Procs and triggered spells

A proc (abbreviated from Procedure) is an event that happens as a result of something else, for example hitting an enemy.

If a particular weapon has a 10% chance on each hit to deal extra Fire damage. That chance on hit is what we refer to as a **proc**. This proc triggers fire damage, and that fire damage is considered a **triggered spell**. Procs and triggered spells are everywhere - such as the Clearcasting talent that procs a buff that reduces your mana cost or the Instant Poison temporary weapon enchant that procs a triggered poison damage spell.

## **General proc rules**

Unless stated otherwise, procs tend to follow these rules:

1) Procs generally only work for abilities that have a cast time or incur a global cooldown.

2) Spells and abilities that do not have a mana, energy or rage cost will not proc things. This applies to spells that permanently do not have a cost such as Rest or Hearthstone - if a spell has its cost removed temporarily by an effect like Clearcasting, it can still proc things.

3) Most procs should not proc from most triggered spells.  Clearcasting does not for example proc from damage triggered by Instant Poison or Retribution Aura, and Instant Poison damage does not proc off itself.)

These rules have a few exceptions, but apply to the vast majority (>95%) of procs.

## **How do Chance on Hit vs. PPM procs work?**

Proc chances can be calculated in two ways - either as a flat percentage chance on hit, or as a PPM (Procs per Minute).

Flat percentage chances are the simplest - they give you a percent chance for a proc to happen. Deadly Poison for example gives your triggering attacks (more on this later) a 30% chance to poison the target. The faster you attack, the more procs you get.

Proc chances that use PPM are normalized for attack speed. If a spell has a PPM of 10, that means it will proc (on average) 10 times per minute. If you are wielding a 3.00 speed weapon that means you are hitting 20 times per minute (60/3), giving each swing a 50% chance (10/20) to proc. If you swap to a 1.5 speed weapon you are now hitting 40 times per minute (60/1.5), giving each swing a 25% chance (10/40) to proc.

Calculating a PPM effects percentage chance to proc with a given weapon can be done using the following formula:

```
PPM / (60/Weapon Speed)

```

Note that this calculation uses your unmodified weapon speed. If your attacks are sped up by melee haste (for example from melee haste rating or Flurry), each attack will have the same chance of proccing the effect as if you had no haste. The haste will however make you do more attacks per minute, thus giving more procs in total.

PPM is in rare cases used for effects that trigger from casted spells, in which case the base cast time of the spell is used instead of Weapon Speed. Most effects that trigger from casted spells however use flat percentage proc chances.

### **What are the proc chances of PPM-procs for different weapon speeds?**

The table below shows proc chances for different PPMs for different weapon speeds

### **Tips and Tricks for PPM procs**

It is also worth noting the implications of the behaviour of PPM-procs that also trigger off special attacks such as Sinister Strike or Mortal Strike. When these attacks are used, their proc chance is still based on your weapon speed - the slower your weapon is, the higher the chance that your Sinister Strike will proc the effect. If the amount of special attacks you are casting is constant, a slower weapon will always provide more procs for PPM proc effects, since each special attack gets a higher percentage chance to proc the effect.

## **Specific cases**

The way procs and triggered spells behave on Project Ascension is based on how they functioned in 3.3.5 WoW, but with some modifications to fit a Classless project. Listed below are some of the most common procs, and which attacks can proc them.

1. ↑ https://ascension.gg/news/balance-dev-blog-1/248