Is there a standard length of time that proc’d abilities/items run before they expire?
If not, is the duration of a proc accessible through the API?
I can’t find any reference to the animation duration in either the *.lua or *.xml files related to action buttons (where the Spell Overlay Glow is coded).
There’re animIn and animOut functions or methods, but no reference to timers other than one for avoiding dimming the button under the Spell Overlay Glow during GCD.
I may not have asked that right.
I don’t mean “how long will the proc last once activated by me?”
I mean “how long from the time the overlay starts do I have before it expires?”
Each animation within the AnimationGroup has it’s own Duration <Scale target="$parentSpark" duration="0.2" scaleX="1.5" scaleY="1.5" order="1"/>
The AnimationGroup will play (animations in order for the duration set for each) until the group finishes (if it’s not looped) or until it is stopped (maybe with an event). If it’s not stopped then there is no specific time and the animation is just a highlight.
Cooldowns would normally be used if something has a set duration.
I mean the actual Spell Overlay Glow effect and it looks like it’s a “hidden cooldown” from some documentation I found.
The particular spell I’m looking at is Barbed Shot and that’s proc’d by Aspect of the Wild and Primal Instincts in combination.
I did some experimentation using the detailed timer (debugprofilestop()) to capture time when SPELL_ACTIVATION_OVERLAY_GLOW_SHOW fires and the spellID in its payload is 217200, AVOIDED using it, and then captured the timer value again when SPELL_ACTIVATION_OVERLAY_GLOW_HIDE fires and the spellID is 217200 - then diff’d the two and multiplied the result by 1000 (debugprofilestop() records time in milliseconds).
That gives me a very-nearly-exact value of 4 seconds for the “use it or lose it” timer for Barbed Shot’s proc, at least from Aspect of the Wild.
Something else procs that and I’m not sure what. I got one reading of 7 and change, but that might have been another 4 second proc overlapping the first one, I’ve no way of knowing because there isn’t anything in the payload of any event I can find that gives the information I’d need to determine that.
There is no corresponding aura. I capture all of those in a diagnostic table and nothing precisely aligns with it.
It’s triggered by Aspect of the Wild, but AotW has a very different duration.
The Barbed Shot you get from Aspect of the Wild (Primal Instincts) is permanent. The glow is just to indicate you’ve gained a charge outside of the normal recharge system.
Any ability with an opportunity window has an associated buff to indicate the window’s duration.
By direct experimentation, the proc occures exactly when (actually one or two frames after) I fire Aspect of the Wild while equipped with gear with Primal Instincts.
It’s a little misleading because it doesn’t actually alter the max charges for Barbed Shot as discovered by GetSpellCharges(217200).
It doesn’t “give an extra charge” at all.
What it does is give you a proc for it.
That’s not exactly the same thing as an extra charge because the proc expires in 4 seconds and a charge does not.
But it and Feeding Frenzy and a few other goodies is how you best keep 3 stacks of Frenzy up at all times (or as near to at all times as can be managed).
This is just plain incorrect.
Fire both charges of Barbed Shot
Cast Aspect of the Wild with Primal Instincts equipped.
You’ll gain 1 charge. When BS finishes recharging you’ll be at 2
You will not observe BS going to 2 charges then back to 1 as the PI charge “proc” expires.
It allows 3 stacks of Frenzy, not 3 charges of Barbed Shot.
You’re confusing the two.
If you have 2 charges of Barbed Shot (you haven’t used any) and you fire Aspect of the Wild and then run GetSpellCharges(217200), you still have only a max of two charges of Barbed Shot.
A proc is not a charge. It’s outside the charges system.
Charges do not expire. Procs do.
For the duration of the Proc (4 seconds), if you are below your maximum number of charges, yes, you get a charge if you use it. But it is not as the description says “gaining 1 charge”. It’s entirely limited by the use-it-or-lose-it time of the proc.
PI makes no mention of increasing your maximum charges so why are you under the impression that granting a charge when you’re already at max charges should push you over that maximum?
And if it is a 4s proc window [for a free BS as you’re proposing?] then casting BS within that window should not lower your charges from 2 to 1, which you can also rule out through observation.
Um, because it says “…grants you a charge of Barbed Shot…”
It doesn’t actually do that.
What it does is reduce the cooldown or charge cooldown of one spent charge to zero.
And you only have a four-second window to use it, which can make a huge difference in timing attempting to keep an 8-second (9 with Feeding Frenzy) ability up using a spell that has a 12-second cooldown.
There are talents and items that actually increase the number of charges of abilities.
I recall a talent on my Protection Warrior that did that with Heroic Leap.
THAT is “granting an extra charge” - this is reducing the cooldown of a spent charge to zero (also referred to as “resetting” the cooldown).
The timing is the issue. If the proc is available at the very beginning of the wrong Barbed Shot cycle, it’s wasted.