There are several skills in the game that have a chance to do something.. why that chance is not revealed to us in a %X number like every other skill in the game?
There is a reason for this?, or they just want to save tooltip space
There are several skills in the game that have a chance to do something.. why that chance is not revealed to us in a %X number like every other skill in the game?
There is a reason for this?, or they just want to save tooltip space
Actually I've noticed lots of omissions with skill descriptions. Such as Wave of Light.....doesn't say anything about knock-back effect yet it clearly knocks enemies back. I'm not sure if this kind of thing is by design or just poor editing.
If you turn on advanced tooltips under options -> gameplay it gives you the percentage.
definitly not, I have them turned on, and for Arcane Dynamo I get that:
''After dealing damage with a signature spell you have a chance to gain a Flash of insight after 5 flashes of insight your next non-signature spell will deal 75% more damage''
and Critical Mass ''Critical hit have a chance to reduce the cooldown on all of your spells by 1 sec''
would love to see the exact % though...
and yeah tooltip are crappy, some cooldowns aren,t even said, like SS/Revenge/Ice/Lightning/Energy armor, etc., plus you can't see how much time is left on your cooldowns, while it dosen,t really matter for short CD like Frost Nova, I would love to see how much downtime my WotB still has...
The reason they word it this way is so they can change it down the road or because there's a hidden modifier.
For example, Critical Mass for wizards reduces the cool down on skills for every crit. now if you pick up a skill that hits often like disintegrate and can crit on every tic, you can see how this could get overpowered. So what happens is that some skills have a small percentage chance to 'count' the crits for these passives.
A better example I could give as I know it well is for the barbarian. I use Battle Shout with the rune that gives me 15 fury for every crit. if I combine it with Whirlwind which attacks very quickly, it has a potential to crit every other swing and fill my fury gauge in an instant. To combat this, it only counts every so many crits before it gives me the fury. With enough crit rating and attack speed I can still make it happen very often.
It's the same principle behind Life on Hit not giving you 100% of your actual Life on Hit for every skill. Frenzy only gives you about 70% of your life on hit. There's a spreadsheet out there that shows the various values of LoH for barbarians and monks. It's all there just to keep the skill synergy from being too over powered and the 'obvious' choice that everyone will gravitate to.
The reason they word it this way is so they can change it down the road or because there's a hidden modifier.
For example, Critical Mass for wizards reduces the cool down on skills for every crit. now if you pick up a skill that hits often like disintegrate and can crit on every tic, you can see how this could get overpowered. So what happens is that some skills have a small percentage chance to 'count' the crits for these passives.
A better example I could give as I know it well is for the barbarian. I use Battle Shout with the rune that gives me 15 fury for every crit. if I combine it with Whirlwind which attacks very quickly, it has a potential to crit every other swing and fill my fury gauge in an instant. To combat this, it only counts every so many crits before it gives me the fury. With enough crit rating and attack speed I can still make it happen very often.
It's the same principle behind Life on Hit not giving you 100% of your actual Life on Hit for every skill. Frenzy only gives you about 70% of your life on hit. There's a spreadsheet out there that shows the various values of LoH for barbarians and monks. It's all there just to keep the skill synergy from being too over powered and the 'obvious' choice that everyone will gravitate to.
QFT I noticed this with my wiz and arcane dynamo, electrocute hits a lot but doesn't give me almost any flash of insight, but magic missile gives me one for every hit so there are hidden modifiers for sure :/
The reason they word it this way is so they can change it down the road or because there's a hidden modifier.
For example, Critical Mass for wizards reduces the cool down on skills for every crit. now if you pick up a skill that hits often like disintegrate and can crit on every tic, you can see how this could get overpowered. So what happens is that some skills have a small percentage chance to 'count' the crits for these passives.
A better example I could give as I know it well is for the barbarian. I use Battle Shout with the rune that gives me 15 fury for every crit. if I combine it with Whirlwind which attacks very quickly, it has a potential to crit every other swing and fill my fury gauge in an instant. To combat this, it only counts every so many crits before it gives me the fury. With enough crit rating and attack speed I can still make it happen very often.
It's the same principle behind Life on Hit not giving you 100% of your actual Life on Hit for every skill. Frenzy only gives you about 70% of your life on hit. There's a spreadsheet out there that shows the various values of LoH for barbarians and monks. It's all there just to keep the skill synergy from being too over powered and the 'obvious' choice that everyone will gravitate to.
This guy is right and the Reddit "AMAA" they did also covered this.
Usually, spells have a LoH coefficient and that same coefficient is used for "on crit" things as well, according to that AMAA transcript. It would make sense that the same coefficient would be used for the other "chance" effects.
So technically, every signature spell has a different "chance", which is why it's not revealed. That chance is also most likely the same as each spells Life on Hit coefficient.
There is a reason for this?, or they just want to save tooltip space
Actually I've noticed lots of omissions with skill descriptions. Such as Wave of Light.....doesn't say anything about knock-back effect yet it clearly knocks enemies back. I'm not sure if this kind of thing is by design or just poor editing.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Not sure if serious.
definitly not, I have them turned on, and for Arcane Dynamo I get that:
''After dealing damage with a signature spell you have a chance to gain a Flash of insight after 5 flashes of insight your next non-signature spell will deal 75% more damage''
and Critical Mass ''Critical hit have a chance to reduce the cooldown on all of your spells by 1 sec''
would love to see the exact % though...
and yeah tooltip are crappy, some cooldowns aren,t even said, like SS/Revenge/Ice/Lightning/Energy armor, etc., plus you can't see how much time is left on your cooldowns, while it dosen,t really matter for short CD like Frost Nova, I would love to see how much downtime my WotB still has...
For example, Critical Mass for wizards reduces the cool down on skills for every crit. now if you pick up a skill that hits often like disintegrate and can crit on every tic, you can see how this could get overpowered. So what happens is that some skills have a small percentage chance to 'count' the crits for these passives.
A better example I could give as I know it well is for the barbarian. I use Battle Shout with the rune that gives me 15 fury for every crit. if I combine it with Whirlwind which attacks very quickly, it has a potential to crit every other swing and fill my fury gauge in an instant. To combat this, it only counts every so many crits before it gives me the fury. With enough crit rating and attack speed I can still make it happen very often.
It's the same principle behind Life on Hit not giving you 100% of your actual Life on Hit for every skill. Frenzy only gives you about 70% of your life on hit. There's a spreadsheet out there that shows the various values of LoH for barbarians and monks. It's all there just to keep the skill synergy from being too over powered and the 'obvious' choice that everyone will gravitate to.
QFT I noticed this with my wiz and arcane dynamo, electrocute hits a lot but doesn't give me almost any flash of insight, but magic missile gives me one for every hit so there are hidden modifiers for sure :/
This guy is right and the Reddit "AMAA" they did also covered this.
Usually, spells have a LoH coefficient and that same coefficient is used for "on crit" things as well, according to that AMAA transcript. It would make sense that the same coefficient would be used for the other "chance" effects.
So technically, every signature spell has a different "chance", which is why it's not revealed. That chance is also most likely the same as each spells Life on Hit coefficient.
Example:
http://mop.wowhead.com/item=87160