to 0.10625), but for most skills this method works great. Only downside is you have to find items with neat LoH values ;-)
Nice list, thank you! Always thought one list for all classes would be nice.
I really miss the "extended info" though. Like how fast do skills tick/cast and how often they hit.
Also true. I may try contacting the creators of the CM Wizard proc thread to see if they mind collaborating. They could add their 'extended' info to the Google Doc (If they want to ofc)
Witch Doctor, Added information regarding proc coefficient range on Acid Cloud
Changed all decimal values to fraction formulas for increased accuracy (click the box to see the fraction)
very nicely done, though I do have one question: how are indirect skill effects (tornadoes from monk's sweeping wind - cyclone, lightning bolts from wizard's storm armor - SA, smaller tornadoes from barb's whirlwind - dust devils etc.) factored in?
very nicely done, though I do have one question: how are indirect skill effects (tornadoes from monk's sweeping wind - cyclone, lightning bolts from wizard's storm armor - SA, smaller tornadoes from barb's whirlwind - dust devils etc.) factored in?
Most skills with secondary effects like those usually have only one PC. Going through the ones you mentioned:
Sweeping Wind tornadoes have a PC of 0 (tested)
Storm Armor lightning bolts have a PC of 0 (tested)
Whrilwind tornadoes have a PC of 0 (I'm 99% sure I tested this a few days ago, If I'm wrong lmk and I'll retest).
Hey, for the WD's poison dart, there are some runes that show 2.000 proc rate. I'm assuming you don't actually get double the chance/LoH/etc, right? typo?
-- Demon Hunter, Impale -> Chemical Burn. Updated proc coefficient to reflect the bi-proc mechanic of the skill. (bleed)
-- Wizard, Spectral Blades -> Deep Cuts. Fixed proc coefficient due to unexpected 4th proc of the skill's bleed (changed to 0.140 from 0.187)
Note: All skills with bleed effects may have an extra trigger of their proc coefficient that isn't listed on the spreadsheet. I will recheck all bleed inducing skills after Thanksgiving. Happy vacation everyone, eat lots
Looking at his other posts, it looks like he was just trying to reach 10+ posts in order to be able to post his Hellfire Rings... don't really know what his question is, if any. Storm Armor's proc coefficient is zero, it's clearly visible from the table.
-- Added (PP) (Practical Proc*) pages for each class. These give LoH & Skill/Effect procs per second instead of per hit/tick. (Tested at 1.00 "Attacks per second" Vs. a single, stationary target)
-- Monk, Way of the Hundred Fists -> Fists of Fury. Fixed Proc coefficient (to 0.750 from 1.50)
-- DH, Hungering Arrow -> Cinder Arrow. Fixed Proc coefficient (to 0.650 from 1.300)
-- DH, Grenades -> Cluster Grenades. Added "DoT Proc coefficient" (It's really just 2 hits after the initial, not a DoT). (0.125)
-- DH, Strafe -> Emberstrafe. Fixed DoT Proc coefficient (to 0.50 from 1.50)
older update:
11/25/2012
--Monk, Fists of Thunder -> Thunderclap. Fixed proc coefficient (to 0.750 from 1.50)
*Practical Proc pages were added since they give more realistic values of Life on Hit and the chance to proc skill or item effects while out farming, messing around, (or PvP'ing). These pages give the per second amount of Life on Hit you would gain hitting a single target, or the chance you would have to proc a special effect hitting that single target over one second. These numbers are based on the number of hits each skill does when the character has exactly 1.00 "Attacks Per Second."
Also, some skills are a little weird. Check the bottom of that character's page for notes on 'special' skills.
& last, I found it sort've interesting after playing with all these numbers that Strafe might actually be a decent skill for farming based on these huge LoH numbers o.o
https://docs.google....ZJcHdkN0E
Each class has a tab at the bottom of the spreadsheet showing their specific proc coefficients.
====================
http://us.battle.net...en/blog/6939564
Every skill has an underlying "proc coefficient" that controls how special effects like Life on Hit play out in game. Proc Coefficients (PCs) can more or less be thought of as chance rates. The higher the PC, the more Life on Hit gained or the higher the chance to trigger a special effect. Specifically,
Proc Coefficients affect:
Life on Hit
Item effects (ie. Windforce Knockback)
Skill effects (ie. Wizard Critical Mass)
Life Steal is not affected
How?
--- Life gained from LoH = (Total LoH on gear)x(Proc Coefficient of skill used)
ie. A Demon Hunter with a 100 Life on Hit bow attacks a Zombie with Entangling Shot [Heavy Burden] (proc coefficient of 0.8). The Demon Hunter gains 80 Life on Hit (100*0.8=80).
--- Chance of an item effect triggering = (Shown effect rate)x(Proc Coefficient of skill used)
ie. Using Multishot, Suppression Fire with a Windforce with 45% Knockback = 7.43% chance to knockback (0.45x0.165x100=7.43)
--- Chance of a skill effect triggering = Proc Coefficient of skill used (no fancy math here)
The spreadsheet contains every proc coefficient in the game even damage over time (DOT) proc coefficients for skills like a Wizard's Meteor, and proc coefficients for the Monk's skills with multiple hits like Deadly Reach. This is a Google Doc spreadsheet, so it is limited in features. For this reason, the download to the Excel version is at the top of every class's page on the sheet. The Excel version has prettier formatting and useful things like showing which skills have the highest average proc rate for each class.
Also remember that many skills hit more often than others, and so they proc more often. Ie. Energy Twister on a Wizard is a great skill because of the number of times it ticks per second and scales with attack speed. So take the numbers here, and play with different skills to see which help you best for different situations.
PC = Proc coefficient
DoT = Damage over time
LoH = Life on hit
S/E = Skills/Effects (from items)
PP = Practical proc (Average 'amount of proc' per second for LoH or S/E)
----
The change log can be found at the bottom of the first Barb tab on the spreadsheet.
----
Questions/Feedback/etc. are welcome of course.
----
Un-shortened link for spreadsheet:
https://docs.google.com/spreadsheet/ccc?key=0AgL5S3Revw9ddEhScEpSLWhnRDZKV25OaWZJcHdkN0E#gid=0
Diablo III Skill Proc Coefficients:
http://www.diablofans.com/topic/77837-skill-proc-coefficients-complete-list/
& I actually used what JarthMader created as a base before I tested the Barb values.
To test each value I:
- Put gear on the character with very high EHP (armor/resist/vitality/life%), but 0 life regeneration.
- Went to Act I Highlands Crossing waypoint on Inferno Act I.
- Brought 1 monster to the WP.
- Let the monster kill about half my life.
- Using a 100 Life on Hit weapon, I attacked the monster with the skill I was testing. (I attacked several times for validity)
- The amount of Life on Hit that I gained would be equal to the proc coefficient.
- After I got the # I would take the WP to town, switch skills, and continue...
I realize now I should have used 1000 Life on Hit, so the 3rd decimal place could be directly seen instead of inferred. The reason I attacked several times, was for attacks that gave (for example) 16 & 17 Life on Hit. These skills had a .165 proc coefficient. I could have gotten that directly with 1000 Life on Hit instead of indirectly with 100 LoH. I'll retest a few numbers for preciseness, & update the sheet. Thanks for the tip.
& lol np a list like this had to be made sometime ;D
Diablo III Skill Proc Coefficients:
http://www.diablofans.com/topic/77837-skill-proc-coefficients-complete-list/
& ya it sucks that these numbers had to be dug up instead of being in the Tooltips T.T (But I guess that would make the tooltips cluttered?)
& Temsen, I used older values like what you linked as a base. Then I went through and tested every skill to make sure they were correct & add in missing values.
I'm going to update the sheet with more precise numbers (using 1000 LoH) later today, other than that I have not found any mistakes yet.
Diablo III Skill Proc Coefficients:
http://www.diablofans.com/topic/77837-skill-proc-coefficients-complete-list/
Updated 11/11/2012
-- Tested all skills using 1000 LoH for more precise results
-- Monk, Lashing Tail Kick -> Spinning Flame Kick: Fixed proc coefficient (changed to .500 from .660)
-- Witch Doctor, Fetish Army -> Fetish Ambush: Fixed proc coefficient (changed to .100 from .600)
-- Wizard, Blizzard -> All Runes: Fixed proc coefficient (changed to .010 from .025 or .005 from .010)
Diablo III Skill Proc Coefficients:
http://www.diablofans.com/topic/77837-skill-proc-coefficients-complete-list/
At first glance, your values seem to match those in the link.
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
Diablo III Skill Proc Coefficients:
http://www.diablofans.com/topic/77837-skill-proc-coefficients-complete-list/
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
I really miss the "extended info" though. Like how fast do skills tick/cast and how often they hit.
Btw.: For most accurate results you don't need to get as much LoH as possible. Most of the proc ratios seem to be pretty straight forward 1/X fractions. So if you use for example exactly 600 LoH, you get unrounded ticks for all proc ratios of 1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10 etc.
Of course there are exceptions (like Meteor/Liquefy - I have NO idea why the hell they set that to 0.10625), but for most skills this method works great. Only downside is you have to find items with neat LoH values ;-)
Also true. I may try contacting the creators of the CM Wizard proc thread to see if they mind collaborating. They could add their 'extended' info to the Google Doc (If they want to ofc)
Diablo III Skill Proc Coefficients:
http://www.diablofans.com/topic/77837-skill-proc-coefficients-complete-list/
Witch Doctor, Added information regarding proc coefficient range on Acid Cloud
Changed all decimal values to fraction formulas for increased accuracy (click the box to see the fraction)
Diablo III Skill Proc Coefficients:
http://www.diablofans.com/topic/77837-skill-proc-coefficients-complete-list/
Witch Doctor, Plage of Toads -> Toad of Hugeness: Fixed proc coefficient (changed to 1.000 from 0.000)
Diablo III Skill Proc Coefficients:
http://www.diablofans.com/topic/77837-skill-proc-coefficients-complete-list/
Sweeping Wind tornadoes have a PC of 0 (tested)
Storm Armor lightning bolts have a PC of 0 (tested)
Whrilwind tornadoes have a PC of 0 (I'm 99% sure I tested this a few days ago, If I'm wrong lmk and I'll retest).
Diablo III Skill Proc Coefficients:
http://www.diablofans.com/topic/77837-skill-proc-coefficients-complete-list/
Diablo III Skill Proc Coefficients:
http://www.diablofans.com/topic/77837-skill-proc-coefficients-complete-list/
-- Demon Hunter, Impale -> Chemical Burn. Updated proc coefficient to reflect the bi-proc mechanic of the skill. (bleed)
-- Wizard, Spectral Blades -> Deep Cuts. Fixed proc coefficient due to unexpected 4th proc of the skill's bleed (changed to 0.140 from 0.187)
Note: All skills with bleed effects may have an extra trigger of their proc coefficient that isn't listed on the spreadsheet. I will recheck all bleed inducing skills after Thanksgiving. Happy vacation everyone, eat lots
Diablo III Skill Proc Coefficients:
http://www.diablofans.com/topic/77837-skill-proc-coefficients-complete-list/
Updated: 12/6/12
-- Added (PP) (Practical Proc*) pages for each class. These give LoH & Skill/Effect procs per second instead of per hit/tick. (Tested at 1.00 "Attacks per second" Vs. a single, stationary target)
-- Monk, Way of the Hundred Fists -> Fists of Fury. Fixed Proc coefficient (to 0.750 from 1.50)
-- DH, Hungering Arrow -> Cinder Arrow. Fixed Proc coefficient (to 0.650 from 1.300)
-- DH, Grenades -> Cluster Grenades. Added "DoT Proc coefficient" (It's really just 2 hits after the initial, not a DoT). (0.125)
-- DH, Strafe -> Emberstrafe. Fixed DoT Proc coefficient (to 0.50 from 1.50)
older update:
11/25/2012
--Monk, Fists of Thunder -> Thunderclap. Fixed proc coefficient (to 0.750 from 1.50)
*Practical Proc pages were added since they give more realistic values of Life on Hit and the chance to proc skill or item effects while out farming, messing around, (or PvP'ing). These pages give the per second amount of Life on Hit you would gain hitting a single target, or the chance you would have to proc a special effect hitting that single target over one second. These numbers are based on the number of hits each skill does when the character has exactly 1.00 "Attacks Per Second."
Also, some skills are a little weird. Check the bottom of that character's page for notes on 'special' skills.
& last, I found it sort've interesting after playing with all these numbers that Strafe might actually be a decent skill for farming based on these huge LoH numbers o.o
Gonna have to try it.
Diablo III Skill Proc Coefficients:
http://www.diablofans.com/topic/77837-skill-proc-coefficients-complete-list/