01/30/2013 06:52 PMI really can't think of anything to explain how you can get more CM procs than LoH tics.
Posted by Loroese
01/30/2013 06:19 PMBut to be honest, I'm kinda giving up already.
Posted by apo
Yeah... I got nothing. This is seriously blowing me away here fellas. My theory was based on my understand of the functionality of WW from 2.5 to 3.0 attacks per second. But my clumping theory would create almost a Normal Curve.
My hypothesis can't come anywhere close to explaining this. In fact, its completely destroyed by this. There should be no clumping whatsoever below 1 attacks per second. There is plenty of time for each tick to be calculated individually.
Therefore I would have expected the relative number of 'extra' crits vs 'expected' crits due to clumping to be 0 or extremely small at 1 attacks per second, then slowly increase as you approached 2aps. Peak at some point from 1.8 to 2.2 aps, then (relatively) reduce as you approached 3 aps. The absolute number of 'bonus' crits would increase as you increased in aps, but relative to 'real' crits would slowly reduce due to the fact that crit chance can't exceed 100%.
Expect Apo has just shown that somehow crit chance has exceeded 100%.
There is only one possibility here. At very low attack speeds the game must somehow subdivide ticks. It must split the damage, and the 'hit' effect into several 'half ticks' or 'third ticks' that provide 50 and 33% of the normal LoH. I'm thinking this is in a similar fashion to how one cast of electrify is actually two bolts for half of its damage each.
The chances of actually being able to prove any of this with a reasonable margin of error is such a daunting task however.
Apo, I don't have a low IAS grey weapon. When you are using RoF at 0.63 aps, how quickly do the white damage numbers appear? It should only be 1.3 'hits' per second, but I've never seen white numbers appear any slower than 1.5 per second. If it somehow appear faster that 1.3 times a second, then each white number would represent less than 1 tick.