Legendary Property/Proc Mechanics Collection

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Figured I'd start a thread dedicated to these so we can get it all in one place. A lot of this stuff has already been hashed out, but much of it is spread out across multiple threads and various pages of the already very dense mechanics thread.

I've tested a lot of this stuff on my own and am pretty sure of its veracity, other stuff I gleaned from forum research and may or may not be accurate. A few entries are present but I don't have any hard data on them yet. Please do contribute any observations you've made or knowledge you may have, even if it's just confirming/busting my own findings.

Contributors are listed here: https://us.battle.net/d3/en/forum/topic/12187048616?page=1#2
If you added something and don't see your name there let me know, I probably just forgot to put you there because I forget things.

Core stuff that applies to most item properties and procs unless their entry specifically states otherwise -
  • Damage-dealing procs benefit from damage buffs (e.g. Magic Weapon, Sparkflint, Archon etc.), scale properly with crit, don't benefit from area damage, and have a proc scalar of 0. As of patch 2.1, all damage procs benefit from %element affixes.
  • Internal cooldowns ignore CDR without any exceptions, e.g. individual Tal Meteors can never drop more often than once every 8 seconds, Pox Faulds will always have a cooldown of 15 seconds, etc.
  • Procs never generate Life on Hit
  • As of 2.1, damage-dealing procs are, for the most part, unable to proc other procs or certain debuffs like EE/Conflag/Temporal Flux/Cold-Blooded, or item procs of other types (for example, Stormcrow's fireball can't proc 4 piece Tal Rasha's meteor shower). Gems and certain procs seem seem to be exceptions to this rule; they don't count as attack turns and, as a result, can't proc %chance-on-attack effects, and can't proc effects that are tied to proc coefficient since they have scalars of 0, but they can proc effects that are guaranteed to occur upon dealing damage (Wizard debuff passives other than Paralysis, Tal Meteors, Toxin/Pain Enhancer, etc.). There are a handful of item procs that break this rule, as well; these items will have this called out in their entry, if this is the case.
  • Proc buffs are typically additive with similar skills or passives, e.g. Strongarm Bracers or Harrington Waistguard's damage bonuses are additive with Glass Cannon/Magic Weapon/Archon/Cold-Blooded/etc.
  • Certain legendaries have common blue-text affixes that don't normally appear on items of their base type or are in much larger increments than usual, e.g. Azurewrath and Burning Axe of Skankiness have +%element damage even though this affix normally only appears on bracers and amulets, Eye of Etlich and String of Ears have ranged/melee damage reduction in much larger amounts than normal. Aside from appearing in out of the ordinary places or in larger than normal amounts, these affixes function exactly as outlined in the mechanics guide.
  • CC effects are subject to normal elite resistance rules
  • If it's off cooldown, Unstable Anomaly takes priority over revive procs such as SK's pauldrons or Firebird's 4 piece.
  • Certain damage-dealing procs, such as Odyn Son, scale with attack speed and crit mod in addition to normal damage stats. Such procs will have this called out in their entry. The forumla to determine the damage dealt by these weapons is as follows: proc mod * average weapon damage * primary mod * crit mod * total weapon aps
    > proc mod = the proc's damage coefficient, listed in the proc's entry
    > average weapon damage: ((minimum + maximum) / 2)
    > primary mod: (1 + primary attribute/100)
    > crit mod: (crit chance/100) * (1 + crit damage/100) + (1 - crit chance/100)
    > total weapon aps: (base weapon aps * weapon IAS + 0.xx legacy aps) * (1 + sum of attack speed increase / 100)
    Procs that scale in this manner do not benefit from +%elemental skill damage affixes, unless their entry specifically says that they do.

Contributions are, of course, quite welcome. Please try to look over the majority, if not all, of the items in the above list before doing so, especially if you have findings that support/deny them. For those interested in contributing, a list of entries and some starter testing guidelines can be found on the second page: http://us.battle.net/d3/en/forum/topic/12187048616?page=2#21

Index - For those unfamiliar with this method of organization, hit ctrl+f and type in the search code that corresponds to the section you want.
  • Gems - GemProps
  • Sets - GreenProps
  • Amulets - AmProps
  • Rings - RingProps
  • 1h Weapons - 1hProps
  • Off-hands - OHProps
  • 2h Weapons - 2hProps
  • Hats - HatProps
  • Shoulders - ShoProps
  • Torsos - ChestProps
  • Bracers - BrProps
  • Gloves - GloProps
  • Belts - BeltProps
  • Pants - PantProps
  • Boots - BootProps
  • Follower Items - FlwProps

Some of the entries here refer to core skill mechanics, buff/debuff pools, and proc coefficients. Certain entries use the term "scalar" instead of "coefficient;" the terms are interchangeable. More in-depth information and hard numbers on these can be found in apo's stickied mechanics guide and Void's thread on buffs and debuffs -

Gems [GemProps]

Bane of the Powerful -

The on-kill damage bonus is additive with self-buffs from the A1 buff pool. The bonus vs elites added by the secondary is additive with other bonus vs elite affixes (e.g. SoJ, Furnace) from your gear.

The on-kill effect can be procced by killing the clones created by illusionist elites.

Bane of the Trapped -

Can be activated by any non-knockback/forcemove movement-impairing effect, e.g. slows, chills, snares, freezes, stuns, etc. CC does not need to originate from you, i.e. a follower, Mirror Image, pet, or party member can crowd control an enemy and BoT will still increase your damage.

Multiplicative with all other damage-increasing buffs, i.e. it has zero diminishing returns and simply always increases your damage by x%

Currently bugged and does not increase the damage from most procs. Does work on Firebird's DoT, though.

Boon of the Hoarder -

Not affected by proc scalar. Can be procced off of pretty much all monsters and some weird stuff like waller walls destroyed via Kulle-Aid. Doesn't proc off of illusionist clones, breakable objects (e.g. barrels, wagons, debris, etc.), "live" objects (A4 corrupted growths, catapults from Fields of Slaughter, act 3 "pullers", etc.), rift guardian/act boss-specific adds (e.g. the blobs summoned by Ghom don't proc but the monsters summoned during the Azmodan or Siege Breaker fights do).

The value of the gold piles is increased by %gold find affixes. Bonus movespeed can overcap, is additive with MS from paragon/gear and other MS-increasing skills, and does not stack multiple times - picking up gold before the duration expires refreshes the duration.

Doesn't do anything if used inside of a greater rift.

Enforcer -

Additive with %element damage affixes and the bonus pet damage from Mask of Jeram. Damage bonus works on Hydra and Mirror Image, damage reduction works on Mirror Images.

Gem of the Efficacious Toxin -

Does not interact with proc scalar, the dot is simply applied the moment you deal damage. Multiple applications of the dot refresh its duration but do not stack the damage amount, i.e. it can never deal more than X / 10 damage per second.

The secondary debuff is in the additive pool with other standard damage-increasing debuffs like Cold-Blooded, Time Warp or EE.

Gogok of Swiftness -

Bonus CDR is multiplicative with CDR from gear/skills. Bonus attack speed is additive with other attack speed bonuses. Proc chance is affected by the coefficient of the skill used. Proccing the gem while at max stacks refreshes the duration.

Invigorating Gemstone -

Damage reduction is multiplicative with all other damage reduction. The secondary does not appear to have an internal cooldown.

Mirinae, Tear of the Starweaver -

Proc chance scales with the coefficient of the skill used. Doesn't have an internal cooldown.

Moratorium -

The secondary and primary do exactly what they say on the tin.

If you become invulnerable while affected by Moratorium's staggerdot, you'll stop taking damage, i.e. things like Serenity or Spirit Walk can effectively be used to manually clear staggered damage.

If you have an annuity and you need to take damage now, call J.G. Wentworth, 877-GET-DIED.

Pain Enhancer -

Does not appear to be affected by proc chance, targets simply have the bleed applied the moment you get a crit on them. Multiple procs refresh the dot instead of stacking it. *The attack speed increase is additive with other attack speed buffs.

Simplicity's Strength -

Works on Wiz and WD signature skills. Is in the same damage buff pool as Depth Diggers (for classes that can use them, obviously) and +%skill damage affixes.

The secondary works in much the same way LoH does in 2.1 - if you cast a primary skill and hit at least one enemy, you'll be healed for 2% of your maximum health. Isn't affected by proc scalar.

Currently bugged with Electrocute - it heals you on the very first tick but does nothing after.

Taeguk -

The armor and damage bonuses from this gem are additive with traditional self-buffs that increase your sheet damage/toughness, e.g. armor paragon points/energy armor, magic weapon, glass cannon, etc.

Any expenditure of primary resource will stack Taeguk. For example, repeatedly casting Energy Armor or Magic Weapon will still give Taeguk stacks. For Demon Hunters, only spending Hatred will stack Taeguk.

Skills that are channeled or cast on secondary animation can't build stacks at a rate faster than 1/sec. Casting multiple secondary animation skills at once doesn't build stacks any faster than casting a single secondary animation skill.

Wreath of Lightning -

Proc chance is affected by coefficient. Doesn't have an internal cooldown; proccing Wreath multiple times doesn't create multiple bolts, it simply refreshes the duration of the original bolt. In other words, Wreath's proc can never deal more than 600 + (10 * gemlvl) % weapon damage per second.

Ticks at a rate of 5 times per second. Damage per tick is equivalent to gemdamage / 5. Hits a maximum of 3 targets. Each target takes full damage.

Zei's Stone of Vengeance -

Damage is increased incrementally based on range - rather than giving a flat x% for every ten yards of distance between you and the target, the amount scales in proportion to the exact amount of yardage between you and your target.

Damage dealt is determined on a per target basis, e.g. if you cast a spell that hits two enemies, one that is ten yards away and a second that is twenty yards away, the latter will take x% * 2 increased damage while the latter will only take x% more.

Bonus damage is multiplicative with all other damage-increasing buffs and debuffs.

When used with pets (or Hydra/Sentry), bonus damage from Zei's is based on the distance between your pet and its target. Yes, I'm sure.

Stun chance from the secondary effect scales with proc coefficient.

Sets [GreenProps]

Tal Rasha's Elements -

Not affected by proc scalar; dealing damage of the appropriate type will fire the corresponding meteor every time so long as it is not on cooldown. Elemental damage on equipment (i.e weapon element or legacy "adds % as element" affixes) does not proc the meteors unless you are using basic attack. The meteors can be triggered by any skill that directly deals damage of the correct element, including attacks with 0 proc scalar (e.g. Shocking Aspect or Magic Weapon: Ignite), follower attacks and pets. With the exception of Wreath of Lightning and a handful of item procs, damage-dealing procs such as Thunderfury, Fulminator, or Rimeheart cannot proc the meteors.

The meteors correspond with the following runes for the "real" skill and have the appropriate properties and weapon damage numbers to match, with the exception of proc coefficients which are set at 0 (i.e. the meteors don't trigger anything) -

Fire = Meteor Shower
Cold = Comet
Lightning = Thunder Crash
Arcane = Star Pact

The meteors cost 0 AP and do not interact with legacy integer cost reduction (i.e. wearing a legacy meteor SoJ/Source wouldn't cause you to gain AP). In all other ways they behave as "real" meteors and benefit from passives and gear affixes meteor normally benefits from, e.g. Smoldering Core or +%damage affixes. The meteors do not eat Arcane Dynamo or stacks of Power Hungry. Star Pacts cast by Tal Rasha's base their damage on the amount of AP you had when you procced the meteor.

tl;dr - Tal meteor's damage types and amounts correspond to the skill itself but, unlike normal meteors, they cannot proc LoH/APoC/etc. When procced, the game acts exactly as it would have if you had put meteor in your hotbar and manually cast it on the target you procced it on.

Damage-dealing proc effects (e.g. Thunderfury, Firewalkers, etc.) can't proc Tal meteors.

Tal meteors are able to proc applicable debuffs such as Elemental Exposure. They can also proc Pain Enhancer and the Gem of Efficacious Toxin.

Chantodo's Resolve -

Works only with limited-duration shields (i.e. Barrier Blades, Delfection, Dominance), only provides a heal if the shield runs its full duration and then expires. Heal amount is based on the remaining shield value.

Example: A level 70 wizard with 2.0 aps attacks six times with Deflection, gaining 6 shields of 8253 health each. 3 seconds after the first shield stack was generated, assuming it hasn't taken any damage, it expires and heals the wizard for 2063 life. Every .5 seconds thereafter, the remaining shield stacks expire, each healing for 2063 life.

Firebird's Finery

Death meteor - when killed, the screen grays out for a moment as the meteor prepares to land. On impact, the the screen recolorizes and you're fully healed, per the description. Any buffs/shrine/bonuses/etc. that you had upon taking fatal damage are retained after you're healed. If meteor is not on your hotbar, casts unruned meteor. If meteor is on your hotbar, casts whichever meteor rune you're using. Works in hardcore.

Fire dot -

Damage per tick = (30) * (0.8) * ((MinDmg+MaxDmg)/2) * (1+INT/100) * (1+CC*CD/10,000) * (Buffs)

Damage ticks are displayed once every .8 seconds. Attack speed has no effect on the amount of damage the dot deals. The buffs multiplier is explained here - http://us.battle.net/d3/en/forum/topic/14058607023

Damage needed to go infinite = (90.90) * (MaxDmg) * (1 + Int/100) * (1 + CC*CD/10000) * (1 + Elemental%/100) * (A1_Buffs)

In other words, to get the dot to go infinite you need to deal slightly more than 9000% weapon damage without letting the temporary dot fall off, i.e. at the bare minimum you need to deal fire damage once every 3 seconds until you reach the threshold.

Damage threshold is based off your maximum weapon damage instead of your average weapon damage. Damage-increasing debuffs, affixes, and buffs that aren't displayed directly on your sheet dps (with the exception of %bonus fire damage affixes) will cause the dot to ramp faster since they don't increase the maximum amount of damage you need to deal.

Damage-increasing effects from the A1, B and C pools are snapshotted the moment you apply the dot, i.e. Conflag never does anything for this build since it is applied after the dot. Debuffs from the A2 pool are snapshotted when the dot goes infinite at the 9k threshold. All other buffs/debuffs are updated dynamically.

*Taeguk and Harrington's seem to be interacting with the dot inconsistently. The temporary dot currently double-dips on multiplicative damage buffs like Zei's or Bane of the Trapped. Using Apocalypse on a target while the infinite dot is active increases the tickrate and lowers the displayed numbers (derp), but has no effect on the actual amount of damage being dealt.

* = needs more testing

Vyr's Amazing Arcana

Works exactly as it says it does. Archon form's element type and color is determined by the amount of +%element damage on your equipment, e.g. if you have more +%Lightning damage than other elements, Archon is lightning element. If you don't have any +%element affixes, Archon defaults to arcane element. If Arcane is your dominant element, the color of your attacks will randomly rotate between the different arcane-element Archon runes.

Combustion's damage and element type is increased by %element affixes that correspond to the element of the Archon rune you're using, e.g. Combustion's damage can be increased with +%cold skill damage affixes if you use the Slow Time rune.

*If you have equal amounts of different elemental damage types, Vyr's will use the element of the Archon rune you've selected. If you're using a rune that is different from the elemental damage types you have affixes for (for example, if you have 20% bonus cold and fire damage and are using a lightning rune) then Vyr's will prioritize its element type in this order: Arcane > Cold > Fire > Lightning

*pending further testing

Blackthorne's Battlegear -

Completely neutralizes the effects of the plagued, desecrator, and molten elite affixes (both the trail and the death grenade), as per its description. When-hit effects (e.g. Reactive Armor) that are normally procced by these elite affixes don't do anything against them when you have this set bonus. For all intents and purposes the affixes may as well not even exist while you're wearing this set, as they don't seem to interact with you in any meaningful way.

Doesn't make you immune to poison enchanted, spider poison pools, accursed poison 'splosions, any non-desecrator/molten fire effects, etc.

If your house starts on fire and you want to save your tower, Blackthorne's will not protect you. If your name is pensfan080 and you don't want your scary Witch Doctor to be 'sploded by non-elite poisons and fires, you will still be 'sploded by them because come on dude, it's right in the set bonuses.

Krelm's Buff Bulwark

Bracers and belt do exactly what they say they do. In addition, the bracers prevent you from being vortexed. You also don't take damage when enemies attempt to vortex you.

Bastions of Will


In progress

Asheara's Vestments

Lasts for 30 seconds and has an internal cooldown of 30 seconds, i.e. maximum uptime is 50%. Summons all three of your followers (or simply summon the two you aren't using, in a single-player game) at once. This works in multiplayer.

All three followers have all the equipment you put on them and any procs they have work as they normally would. You also benefit from all three followers' passive buffs (e.g. Enchantress armor/%vs missiles/aspd, Templar regen/resource gen, Scoundrel crit chance) if your follower has any such skills activated. Party members don't benefit from your followers' passives. Things like Gold Find, +XP gain, and other similar bonuses don't work with followers summoned by Asheara's. Unity does work with followers summoned by Asheara's.

Followers summoned by Asheara's do not have their attack speed increased by Tasker and Theo. Not sure if their damage is increased by Mask of Jeram or Enforcer.

Amulets [AmProps]

Haunt of Vaxo - http://us.battle.net/d3/en/item/haunt-of-vaxo

Can be procced by Paralysis, Calamity, or Point of No Return, Mocking Demise, stuns from equipment (including the secondary effect from Zei's Stone of Vengeance), and any stuns that your follower is able to apply via their skills or gear. Stuns from equipment affixes (such as Wyrdward) will proc this, as well. Shadow Clones' spells have the same coefficient as your own, e.g. Vaxo clone Piercing Orbs will deal 214% weapon damage.
The effect does not have a proc chance; as long as the internal cooldown isn't up, stunning something will always summon the clones.

They cast the following spells, regardless of what is in your hotbar -

Spectral Blades - Thrown Blades
Spectral Blades - Flame Blades
Shock Pulse - Piercing Orb
Energy Twister - Wicked Wind
Slow Time - Time and Space
Arcane Orb - Obliteration,
Frost Nova - rune unknown? (probably either Cold Snap or no rune)
Wave of Force - Static Pulse

The clones' abilities benefit from +%elemental damage affixes on your equipment.

I'm gonna start calling this item Mr Vaxobeat and you can't stop me.

Moonlight Ward - http://us.battle.net/d3/en/item/moonlight-ward

Very similar to Arcane Orbit. Creates four orbs when procced. The first orb detonates about ~.5 seconds after the orbs have been created, and the remaining three will detonate one at a time every .5 second after until they have been exhausted. Refresh chance doesn't seem to have an internal cooldown, but you can't detonate orbs at a rate faster than one every .5 seconds.

MLW's proc chance is 1:1 with the proc scalar of the attack used.

MLW's proc doesn't work during the final phase of the Belial fight because some jerk coded this event in such a way that Belial is considered farther than 15 yards from the edge of the arena.

Absorb amulets -

These all get one section since the affix seems to work in the same manner across all cases. The affixes do exactly what they say they do. Damage absorbed is determined after mitigation, e.g. lower mitigation vs element = larger absorption. Things like Reactive Armor are not procced by absorbed damage.

Halcyon's Ascent - http://us.battle.net/d3/en/item/halcyons-ascent

The radius is quite large, at least 20 yards if not more. Reasonably sure this procs the Strongarm Bracers' debuff. Doesn't work on elites, bosses, or enemies that cannot be knocked back/popped up/pulled.


Kymbo's Gold - http://us.battle.net/d3/en/item/kymbos-gold

Does what it says it does without any weirdness.

The Ess of Johan - https://us.battle.net/d3/en/item/the-ess-of-johan

Proc chance is affected by the scalar of the ability used. 20-second internal cooldown. Enemies within approximately ~25 yards of the target the effect is procced on are pulled as closely together as possible.

Hellfire Amulet - http://us.battle.net/d3/en/artisan/jeweler/recipe/hellfire-amulet-of-intelligence

The extra passive works exactly is if you'd manually put it into one of your four slots. If people try to inspect you in-game while you're wearing a Hellfire, the passive you're gaining from it will hide one of the passives that you have equipped.

Rings [RingProps]

Avarice Band - http://us.battle.net/d3/en/item/avarice-band-3qROK2

Does exactly what it says it does without any weirdness.

Wyrdward - http://us.battle.net/d3/en/item/wyrdward

Stacks multiplicatively with Paralysis, appears to be affected by proc scalar. The game rolls for a proc from Paralysis first. If Paralysis is not triggered, it then looks for stun chance on equipment from things like Wyrdward. Does not interact with Lightning Hydra or similar 0 scalar skills that Paralysis does work with. As far as I can tell the only difference between Wyrdward and the blue-text stun chance that can appear as a random roll on certain items is that Wyrdward's stun chance is considerably higher but only works with lightning damage.

Rogar's Huge Stone - http://us.battle.net/d3/en/item/rogars-huge-stone

Bonus life regen ramp correlates directly with missing life, e.g. a Huge Stone with a 100% roll will increase life regen by 1% for each 1% of health that is missing.

Ring of Royal Grandeur - http://us.battle.net/d3/en/item/ring-of-royal-grandeur-3qRFop

Reduces the number of items required to receive set bonuses by 1, e.g. 3 Tal Rasha's pieces + RoRG = 4 piece Tal's bonus. This property will work on multiple sets at once. Even with RoRG, you still need to have at least 2 pieces from any given set before you can get any bonuses, meaning the ring does nothing with 2-piece sets like Chantodo's or Legacy of Nightmares.

Bul Kathos's Wedding Band - http://us.battle.net/d3/en/item/bul-kathoss-wedding-band

Creates a drain aura approximately ~10-15 yards in diameter. Targets hit take 0.5% of their current health in damage every second. Damage is calculated once per second and then split over 5 ticks with 12 frames each. Heals you for 1% of your maximum health per second as long as you are damaging at least one enemy. The heal ticks once per second, and is fixed at 1% max health regardless of the amount of monsters hit or damage dealt by the aura.

The damage this effect can deal is capped at 2000% of your weapon damage.

Band of Hollow Whispers

Looks like Witch Doctor Haunt, but is different in some weird ways.
- 600% weapon damage as arcane (yes, I'm sure it's not cold) over 6 seconds. Can't crit, but does scale with aspd and crit mod, i.e. damage dealt is normalized.
- Benefits from +%arcane skill damage affixes.
-Procs once every 6 seconds (continuously active on a single target) and hits the nearest monster. - Range ~10 yards.
- Does not jump to additional targets if the first one is killed.

Unity - http://us.battle.net/d3/en/item/unity

Works much like the Health Link elite affix. If two people are wearing it and one is damaged, the person being attacked with take half damage and the remaining 50% will be sent to the other person wearing the ring. This affix functions properly on followers.

Hellfire Ring - http://us.battle.net/d3/en/artisan/jeweler/recipe/hellfire-ring

Fire element. Covers an area of about ~22-25 yards. Proc chance seems to be 1:1 (or very close to it) with the coefficient of the skill used. Has an internal cooldown of about ~45 seconds. Ticks twice per second.

Put it on your followers when you use Asheara's set, i.e. never ever use it because it sucks butthole.

1h weapons [1hProps]

Serpent's Sparker - http://us.battle.net/d3/en/item/serpents-sparker

Does exactly what it says on the tin. The extra Hydra behaves exactly as the first does. If combined with The Magistrate, both Frost Hydras will cast Frost Nova.

Wand of Woh - http://us.battle.net/d3/en/item/wand-of-woh

Additional Explosive Blasts inherit the rune you're using, e.g. casting Chain Reaction with Woh will create 3 additional Chain Reactions. Extra blasts begin after the first and are generated at a rate that scales with attack speed. Bonus explosions do not have a proc scalar and do not proc effects of any kind, including passives like EE.

Aether Walker - http://us.battle.net/d3/en/item/aether-walker

Cost can be reduced via RCR. When used with Wormhole, the first teleport costs 25 AP and the second is free. Not sure how what it does with Reversal. Works exactly as described with other runes.

Teleport still retains a very short (.5 seconds) delay. This is an intentional feature intended to prevent accidental over-spamming.

"This way, sir." - Men Tong, ageless gatekeeper of the Yshari Sanctum.

Wizardspike - http://us.battle.net/d3/en/item/wizardspike

Cold element. Has the same damage coefficient and mechanics as Frozen Orb. Does not appear to have an internal cooldown, as it will occasionally fire multiple times on one casting. Damage is increased by %Arcane Orb bonuses. Chance to cast is decoupled from proc scalar, i.e. there is simply a flat percent chance to cast Frozen Orb every time you use an attack of any kind.

Is able to proc passive debuffs, when applicable. Is able to proc effects that have a guaranteed chance of occurring, such as the meteors from 4-piece Tal Rasha's.

Thunderfury, Blessed Blade of the Windseeker - http://us.battle.net/d3/en/item/thunderfury-blessed-blade-of-the-windseeker

Lightning element. [Thunderfury, Blessed Blade of the Windseeker]'s proc has a 60% base chance that is affected by proc coefficient. [Thunderfury, Blessed Blade of the Windseeker] also has an internal cooldown of 1/attacks per second. Does not proc Paralysis.

Fulminator - http://us.battle.net/d3/en/item/fulminator

Does not proc Paralysis. Base proc chance is 100% and scales with proc coefficient. Does not damage the target that it is procced on, i.e. the proc does nothing to enemies that are by themselves. Has no internal cooldown but also does not seem to stack multiple times on the same target; additional procs appear to refresh the duration.

Ticks twice per second for a total of 12 ticks per proc. Each tick deals 83.5-111% weapon damage.

Rimeheart - http://us.battle.net/d3/en/item/rimeheart

Affected by proc scalar. Works on any type of enemy. Has a very short internal cooldown.

Spine of the Father - http://us.battle.net/d3/en/item/shard-of-hate

Proc chance is affected by the coefficient of the skill used. Has a chance to proc both on cast and on-hit. On-cast chance is checked the moment you use an ability. If the on-cast chance fails to proc Shard and the skill you used hit at least one enemy, the on-hit chance is then checked.

Only one of Shard's spells can be fired at a time, i.e. you can't proc lighting, poison, and cold at the same time. None of the effects can be triggered via weapon element damage or damage-dealing effects like TFury or Pox Faulds, i.e. only your own skills can proc it.

Base effect chance is 100%. Has an internal cooldown of 1 / attacks per second.

Charged Bolt - Fires three projectiles that are similar in appearance to unruned Shock Pulse. Unlike Shock Pulse, it is possible for all three bolts to damage the same target.
Frozen Skull - Small, piercing skull-shaped (derp) projectile
Poison Nova - Other than doing more damage and being slightly brighter, looks and acts like the poison nova created by Andariel's Visage (i.e. roughly ~8-10 yards in size)

Has a stupid name.

Azurewrath - http://us.battle.net/d3/en/item/azurewrath

Ticks once per second for the listed damage coefficient. Damage is not increased by +%holy damage affixes. Enemies that are taking damage from Azurewrath's aura pulse with a yellow light. Knockback occurs very infrequently, does not affect all enemies in range, and is not strong enough to knock back large-sized or bigger (e.g. Unburied) enemies.

Sever - http://us.battle.net/d3/en/item/sever

Killing blows are displayed as massive critical strikes. Slain enemies can't be raised from the dead. The damage increase is real, but can't be taken advantage of in many ways. Area Damage doesn't work on it, but Demon Hunters can use Death Mark: Grim Reaper to splash a portion of the damage.

Here's a more in-depth explanation of Sever's damage, written/researched by Nubtro on the diablofans forums: "Slain enemies rest in pieces is a separate damage modifier that scales with both primary stat and critical hit damage. The modifier is ((1+ primary/100) * (1+ critical hit damage/100)). Note that this applies to a normal finishing blow, which is always "yellow". When you critically hit on the finishing blow, you also get the usual critical damage bonus on top of it.

Example: 2500 strength, +400% crit damage

1. normal finishing blow = (1 + 2500/100 )* (1 + 400/100) = 26 * 5 = 130 times normal damage;
2. critical finishing blow = 650 times normal damage

Burning Axe of Skankiness - http://us.battle.net/d3/en/item/the-burning-axe-of-sankis

Reduces damage taken by 50% for 5 seconds, as per the unruned version of the Barbarian's Ignore Pain skill. Proc chance seems to be around 15%~. Appears to have an internal cooldown, not sure how long of one though.

I don't care what it says on the website or in game, that is not a typo. This is one skanky axe.

Hack - http://us.battle.net/d3/en/item/hack

No internal cooldown. Works as described, scales with proc coefficients, really does apply every attack. Doesn't seem to crit or benefit from +%element damage affixes, unsure whether it is increased by buffs like Overawe or Magic Weapon.

Formula for damage dealt is (Primary Stat / 400 + 1) * (Sheet Thorns Value) * (Hack % Roll) * (Skill Proc Coefficient)

Damage dealt scales with effects that would benefit normal thorns, e.g. most damage-increasing debuffs (Cold-Blooded, Elemental Exposure, etc.), with the exception of Audacity.

Genzaniku - https://us.battle.net/d3/en/item/genzaniku

Proc chance appears to be ~10-20%. Has an internal cooldown of approximately 10 seconds. It doesn't appear to scale with your mitigation and will typically die within a few hits if attacked. For some weird reason, its entire health pool is considered an absorb shield instead of normal life, resulting in "Absorbed" pop-ups whenever it gets hit.

The Fallen Champion uses a fast basic attack and a slower wind-up attack, as per the actual monster. Basic attacks deal around 100% weapon damage, the bigger attack around 300%. About one in every four attacks will be a wind-up attack. Lasts for 15 seconds. At maximum duration the Champion will usually manage to attack around 10-12 times.

Sky Splitter - http://us.battle.net/d3/en/item/sky-splitter

Deals lightning damage. Applies a short stun that is roughly .5 seconds long. Has an internal cooldown of 4-5~ seconds. Proc chance is further affected by the scalar of the ability used. Deals 150-180% weapon damage and scales with attack speed and crit mod.

Odyn Son - http://us.battle.net/d3/en/item/odyn-son

Lightning element. No internal cooldown. Base chance is further modified by proc scalar. Has a short bounce range, roughly comparable to electrocute. Bounces up to three times. If there is only one target, all three bounces will hit that target. If there are two enemies, the enemy Odyn Son is procced on will be skipped and the second will take all three bounces. With three or more, the first will be skipped and the bounces will then be divided between the other viable bounce targets.

Odyn Son scales with attack speed and crit mod, and has a proc mod of 100-120%

Mad Monarch's Scepter - http://us.battle.net/d3/en/item/mad-monarchs-scepter-2F34bH

Works as it says it does. The poison nova originates from your position and hits everything within its 30-yard area almost instantly. Has a kill-counter buff bar icon that resets upon reaching 10.

Sources/Shields [OHProps]

Myken's Ball of Hate - http://us.battle.net/d3/en/item/mykens-ball-of-hate

Does nothing with Arc Lightning or Lightning Blast. Needs at least two targets for this bonus to two anything; Electrocute will not repeatedly chain on a lone enemy. Bonus bounces from Velvet Camaral will interact with this item's passive. [Thunderfury, Blessed Blade of the Windseeker] and Odyn Son and procs similar to it don't benefit from this item.

Cosmic Strand - http://us.battle.net/d3/en/item/cosmic-strand

Does exactly what it says it does. Doesn't work if you put Wormhole (obviously) or Reversal on your hotbar. With Calamity, a nova is added to each teleport. Multiple castings of Safe Passage refresh its duration. Fracture clones are dispelled and replaced with fresh ones, when used with this effect.

Mirrorball - http://us.battle.net/d3/en/item/mirrorball

Bonus missiles are the same as whatever MM rune you're using, e.g. you will receive 1-2 extra Glacial Spikes if you're using Glacial Spike.

As of 2.1, all missiles carry their full proc chance, e.g. using Seeker with a +2 ball would give three missiles, each with a 1.0 proc scalar.

This bonus doesn't increase the amount of AD stacks or Prodigy AP you receive per cast; even with Mirrorball MM still only counts as one action and will only give a single flash of insight/+5 Prodigy AP.

Light of Grace - http://us.battle.net/d3/en/item/light-of-grace

Does exactly what it says it does. The beam will damage targets that come close without having to actually touch them, in much the same way Disintegrate does. The very tip of the beam retain's RoF's 5-yard AoE effect. RoF also retains its target-locking behavior.

Winter Flurry - http://us.battle.net/d3/en/item/winter-flurry

Always casts unruned Frost Nova, even if you have a runed version of FN on your hotbar. Not affected by proc coefficient. *Doesn't seem to have an ICD.

*pretty sure about this but need to test it again

The Oculus - http://us.battle.net/d3/en/item/the-oculus

No strange behavior, does what it says.

2h weapons [2hProps]

The Furnace - http://us.battle.net/d3/en/item/the-furnace

RIP crushing blow.

Smoldering Core - http://us.battle.net/d3/en/item/the-smoldering-core

Taunts enemies that get within a few yards or so of where your meteors will land. Only works on white enemies.

Valthek's Rebuke - http://us.battle.net/d3/en/item/valtheks-rebuke

Exactly what it says on the tin. Wicked Wind is unaffected. Also seems to increase Twister's speed slightly.

Schaefer's Hammer - http://us.battle.net/d3/en/item/schaefers-hammer

Seems to proc every time you're hit. Lightning damage. Being hit when the effect has already been procced refreshes the duration. Radius is approximately ~20 yards.

Scourge - http://us.battle.net/d3/en/item/scourge

Per other "when attacking" proc effects, this effect is decoupled from scalar and simply has a flat chance of occurring every time you attack that does not scale up with the amount of targets hit. Has a 3-4~ second internal cooldown. Creates a roughly 10-15 yard AoE that is centered around you. Damage type is fire. Does not seem to benefit from +%element affixes.

Scales with attack speed and critical hit damage and has a proc mod of 1800-2000%.

Maximus - https://us.battle.net/d3/en/item/maximus

Summons a demon that is attached you with a Fire Chain. Lasts for ~18 seconds and has an internal cooldown of ~12 seconds. Seems to have a base proc chance of around ~25%. Proc chance is affected by the coefficient of the skill used. The demon can be killed if it takes enough damage.

The Demon's melee attacks deal 100% weapon damage, and it swings at a speed .625 aps. Neither of these figures are modified by your aps.

The Fire Chain deals fire damage and ticks 5 times per second. Each individual tick can crit. The fire chains scale with aspd and crit mod and have a proc mod of 100-130%.

Maloth's Focus - https://us.battle.net/d3/en/item/maloths-focus

A 2-hander so bad, monsters run from it. The proc is a skull symbol popping up over your head in 15 seconds intervals. (starting when you first equip it)
When this happens, all monsters within ~25-30 yards are feared for 2.5-3 seconds.
The same monster can't be feared twice.

Soulsmasher - http://us.battle.net/d3/en/item/soulsmasher-6EmZ3

"The first 2hander that kind of didn't suck. Because it rolled strength. So I can use it on my Crusader." - apo

X% of your life per kill, not modified by any char sheet stats. Damage can be further increased by monster debuffs but not by player buffs. Doesn't seem to be able to crit, doesn't seem to proc anything.

Hats [HatProps]

The Magistrate - http://us.battle.net/d3/en/item/the-magistrate

Frost Novas are cast at ~4.5 second intervals, starting approximately 5 seconds after casting Hydra.

Dark Mage's Shade - http://us.battle.net/d3/en/item/dark-mages-shade

Diamond Skin is cast at your level and is unruned regardless of whether a runed version is on your hotbar.

The Swami - http://us.battle.net/d3/en/item/the-swami

No internal cooldown. When Archon form ends, the damage buff is converted into a static additive damage buff that lasts for 10-15 seconds. The buff does not continue stacking on kills, i.e. if you have 50 damage stacks when Archon ends, the stacks you gain from Swami will stay at 50 regardless of the amount of kills you get. If you get Archon's cooldown low enough that you are able to cast it before your damage stacks from Swami wear off, the buffs will exist independently of the fresh set of Archon stacks and will still expire 10-15 seconds after your previous casting of Archon.

Stormcrow - http://us.battle.net/d3/en/item/storm-crow

Deals fire damage. Like Wizardspike, appears to be unaffected by proc scalar. Chance to proc occurs on attack, meaning chance to proc is always 20-40% regardless of whether you hit anything. Has a 4-second internal cooldown. Does not interact with Arcane Dynamo. Scales on attack speed and crit mod with a proc mod of approximately ~120-130% weapon damage. The ball itself doesn't proc effects of any kind, including Wizard passives like EE.

Velvet Camaral - http://us.battle.net/d3/en/item/velvet-camaral

Proc scalar and additional effects such as Surge of Power's +1 AP per target are not reduced. Additional bounces interact with Ball of Hate's bonus.

Archmage's Vicalyke - http://us.battle.net/d3/en/item/archmages-vicalyke

Per the description, the effect only triggers if your images are killed by enemies before their duration expires. When the effect triggers, it creates two additional images where the original image died. Bonus images are of the same rune type, e.g. you will get bonus Mocking Demise images if you're using Mocking Demise. This effect can chain multiple times, Xzibit style, e.g. you cast images, both are killed and trigger this effect, giving you four images which are all also able to spawn a set of two images when they die. This affix does nothing if you're using Duplicates. Need to test the proc chance more, based on what I've seen so far I'd estimate that it is around 10-15%~

Andariel's Visage - http://us.battle.net/d3/en/item/andariels-visage

Doesn't have any interactions with Wizard skills or passives. Proc chance is 1:1 with whatever skill you use it with. Based on my super-scientific measurement method of putting my fingers on the screen where it procced and then comparing to other effects, I'd say the Nova travels about 10~ yards (it covers almost the exact same amount of area as a Meteor impact) but probably only damages things that are within 8~ yards. About the same as MLW range, so basically point-blank. Damage dealt is increased by +%poison damage affixes.

Pride's Fall - http://us.battle.net/d3/en/item/prides-fall-pgClp

Works as standard resource reduction, e.g. is applied multiplicatively with other sources. Absorb shields allow you to take damage without losing this effect, but only if they are strong enough to keep the damage from getting through to your life pool.

Certain traps and ground effects in Act 5 (blood pools and some Bogan traps) seem to break the regen effect even if you have shields up. Desecrator, Jailer, and Plagued don't break the buff. Pre-explosion (giggity) damage from frozen mines and ground damage from Molten may not, either.

Leoric's Crown - http://us.battle.net/d3/en/item/leorics-crown

Shoulders [ShoProps]

Death Watch Mantle - http://us.battle.net/d3/en/item/death-watch-mantle

In progress

Pauldrons of the Skeleton King - http://us.battle.net/d3/en/item/pauldrons-of-the-skeleton-king-2AGH0r

Happens immediately and works similarly to Unstable Anomaly, i.e. it happens instantly. Relatively low proc chance, somewhere in the area of ~5%.

Torsos [ChestProps]

Cindercoat - http://us.battle.net/d3/en/item/cindercoat

Applied in exactly the same manner as normal cost reduction. Is multiplicative with other sources of cost reduction. Legacy integer reduction is applied before this bonus.

Example: Meteor with Cindercoat, 10% cost reduction from PPs, and flat -5 meteor cost from legacy SoJ would be (40 - 5) * 0.7 * 0.9 = 22.05 AP per cast. *thanks to Aphraell for beginning my descent into madness.

Goldskin - http://us.battle.net/d3/en/item/goldskin

Does exactly what it says it does. Only procs off your own attacks. Base proc chance appears very low, somewhere in the 1-5%~ range if I had to estimate. Affected by proc scalar. The piles seem to roll within a fixed range that does not interact with Gold Find.

Bracers [BrProps]

Custerian Wristguards - http://us.battle.net/d3/en/item/custerian-wristguards

Gold -> XP bonus appears unaffected by all increased experience bonuses other than the +25% from Pools. Possible bug? *thanks to ChangBooster for discovering this, which serves as yet another reason that D3 = unrealistic, as everyone knows picking up gold is numero uno way to level up IRL

Ancient Parthan Defenders - http://us.battle.net/d3/en/item/ancient-parthan-defenders

Damage reduction does not diminish with number of targets hit, e.g. Parthans with a 10% roll will give 10% DR for hitting 1 target, 50% DR for hitting 5 targets, and 100%(!) for hitting 10. Damage reduction is multiplicative with other sources and is applied after all other forms of damage reduction.

Strongarm Bracers - http://us.battle.net/d3/en/item/strongarm-bracers

Works with anything that force-moves enemies. For Wizards, this means Impactful Wave, Force Weapon, Arcane Strike (aka Archon melee attack), and Black Hole. Followers can proc the debuff if they use a skill or proc that force-moves enemies, but Mirror Images seem unable to.

The debuff does not have a particle effect or indicator icon to show when it has been applied. Works as other debuffs and increases damage from all sources (e.g. teammates, followers, etc.).

Multiple people using Strongarms can stack the debuff, i.e. if four different Wizards with this item all Black Hole something it will take up to an additional 120% damage for 5 seconds. Doesn't work on enemies that can't be knocked back.

Due to Black Hole's mechanics, the proc is applied the moment targets begin being pulled by Black Hole rather than at the end of Black Hole's duration.

Nemesis Bracers - http://us.battle.net/d3/en/item/nemesis-bracers

Works exactly as it says it does. Summoned monsters are based on the mob types that populate the area the shrine is in.

Warzechian Armguards - http://us.battle.net/d3/en/item/warzechian-armguards

Gives a flat, additive 50% move speed boost for five seconds boost every time you destroy any kind of breakable object. Destroying additional objects before the speed steroid expires will refresh the duration.

Trag'Oul Coils - http://us.battle.net/d3/en/item/tragoul-coils

Works exactly as described without any noticeably strange behavior. Doesn't seem to have an internal cooldown.

Reaper's Wraps - http://us.battle.net/d3/en/item/reapers-wraps

Does what it says it does. If a party member grabs a health globe and you're within range to receive healing, your resources will still be restored.

Sanguinary Vambraces - http://us.battle.net/d3/en/item/sanguinary-vambraces-1385JU

Damage dealt is equal to (sheet thorns) * 10, i.e. damage dealt by this proc does not scale with mainstat or %element affixes.

Gloves [GloProps]

Frostburn - http://us.battle.net/d3/en/item/frostburn

Like Wyrdward, is affected by proc scalar. Freeze chance stacks multiplicatively with chance to freeze from skills, e.g. skill freeze chance is checked, then Frostburn freeze chance is checked. Not sure how it interacts with the non-orange freeze chance from rares or Azurewrath.

St. Archew's Gage - http://us.battle.net/d3/en/item/st-archews-gage

Does not interact with the set bonus from Chantodo's set. Works like a normal absorb shield in all other respects. *thanks to Mystikal for busting Chantodo's interaction. *Not* thanks for causing a hurricane in my closet via the butterfly effect, which he also did. Uncool.

Gladiator Gauntlets - https://us.battle.net/d3/en/item/gladiator-gauntlets

Drops 3 gold piles. The amount and total value of the piles appears to be the same regardless of massacre size, e.g. a 10-kill massacre will result in just as much bonus gold as a 200-kill massacre. Gold amount doesn't scale with gold find.

Gloves of Worship -

Supposed to increase vanilla shrine (+25% DR/aspd/MF/MS/etc.) duration to 10 minutes, per its description. Doesn't work on Rift Pylons. If you remove the gloves after grabbing shrines while wearing them, the shrine buffs will be removed.

Tasker and Theo - https://us.battle.net/d3/en/item/tasker-and-theo

Increases the attack speed of Mirror Image, Sentry basic attacks (should increase the frequency of spitfire rockets, as well), WD pets, Hydra (reduces the gap between volleys), Elemental Ally, Vaxo Clones, skeletons summoned by Gorget/Legacy of Nightmares, Companion, Ancients, Fallen Champion, Maximus demon basic attacks. With M6 Sentries, reduces the cooldown between spender uses. Can't tell if the tickrate of Maximus fire chains or Chains of Torment is increased.

For a more in-depth analysis of attack speed and Sentries, refer to The Tao of Sentries: https://us.battle.net/d3/en/forum/topic/12945884471

Belts [BeltProps]

Jang's Envelopment - http://us.battle.net/d3/en/item/jangs-envelopment

After Black Hole ends, enemies damaged by it are slowed by the listed amount. No slow is applied during the Black Hole effect.

Harrington Waistguard - http://us.battle.net/d3/en/item/harrington-waistguard

Damage bonus is additive with MW/Sparkflint/Cold-Blooded/etc., per the damage buffs section of the mechanics guide. Aside from treasure chests, the buff can also be applied by looting corpses, floor tiles, bookshelves, and other similar clickables.

Goldwrap - https://us.battle.net/d3/en/item/goldwrap

Gives 1 bonus armor for each 1 gold picked up. Duration is refreshed each time you pick gold up.

Thundergod's Vigor - http://us.battle.net/d3/en/item/thundergods-vigor

Lightning element. Like Death Watch Mantle, ground poops and similar effects don't proc it. No internal cooldown. Does not interact with Paralysis. Fires 3 charged bolts per proc, direction is random. It's possible for all bolts to hit the same target.

Razor Strop - http://us.battle.net/d3/en/item/razor-strop

Has no internal cooldown. Explosions are centered on you, rather than around the health globe that was picked up. The proc is actually triggered when a health globe heals you, so globes picked up by party members can trigger explosions on you if you're within range. Similarly, you can create explosions on your party members (even if they don't have the belt) if they are close enough to you when you pick a globe up. Damage is increased by +%fire damage affixes.

Sebor's Nightmare - http://us.battle.net/d3/en/item/sebors-nightmare

Much like Harrington's, this procs not just on chests but also from flipping corpses, vandalizing weapon racks and so on. Does not work with breakable things like urns or barrels.
Doesn't seem to have a cooldown but is, of course, gated by how many clickables you can interact with during combat. Works exactly as an unruned version of the Witch Doctor's Haunt skill.

Cord of the Sherma - https://us.battle.net/d3/en/item/cord-of-the-sherma

Base proc rate is 5% which is further modified by proc coefficient. Has an internal cooldown of approximately 10 seconds.

Pants [PantProps]

Depth Diggers - http://us.battle.net/d3/en/item/depth-diggers

Only works on basic resource-generating skills for Barbarians, Crusaders, Demon Hunters, and Monks. Does not ever work with Wizard or Witch Doctor signature skills, even if you find ways to make those skills generate resource. Similarly, Demon Hunters using Kridershot don't gain bonus Elemental Arrow damage.

Adds damage as 80-100% bonus skill damage. Is in the same buff pool as Simplicity's Strength, +%skill damage bonuses from gear, and traditional additive self-buffs.

Pox Faulds - http://us.battle.net/d3/en/item/pox-faulds

The cloud stays in the location it is procced at. Has an internal cooldown that is displayed on the buff bar. Doesn't appear to have any special interactions with non-damage buff skills or passives. Damage is not increased by +%poison damage affixes.

Hexing Pants of Mr Yan - https://us.battle.net/d3/en/item/hexing-pants-of-mr-yan

Switches over to the debuff the instant you stop moving, i.e. the only way to benefit from these pants is to use skills that allow you to attack while moving such as Explosive Blast or Arcane Orbit. Also works with Hydra and (supposedly) Blizzard, since their damage is updated dynamically rather than snapshotting. Damage bonus is in the same buff pool as Harrington/Glass Cannon/MW/etc. and shows up on your sheet dps.

Boots [BootProps]

Fire Walkers - https://us.battle.net/d3/en/item/fire-walkers

Seems to tick at a rate of about once per second. The trail will linger for about a half second before dissipating. Enemies standing within about 5~ yards of you will be damaged by this effect, even though it does not seem to be touching them visibly. The fire trail also seems to damage enemies slightly before they come into direct physical contact with it. Its damage is increased by all fire-related passive and active buffs/debuffs, e.g. Flame Blades, Gale Force. Damage is increased by +%fire affixes.

The fire trail can proc passive debuffs like EE or Confag, and the Meteor Shower from 4-piece Tal Rasha's. It does not proc gem-related effects, procs that are tied to attack animation, or procs that do not have a 100% chance of occurring.

Ice Climbers - https://us.battle.net/d3/en/item/ice-climbers

Cold damage reduction is multiplicative with all other forms of damage reduction, including Blur. Orange text does exactly what it says on the tin. Jailer effect still deals damage but won't immobilize you. Similarly, Frozen explosions still deal damage but no longer freeze. In addition to immunity to freeze and immobilize, these also confer immunity to snare, slow, and chill effects.

Irontoe Mudsputters - https://us.battle.net/d3/en/item/irontoe-mudsputters

Bonus movespeed ramps in the same manner as Rogar's Huge Stone, e.g. at 3/4 life you gain 6.25% MS, at 1/2 you gain 12.5% MS, at 1/4 18.75%. The full bonus is applied at 1% health instead of 0% for reasons that should be obvious.

Illusory Boots - http://us.battle.net/d3/en/item/illusory-boots-29WYI0

Works as described and lets you ignore collision detection on monsters. Also lets you wall through waller walls.

Boots of Disregard - http://us.battle.net/d3/en/item/boots-of-disregard-29WPmn

Does what it says on the tin. Movement or repositioning of any kind breaks the regen stacks immediately.

Follower Items [flwProps]

The skill-enabling ones work exactly as they say they do and are quite simple - your follower is able to use all 8 of their skills, instead of only 4.

The "follower never dies" property obviously prevents your follower from dying, but it does so by totally neturalizing all incoming damage against them, instead of allowing them to take damage but never letting their life drop below 1 as one might be lead to believe.

Functionally this doesn't make a huge difference in most cases, except with Unity; 50% of the damage you take is routed to your follower who then takes zero damage since they're invincible, and your follower cannot rout any damage to you since they aren't taking any. In other words, you get 50% damage reduction without any drawbacks if you wear Unity and equip your follower with Unity + an Invincibility item

Acknowledgements -

Atanatar, also known as Mr. "Moonlight Ward procs the Lightning Meteor from Tal Rasha's set, I swear." ... It doesn't, in case you're wondering.

BDF, known the world over for his pyromaniacal sociopathy. Also an avid rosebush cosplayer for some reason.

Cef, because TASTINGO

Elitist trust-funder dolynick. Someday I'll break into his money vault with an Avarice Band and a Goldwrap equipped.

Demon Hunter Jaybird, for his work on throwing turrets at things and then running away.

Druin, for visiting us once and then vanishing into thin air.

fanny_bandito, for his work on +%damage elemental

InnerTurmoil, who is currently facerolling GR level 100 in an alternate reality where Archmage's Vicalyke is OP

Eciton, who repeatedly melted himself to death for my amusement

apo, who could travel internationally several times over if hating 2h weapons gave frequent flier miles. Also he unleashed spooky ghosts that will haunt us all until we die. Thanks, jerk.

Elitist 1%er Nel, who has a surplus of souls because she everything she finds is rolled perfectly.

mzy, because reasons

Malakai, the only human who will survive the birdpocalypse.

Jaetch, for repeatedly claiming Tal meteors could proc off of weird things they couldn't actually proc from.

Mitosis, for the note on Unity being stupidly strong with invincible follower items.

Aimless, aimlessgun, Alteisen, Aphraell, atinybug, Boozor, Bukizzle, ChangBooster, couchy, Crow, EmperorMao, Hope, Junger, Lightbringer, Madholm, Melkor, Moses, MrDeAtH, mzy, Mystikal, NullRadix, Old97ss, Orb, Ossian, pensfan080, PieHole, pwn, Saftsuse, SkyQuake, TekkZero, tiah, tictactucrac, zCaptainZero ... oh, and Zoidburg.
03/20/2014 11:37 AMPosted by Kanjihack
Fulminator - http://us.battle.net/d3/en/item/fulminator

Seems able to proc Paralysis. Much like Magic Weapon: Electrify, it does not damage the target that it is procced on, i.e. the proc does nothing to enemies that are by themselves. Has no internal cooldown but also does not seem to stack multiple times on the same target; additional procs appear to refresh the duration.

Do you think this one is based on proc coefficients? I was trying this item with storm chaser and arc lightning and wasn't noticing a ton of procs.
Oh boy, sticky in the making

Fulminator - http://us.battle.net/d3/en/item/fulminator

Seems able to proc Paralysis. Much like Magic Weapon: Electrify, it does not damage the target that it is procced on, i.e. the proc does nothing to enemies that are by themselves. Has no internal cooldown but also does not seem to stack multiple times on the same target; additional procs appear to refresh the duration.

Do you think this one is based on proc coefficients? I was trying this item with storm chaser and arc lightning and wasn't noticing a ton of procs.

Yes, I'm pretty sure it is. I noticed a lot more procs when I tried it with Surge of Power than with Chain Lightning, for example. Meant to add this but I forgot to complete the entry for [Thunderfury, Blessed Blade of the Windseeker] and forgot about Fulminator after I had finished. Will go back and fix this.
Confirmed: Mirrorball's bonus missiles have proc scalars

Added: Bonus meteors from Tal's set appear to have proc scalars as well

Tested by dismissing Templar and removing life regeneration from equipment and PPs, then taking damage. Fired MM without Mirrorball, noted healing. Equipped Mirrorball, used MM. Used Seeker to guarantee hits and easy to read LoH returns. With bonus missiles LoH was higher by the amount expected from an additional full proc.

Decided to test Tal Rasha's set meteors out using a similar methodology and noticed I was getting healing ticks from them. Not sure if they can proc things other than LoH/APoC yet but they definitely proc those. The more I dig into 4 Tal's, the more I realize how ridiculously powerful it really is.
Very nice!
Mind if I link to this in the compendium?

Here's one ChangBooster found: https://us.battle.net/d3/en/forum/topic/8770117237?page=17#336
03/20/2014 02:51 PMPosted by apo
Very nice!
Mind if I link to this in the compendium?

Here's one ChangBooster found: https://us.battle.net/d3/en/forum/topic/8770117237?page=17#336

Please do! I was just about to add a link mechanics compendium in here, since a number of the entries reference core skill mechanics without going into the nitty gritty detail that the mechanics compendium has.

[EDIT] Went ahead and made an entry for Custerians
Excellent job, ty very much ! :)

P.S. The stormcrow link is not working.
03/20/2014 03:11 PMPosted by Gelador
Excellent job, ty very much ! :)

P.S. The stormcrow link is not working.

Fixed! Thanks for pointing that out, forgot to double-check some of my links, it seems.
Cool, ty ! : )
edit: oops thought this was a complete effect compendium, not a hidden mechanic one.

eh i guess it's still relevant, with high aps and spammy builds, andariels visage triggers almost constantly. running with 2.01 and using blades while spamming chain reaction and arcane orbit, the proc is up 90% of the time.
03/20/2014 03:45 PMPosted by couchy
edit: oops thought this was a complete effect compendium, not a hidden mechanic one.

eh i guess it's still relevant, with high aps and spammy builds, andariels visage triggers almost constantly. running with 2.01 and using blades while spamming chain reaction and arcane orbit, the proc is up 90% of the time.

Its mechanics seem pretty normal but the tooltip is pretty vague about how the skill works specifically. I'll do a writeup on it and edit it in tonight or tomorrow.
03/20/2014 11:37 AMPosted by Kanjihack
Archmage's Vicalyke - http://us.battle.net/d3/en/item/archmages-vicalyke

Brimmed this item, as I no longer use Mirror Images and didn't think to test it because I'm dumb xD Has anyone who has this tested it enough to get a sense of how often the extra Images proc/whether they copy the rune you're using/etc.?

It procs hardly at all.
Testing on T2.
My mimics would spawn, then run away.
I tried putting some mimic-castable spells on my hotbar. They still run away. Then run back. Then cast. Then disappear as the 7 second effect times out. None killed.
Tried using the rune that gives me multiples at 50% life. Still just as disappointing.
Tried on T6. I died a lot. My mimics probably did too, but I didn't see the effect proc.
Overall underwhelming.
If anyone has made it work I'd love to know :)
03/20/2014 06:40 PMPosted by zCaptainZero
It procs hardly at all.
Testing on T2.
My mimics would spawn, then run away.
I tried putting some mimic-castable spells on my hotbar. They still run away. Then run back. Then cast. Then disappear as the 7 second effect times out. None killed.
Tried using the rune that gives me multiples at 50% life. Still just as disappointing.
Tried on T6. I died a lot. My mimics probably did too, but I didn't see the effect proc.
Overall underwhelming.
If anyone has made it work I'd love to know :)

Hm, that's disappointing. I'll see if I can farm another one up and try to dig into it a little.

Added Andariel's Visage. One thing I'm noticing about a lot of the new on-hit effects is that, with the exception of [Thunderfury, Blessed Blade of the Windseeker], most of them have a base proc chance of 100% if the text simply says "Chance to do X." It's mostly just the old ones that have hidden modifiers to their base chance, though, as per [Thunderfury, Blessed Blade of the Windseeker], there are exceptions.
I have chantodo's set, it only heals when shields wear off naturally, not when they are used up from taking dmg. Pretty much as expected, although it would have been nice =P.

If there's anything specific you want me to test, let me know. It's a pretty huge downgrade so I won't be wearing it around normally.
03/20/2014 10:39 PMPosted by Mystikal
I have chantodo's set, it only heals when shields wear off naturally, not when they are used up from taking dmg. Pretty much as expected, although it would have been nice =P.

If there's anything specific you want me to test, let me know. It's a pretty huge downgrade so I won't be wearing it around normally.

Yes, that's about what I figured. You wouldn't happen to have a St. Archew's Gage to test in tandem with the set to confirm that its shield interacts with Chantodo's set bonus, would you?
03/20/2014 10:42 PMPosted by Kanjihack
Yes, that's about what I figured. You wouldn't happen to have a St. Archew's Gage to test in tandem with the set to confirm that its shield interacts with Chantodo's set bonus, would you?

I do, and the shield from the gloves does not proc the chantodo set bonus.
nice job!
03/20/2014 10:48 PMPosted by Mystikal
03/20/2014 10:42 PMPosted by Kanjihack
Yes, that's about what I figured. You wouldn't happen to have a St. Archew's Gage to test in tandem with the set to confirm that its shield interacts with Chantodo's set bonus, would you?

I do, and the shield from the gloves does not proc the chantodo set bonus.

Ah, that's unfortunate :(

Thanks very much, updated the entries on Archew's and Chantodo's.

Did a bit more work on 4 Tal's. For all intents and purposes (other than costing 0 AP), they behave exactly as "real" meteors and will proc on-hits, LoH, and APoC. Not sure if they have any weird interaction with -X to Meteor cost.

[Edit] Added some bracers.

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