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Skill Proc Coefficients [Complete List]

life on hit loh skill effect procs maximus knockback

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#1 ZzEzZ

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Posted 11 November 2012 - 04:10 AM

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
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Quote

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).
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)

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The change log can be found at the bottom of the first Barb tab on the spreadsheet.
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Questions/Feedback/etc. are welcome of course.



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Un-shortened link for spreadsheet:
https://docs.google.com/spreadsheet/ccc?key=0AgL5S3Revw9ddEhScEpSLWhnRDZKV25OaWZJcHdkN0E#gid=0

Edited by ZzEzZ, 14 May 2013 - 04:25 AM.


#2 Nubtro

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Posted 11 November 2012 - 08:26 AM

Thanks.

Very nice list but would you mind posting the exact process how you tested them? Did you use 1000 life on hit?

I did similar thing for barbs back in june

http://eu.battle.net...725?page=23#455

And here´s probably the most know list of barb skill procs by Jarth Mader (1.0.4)

http://us.battle.net...93234830?page=1


Again, big thanks for the great work ZzEzZ.

Edited by Nubtro, 11 November 2012 - 08:32 AM.


#3 ZzEzZ

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Posted 11 November 2012 - 03:57 PM

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

Edited by ZzEzZ, 11 November 2012 - 04:47 PM.


#4 maka

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Posted 11 November 2012 - 04:04 PM

AWESOME job, ZzEzZ, really useful.

On a related note, I really don't like this 'coefficient' system at all. But what I like even less is that this is completely hidden under the hood, not even mentioned in-game OR on D3 official website, and that we have to rely on good people like ZzEzZ here.

#5 Temsen

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Posted 11 November 2012 - 04:33 PM

Really nice work. Did you test everything by yourself or did you take the existing values (http://www.diablofan...t/#entry1027087 for example) and just added the missing ones?

#6 ZzEzZ

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Posted 11 November 2012 - 04:49 PM

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.

Edited by ZzEzZ, 11 November 2012 - 04:51 PM.


#7 misiceman

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Posted 11 November 2012 - 05:12 PM

Wow, this is brilliant. Really makes me think long and hard when trying to play CM wizard as it changes some assumptions.

#8 Nubtro

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Posted 11 November 2012 - 06:17 PM

Yep for some skills even 1000 LOH won´t be enough. IIRC I had to use a higher value or something, I got 166-167/1000 per earthquake tick back then (so it´s surely not 0.165), probably needs retesting with a higher LOH rate than 1000, ideally with 2K, have fun :)

Also, it´s 0.333 not 0.330 on some of the skills.

For perfect accuracy, I recommend you to retest all skills that gave you two different ticks at 100 LoH, this time with a higher LoH value, at least 1K, ideally 2K.

Edited by Nubtro, 11 November 2012 - 06:23 PM.


#9 ZzEzZ

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Posted 12 November 2012 - 03:33 AM

K, done retesting the skills with 1000 LoH :)


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)

Edited by ZzEzZ, 12 November 2012 - 09:23 PM.


#10 Loroese

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Posted 12 November 2012 - 04:17 AM

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...opic/5208511084

At first glance, your values seem to match those in the link.
My EHP and DPS Spreadsheet, mostly useful for wizards.
My wizard, mostly useful for killing demons and collecting loot.
Wizard CM DPS Simulator, written in Matlab, release version 1.01
Comprehensive CMWW Guide, including gear and build suggestions, plus Uber strats

#11 ZzEzZ

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Posted 12 November 2012 - 07:55 AM

True Loroese, they are similar. The EU list, however, is from 1.04 o.o

#12 Loroese

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Posted 12 November 2012 - 09:04 AM

It's up to date with 1.0.5.
My EHP and DPS Spreadsheet, mostly useful for wizards.
My wizard, mostly useful for killing demons and collecting loot.
Wizard CM DPS Simulator, written in Matlab, release version 1.01
Comprehensive CMWW Guide, including gear and build suggestions, plus Uber strats

#13 apo86

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Posted 12 November 2012 - 05:56 PM

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 ;-)

#14 ZzEzZ

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Posted 13 November 2012 - 03:51 AM

View PostLoroese, on 12 November 2012 - 09:04 AM, said:

It's up to date with 1.0.5.
Interesting, you're right. They also pool tick speed into their listing.


View Postapo86, on 12 November 2012 - 05:56 PM, said:

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)

#15 ZzEzZ

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Posted 14 November 2012 - 10:38 PM

Update: 11/14/2012

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)

Edited by ZzEzZ, 14 November 2012 - 10:39 PM.


#16 ZzEzZ

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Posted 20 November 2012 - 03:00 AM

Update: 11/19/2012

Witch Doctor, Plage of Toads -> Toad of Hugeness: Fixed proc coefficient (changed to 1.000 from 0.000)

Edited by ZzEzZ, 20 November 2012 - 03:01 AM.


#17 shadowbane

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Posted 20 November 2012 - 03:24 AM

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?

#18 ZzEzZ

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Posted 20 November 2012 - 03:37 AM

View Postshadowbane, on 20 November 2012 - 03:24 AM, said:

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).

Edited by ZzEzZ, 20 November 2012 - 03:39 AM.


#19 Gebby

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Posted 20 November 2012 - 03:46 AM

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?

#20 ZzEzZ

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Posted 20 November 2012 - 03:54 AM

You do get double! The procs on that skill are just insane ;D




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