![]() We know based on the tooltip that Avenging Wrath will increase our damage, healing, and critical strike chance increased by 20%. Looking at Avenging Wrath on Wowhead you will see there are multiple effect listed. To combat this a majority of cooldown abilities such as Avenging Wrath have an explicit list of what they're allowed to buff. Non-class abilities such as damaging trinkets had major problems in Legion that caused them to do significantly more damage on some classes versus others, e.g., Warriors and Draught of Souls. Many people are still not aware that is exists. the remaining cooldown is reduced from 3 to 3 * 1.1863/1.2506 = 2.84 seconds.īattle for Azeroth introduced the concept of Whitelisting to WoW. Now you get a Haste proc effect and your total Haste is now 25.06% up from 18.63%. Take an ability cooldown that is affected by Haste, such as Crusader Strike, and it is on cooldown for 3 seconds. Once we exceed 100% Haste, which is exceedingly rare, we will see Haste reduce downtime.ĭynamic Cooldowns were introduced in Warlords of Draenor. It only has the potential to increase our Actions Per Minute (APM). These all scale linearly up to 100% Haste at which point the GCD is reduced to the minimum of 0.75 seconds, but the cooldowns of our abilities will continue to be reduced with more Haste.ĭue to the relation of this scaling we frequently remind people that Haste does not reduce downtime. The cooldowns of Judgment, Hammer of Wrath, and Crusader Strike are 8, 5, and 4 GCDs respectively. Blade of Justice has a cooldown of 10.5 which is equal to 7 GCDs. Some of these abilities also have their cooldown reduced by Haste. The cooldown of our abilities is directly tied to the GCD. Some abilities are not on the GCD such as Lay on Hands. This is reduced by Haste to a minimum of 0.75 seconds. The base GCD is 1.5 seconds for Retribution. The Global Cooldown (GCD) is the cooldown between using abilities. ![]() This information is not found on Wowhead and require you to use a spell query in SimC. The Azerite Trait Empyrean Power has a 2 second ICD as an example. Some RPPM effects still have a small ICD. Typically, a trinket could have a 15% chance to proc and a 45 second ICD. These effects were much more common before the introduction of RPPM. In some cases, this is known as "Double Dipping" and will be explained later.Īn Internal Cooldown (ICD) is exactly what it sounds like. The reason for not having stat procs affected by haste is that it can create a feedback loop causing stats to scale more than intended. These instructions can be followed for most effects with a few exceptions such as Vision of Perfection. This is not reliable, and it is best to click on the effect and now you will properly see "Approximately procs per minute". Once you highlight the effect you will see a tooltip that shows "Approximately 12 procs per minute". On the main page you will notice that RPPM is not listed anywhere. We can use Torment in a Jar as our example. ![]() To view the RPPM of something you should first pull it up on Wowhead. If the proc is a damaging effect, it will typically be affected by Haste. The general rule of thumb is that if the effect increases your stats such as Haste, Crit, Mastery, Versatility, or Main stat, the effect will not be hasted. Zeal is an example of an attack speed modifier that will NOT increase RPPM. If an item has an RPPM of 2, and you have 25% Haste, the new RPPM of the effect would be 2 * 1.25 = 2.5 RPPM. RPPM can either be the base value listed on an item, such as 2, or it can be the base value + Haste. In its simplest form, if an item has 2 RPPM you could expect the effect to proc 2 times every minute. Real Procs Per Minute (RPPM) was added in Mists of Pandaria and took over percentage based procs. Ones that you can experience frequently will be listed below. To learn more about them you must search for deleted Blue posts, track down information in comments, or if you are truly adventurous, query WoW spell data. They are not in tooltips and are typically not documented anywhere in-game. There are also less obvious game mechanics. As you play the game and experience these mechanics you can describe them well. WoW has many game mechanics that we experience in Dungeons and Raids that require us to stack up, spread out, run in a circle, and many others that require our direct interaction.
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