Proc Coefficients, Proc Coefficients, Proc Coefficients!

The same feedback each season it seems.
And each season, its seemingly ignored.

ActiBliz, you need to spend the time to go over the Proc Coefficents of skills.

Yes we know , it a ‘hidden’ stat, u dont like talking about ‘hidden’ stats, but that doesnt mean u set and forget. THEY MATTER !

They alone effect so many legendary on hit effects.
There are a number of Legendaries that are not used due to their ineffectiveness caused by proc coefficients (and internal CDs)

Lets name a few instances were proc coefficients break builds that have worked in the past or ‘should’ work but dont.

Inarius BoneTornado + Mirinae Teardrop gem:
It once worked, then it was nerfed. how ? Proc Coefficients.

RimeHeart:
Looks good on paper, doesnt work. Why ? Proc Coefficients

Manald Heal: Only works in 1 build which is now underpowered. Why ? Proc Coefficients

Pick any % chance on hit legendary effect, its affect negatively by Proc Coeficients.

Whilst you going over proc coefficients, spend the time to go over internal cooldowns of proc related legendaries.

Remember Shard of hate ? LoN Lightning WW barb with SoH, Internal CD reduced the damage output. And ofc since then powercreep has left it behind even more so.

Low Proc rates + Internal CD’s, Fix them.
You cant argue ‘balance’ anymore.
Powercreep has more than overtaken the original reason for nerfing builds by using Proc coefficients and interal CDs. In fact even if u ‘buff’ these hidden stats ur likely still going to need to buff the outright damage of the legendary effects.

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#1 reason that I rarely play anymore, and refuse to suggest D3 to friends.

The tool tips are lies when proc coefficients are involved…:roll_eyes:

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Its a shame more people dont know about Proc Coefficients and their impact on the game.
The lack of interest in this post being an example.

it surely be helpful if more people would talk about them and push for ActiBliz to spend time balancing them.

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I don’t want to show myself stupid but what is proc coefficient? I want an example.

Each skill and associated rune in the game has a hidden multiplier that affects the chance for an effect to proc of the use/damage of the skill.
We have data mined and otherwise determined what these proc coefficients are over the course of the games release, but ultimately these are ‘hidden’ stats.

What this means is, for example, if you cast Wizards Electrocute using the Chain Lightning rune, the skill has a ‘roughly’ 0.16 proc coefficient.
Meaning, if a legendary effect says it has a ‘chance on hit’ to proc of 20%, u dont actually get 20%.
What you get is:
20 x 0.16 = 3.2%

This is why some legendary effects that should in theory proc relatively well with fast attacks, barely ever proc.

Almost every skill in the game has a low proc coefficient. Those that have a high proc coefficient usually have an associate large CD , are single target, and/or are otherwise underpowered or unable to be used in quick succession.

Here is another explanation.
https://diablo.fandom.com/wiki/Proc_Coefficient

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But this is… cheating… This is a lie. Amazing information which I was really unfamiliar with. What da hell is happening, Bliz just deceives us. Why not just write real values in the first place?

Because this was the band-aid fix to break OP builds in Classic D3.

Its also my #1 reason for recommending against D3 to my friends.

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They could just cut off real values, for example 3% instead of 20%. This would be fair and clear. Damn.

But would need to be different for each skill in the game due to how they pierce/bounce/AoE/tick…

Proc Coefficient was the “best” way, but is just a band-aid to cover poor skill design.

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First they go: this game is about digits, go make yourself your own build.
And then: we are now nurfing your build lol.

Wyatt: Yeah, so just as a simple cursory glance at proc coefficients: if you look at some of the classes with the most build diversity, it’s the ones that have proc coefficients that are roughly in line with each other. There’s always effects that can proc. Critical Mass is one of just the more obvious examples, but there’s others, like [Night Stalker] or just even Life on Hit. Lots of things work through the proc system, because procs are actually a really fun part of the game. We definitely notice that whenever a skill has a high proc rate, it very quickly rises to the top of usage. If you look at the classes that have the least build diversity, it’s almost always a skill or two with abnormally high proc coefficients that just cause that build to be superior.

So, they may have been in from the beginning, but they have been used to limit the actual usage of items, to prevent them from being over powered/used.

So, its just a way of lying. The items tell you how they are “supposed” to work, but you need to google search data mined spreadsheets to actually figure out why they do not.

Each skill should just show its proc co-efficient, as well as any Internal Cool Down on the proc effect.

At least new players would have some understanding why things do not work as written.

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I think the unfortunate reality of this situation is that ActiBliz really dont want to (cant be bothered) take the time needed to go over every skill and every rune to rebalance proc coefficients.

Problem is that they also dont seem interested in going over all the proc chance based legendaries to balance them that way either. They havnt touched some of them in years.

I’m sure the issue with Proc Coefficients would be more widely criticized if more players actually knew anything about it in the 1st place, but obviously they dont. While they dont know about the cause, they certainly see the results, old legendaries and old buidls being left in the dust are more often than not the result of broken interactions caused by low Proc Coefficients or other ‘balance’ changes made to work around a Proc rate, for example adding Internal CDs to proc based effects.

Thats exactly why new players don’t stick around…:roll_eyes:

Maybe that’s the point, it’s cheaper to run a server when no ones using it?

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Or provide people with a non-mangled link…

  1. Copy the URL to the clipboard
  2. Paste the URL into your forum post
  3. Highlight the URL in your post
  4. Click the </> button in the editor
  5. This will turn your URL into pre-formatted text
  6. Whilst not clickable, the URL will be properly formatted so others can copy / paste it like this… https://diablo.fandom.com/wiki/Proc_Coefficient

Is this why calamity does not work on the DH?

This is a real thing?

Unfortunately, it is. And it is strongly suggested proc coefficients are coming back in D4.

No…Calamity work as the legendary effect says but the effect itself is usless…in 95 % of the case :man_shrugging:

Not only are there Proc Coefficients, but there are hidden internal cooldowns as well.

Wizard Spike could be amazing now without both, but it has inconsistent procs from my testing this season, even with skills that are 100% efficient, so there must be hidden internal cooldown or possibly wrong value somewhere.

Manaldheal is another gimped item as stated, Wizards have this awesome potential for the seasonal setup but it’s underperforming as I assumed it would.

Fragment is nice, needs to be all damage though, since Siganture spells are still weak without Consistent Manaldheal or other source of damage.