So today got me curious. How does critical mass actually work? My understanding is that it lowers the cooldown by 1s per proc. However, is there a hidden multiplier that makes it proc more often?

For SNS wizards, I'm assuming the following formula governs the critical procs with Wicked Wind: crit per second = [number of energy twisters out at full windup]*[tick rate/second]*proc_coef*crit_chance. Now while that sounds good, it seems like the standards SNS wizard (2.73aps/50cc) is only procing 4 crits per second at full wind up:

#of Energy Twisters at full windup = [(2.73-.95)*6] = 10.68

Proc Coefficient = 0.125;

Ticks Rate = 6 per second (for 2.73aps)

Crit Chance = 50%

Critical Procs: 10.68*6*0.125*.5 = 4.0050 crits per second

Doesn't 4 crits seem very low? I'm pretty darn sure we can reduce the cooldowns of spells a lot faster than that. At least by twice that much.

For SNS wizards, I'm assuming the following formula governs the critical procs with Wicked Wind: crit per second = [number of energy twisters out at full windup]*[tick rate/second]*proc_coef*crit_chance. Now while that sounds good, it seems like the standards SNS wizard (2.73aps/50cc) is only procing 4 crits per second at full wind up:

#of Energy Twisters at full windup = [(2.73-.95)*6] = 10.68

Proc Coefficient = 0.125;

Ticks Rate = 6 per second (for 2.73aps)

Crit Chance = 50%

Critical Procs: 10.68*6*0.125*.5 = 4.0050 crits per second

Doesn't 4 crits seem very low? I'm pretty darn sure we can reduce the cooldowns of spells a lot faster than that. At least by twice that much.

Edited by TekkZero#1963 on 1/21/2013 11:16 PM PST