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- 2002-10-12
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What is this all about?
As has been pointed out before, most procs from trinkets have an internal cooldown which prevents them from chain proccing. Often, the cooldown is 3 times the proc duration, but some are longer, and some procs thad do do not give a buff for a certain duration incur a cooldown as well.
As the value of an item may vary greatly, I'd love to gather the info about those trinkets to make comparing them somewhat easier.
How does a proc with a cooldown work?
If an item has a proc that lasts 15 seconds and has a 45 second cooldown, that means the following:
If the item procs, you'll have the proc up for 15s and you will not have it up for the 30s after the proc faded. After those 45 seconds (counted from the start of the proc), the item can proc again with the listed chances.
What happens if I have several trinkets with procs?
From personal testing, they seem to act independently. I could have both trinkets proc at the same time, or a few seconds apart, and their buffs stacked. (This was with Shiffar's and Sextant, there are some reports from items seemingly sharing their cooldowns?)
Are there some general guidelines?
Few rules are without exception, and new items can always be different from everything before. However, the following held true for everything so far.
- Weapon procs of the "Chance on hit: ..." type usually have no cooldown and can chain proc.
- Weapon enchants of the "Chance on hit: ..." type usually have no cooldown and can chain proc.
- Procs that are set bonuses from item sets usually have no cooldown.
- Most meta gems do not have a cooldown and can chain proc.
How does Spellsurge work?
The weapon enchant Spellsurge (Spellsurge) may be a bit of an exception: It has a 10s duration, 50s cooldown, but it stacks with spellsurge enchants of other people in your group. In a group of 5 casters, it might eventually be able to stack with itself, but that is just speculation.
Currently, I only have items listed that I've had the chance test myself. I really appreciate any further information about other procs, from casters and physical damage classes alike.
I'd love to get as much information about procs as possible to make the available gear easier to compare.
Procs without internal cooldown
Crusader Enchant - Enchant Weapon - Crusader - +60 strength for 15s and 45-75 healed, 1 PPM on melee hit, no cooldown
Mongoose Enchant - Enchant Weapon - Mongoose - +120 agility and +2% melee haste for 15s, ~1 PPM on melee hit, no cooldown
Windfury Totem - Windfury Totem - 20% chance on an extra attack with 445 extra attack power, no cooldown
[Insightful Earthstorm Diamond] - 300 mana restored, 5% proc on spell cast, no cooldown
[Darkmoon Card: Blue Dragon] - 100% mana regen for 15s, 2% proc on spell cast, no cooldown
[Darkmoon Card: Twisting Nether] - resurrect with 20% HP/Mana, 10% proc on death, no cooldown
[Eye of Gruul] - -450 reduced mana cost on next heal, 2% proc on heal, no cooldown; multiple proc chances from AoE heals
[Eye of Magtheridon] - +170 spell damge/healing for 10s, 100% on a full spell resist, no cooldown
[Madness of the Betrayer] - +300 armour pentration for 10s, 1 PPM on melee/ranged hit, no cooldown
Ashtongue Talisman of ... - Ashtongue - various class-dependent procs, no cooldown
[Wrath of Cenarius] - +132 spell damage for 10s, 5% proc on spell hit, no cooldown
[Bulwark of Azzinoth] - +2000 AC for 10s, 2% chance on being hit, no internal cooldown
Spellstrike Infusion 2/2 - Spellstrike Hood - +92 spell damage for 10s, 5% proc on harmful spell hit, no cooldown
Malorne Raiment/Regalia 2/5 - Crown of Malorne - 120 mana restored on spell cast, ?% proc on helpful/harmful spellcast, no cooldown
Malorne Harness 2/5 - Stag-Helm of Malorne - 10 rage/20 energy restored on melee hit, 4% proc on melee attack, no cooldown
Voidheart Raiment 2/5 - Voidheart Crown - +135 fire/shadow damage for 15s, (10%?) proc on fire/shadow spell cast, no cooldown
Tirisfal Regalia 4/5 - Cowl of Tirisfal - +70 spell damage for 6s, 100% proc on spell crit, no cooldown
Procs with a short cooldown
Windfury Weapon (not Windfury Totem)- Windfury Weapon - 20% chance on two extra attacks with 445 extra attack power, 3s internal cooldown
[The Lightning Capacitor] - 694-806 lightning damage after every 3 spell crits, 2.5s cooldown after a lightning shoots before crits start counting again
[Mark of Defiance] - 128-172 mana restored, 15% proc on direct damage spell hit, ~15s cooldown.
[Fel Reaver's Piston] - 500 healed over 15s, 15% proc on heal, ~15s cooldown
[Timbal's Focusing Crystal] - 285-475 shadow damage, 10% proc on DoT tick, 15s cooldown
[Dragonspine Trophy] - +325 haste rating for 10s, ~1 PPM proc on ranged/melee attack, 20s cooldown
[Warp-Spring Coil] - +1000 armour penetration for 15s, 25% proc on special attack, 30s cooldown
Procs with a long cooldown
[Thundering Skyfire Diamond] - +240 haste rating for 10 seconds, 1 PPM on melee/ranged/shapeshifted attacks, 40s cooldown
**[Mystical Skyfire Diamond] - +320 spell haste rating for 4 seconds, 15% proc on spell cast, 35s cooldown
Cooldown changed, not 100% certain
[Warglaive of Azzinoth] - +450 haste rating for 10 seconds, unknown proc rate on melee attacks, 45s cooldown
[Scarab of the Infinite Cycle] - +320 spell haste rating for 6s, 10% proc on heal, 45s cooldown
[Bangle of Endless Blessings] - +15% mana regeneration while casting for 15s, 10% proc on spell cast, 45s cooldown
[Fathom-Brooch of the Tidewalker] - 335 mana restored, 15% proc on nature spell cast, 45s cooldown
[Shiffar's Nexus-Horn] - +225 spell damage/healing for 10s, 20% proc on spell crit, 45s cooldown
[Quagmirran's Eye] - +320 spell haste for 6s, 10% proc on harmful spell hit, 45s cooldown
[Sextant of Unstable Currents] - +190 spell damage/healing for 15s, 20% proc on spell crit, 45s cooldown
[Tome of Fiery Redemption] - +290 spell damage/healing for 15s, 15% proc on spell cast, 45s cooldown
[Hourglass of the Unraveller] - +300 attack power for 10s, 10% proc on critical hit, ~45s cooldown
[Shard of Contempt] - +230 attack power for 20s, 10% proc on hit, 45s cooldown
[Tsunami Talisman] - +340 attack power for 10s, 10% proc on critical hit, 45s cooldown
[Masquerade Gown] - +145 spirit for 15s, 10% proc on spell cast, ~45s cooldown
[Item 'robes of the elder scribes' not found!] - +130 spell damage for 10s, 5% proc on spell cast, ~45s cooldown
[Band of the Eternal Champion] - +160 AP for 10s, 1 PPM proc on melee/ranged attack, 60s CD
[Band of the Eternal Sage] - +95 damage/healing for 10s, 10% chance on offensive spell cast, 60s CD
Unknown/uncertain procs
[Band of the Eternal Defender] - +800 AC for 10s, 3% (?) on being hit, (45-60s?) CD
[Band of the Eternal Restorer] - +175 healing (and damage) for 15s (10s?), 10% chance on heal cast, (45-60s) CD
Executioner - ~1 PPM, 15s duration, no CD
As has been pointed out before, most procs from trinkets have an internal cooldown which prevents them from chain proccing. Often, the cooldown is 3 times the proc duration, but some are longer, and some procs thad do do not give a buff for a certain duration incur a cooldown as well.
As the value of an item may vary greatly, I'd love to gather the info about those trinkets to make comparing them somewhat easier.
How does a proc with a cooldown work?
If an item has a proc that lasts 15 seconds and has a 45 second cooldown, that means the following:
If the item procs, you'll have the proc up for 15s and you will not have it up for the 30s after the proc faded. After those 45 seconds (counted from the start of the proc), the item can proc again with the listed chances.
What happens if I have several trinkets with procs?
From personal testing, they seem to act independently. I could have both trinkets proc at the same time, or a few seconds apart, and their buffs stacked. (This was with Shiffar's and Sextant, there are some reports from items seemingly sharing their cooldowns?)
Are there some general guidelines?
Few rules are without exception, and new items can always be different from everything before. However, the following held true for everything so far.
- Weapon procs of the "Chance on hit: ..." type usually have no cooldown and can chain proc.
- Weapon enchants of the "Chance on hit: ..." type usually have no cooldown and can chain proc.
- Procs that are set bonuses from item sets usually have no cooldown.
- Most meta gems do not have a cooldown and can chain proc.
How does Spellsurge work?
The weapon enchant Spellsurge (Spellsurge) may be a bit of an exception: It has a 10s duration, 50s cooldown, but it stacks with spellsurge enchants of other people in your group. In a group of 5 casters, it might eventually be able to stack with itself, but that is just speculation.
Currently, I only have items listed that I've had the chance test myself. I really appreciate any further information about other procs, from casters and physical damage classes alike.
I'd love to get as much information about procs as possible to make the available gear easier to compare.
Procs without internal cooldown
Crusader Enchant - Enchant Weapon - Crusader - +60 strength for 15s and 45-75 healed, 1 PPM on melee hit, no cooldown
Mongoose Enchant - Enchant Weapon - Mongoose - +120 agility and +2% melee haste for 15s, ~1 PPM on melee hit, no cooldown
Windfury Totem - Windfury Totem - 20% chance on an extra attack with 445 extra attack power, no cooldown
[Insightful Earthstorm Diamond] - 300 mana restored, 5% proc on spell cast, no cooldown
[Darkmoon Card: Blue Dragon] - 100% mana regen for 15s, 2% proc on spell cast, no cooldown
[Darkmoon Card: Twisting Nether] - resurrect with 20% HP/Mana, 10% proc on death, no cooldown
[Eye of Gruul] - -450 reduced mana cost on next heal, 2% proc on heal, no cooldown; multiple proc chances from AoE heals
[Eye of Magtheridon] - +170 spell damge/healing for 10s, 100% on a full spell resist, no cooldown
[Madness of the Betrayer] - +300 armour pentration for 10s, 1 PPM on melee/ranged hit, no cooldown
Ashtongue Talisman of ... - Ashtongue - various class-dependent procs, no cooldown
[Wrath of Cenarius] - +132 spell damage for 10s, 5% proc on spell hit, no cooldown
[Bulwark of Azzinoth] - +2000 AC for 10s, 2% chance on being hit, no internal cooldown
Spellstrike Infusion 2/2 - Spellstrike Hood - +92 spell damage for 10s, 5% proc on harmful spell hit, no cooldown
Malorne Raiment/Regalia 2/5 - Crown of Malorne - 120 mana restored on spell cast, ?% proc on helpful/harmful spellcast, no cooldown
Malorne Harness 2/5 - Stag-Helm of Malorne - 10 rage/20 energy restored on melee hit, 4% proc on melee attack, no cooldown
Voidheart Raiment 2/5 - Voidheart Crown - +135 fire/shadow damage for 15s, (10%?) proc on fire/shadow spell cast, no cooldown
Tirisfal Regalia 4/5 - Cowl of Tirisfal - +70 spell damage for 6s, 100% proc on spell crit, no cooldown
Procs with a short cooldown
Windfury Weapon (not Windfury Totem)- Windfury Weapon - 20% chance on two extra attacks with 445 extra attack power, 3s internal cooldown
[The Lightning Capacitor] - 694-806 lightning damage after every 3 spell crits, 2.5s cooldown after a lightning shoots before crits start counting again
[Mark of Defiance] - 128-172 mana restored, 15% proc on direct damage spell hit, ~15s cooldown.
[Fel Reaver's Piston] - 500 healed over 15s, 15% proc on heal, ~15s cooldown
[Timbal's Focusing Crystal] - 285-475 shadow damage, 10% proc on DoT tick, 15s cooldown
[Dragonspine Trophy] - +325 haste rating for 10s, ~1 PPM proc on ranged/melee attack, 20s cooldown
[Warp-Spring Coil] - +1000 armour penetration for 15s, 25% proc on special attack, 30s cooldown
Procs with a long cooldown
[Thundering Skyfire Diamond] - +240 haste rating for 10 seconds, 1 PPM on melee/ranged/shapeshifted attacks, 40s cooldown
**[Mystical Skyfire Diamond] - +320 spell haste rating for 4 seconds, 15% proc on spell cast, 35s cooldown
Cooldown changed, not 100% certain
[Warglaive of Azzinoth] - +450 haste rating for 10 seconds, unknown proc rate on melee attacks, 45s cooldown
[Scarab of the Infinite Cycle] - +320 spell haste rating for 6s, 10% proc on heal, 45s cooldown
[Bangle of Endless Blessings] - +15% mana regeneration while casting for 15s, 10% proc on spell cast, 45s cooldown
[Fathom-Brooch of the Tidewalker] - 335 mana restored, 15% proc on nature spell cast, 45s cooldown
[Shiffar's Nexus-Horn] - +225 spell damage/healing for 10s, 20% proc on spell crit, 45s cooldown
[Quagmirran's Eye] - +320 spell haste for 6s, 10% proc on harmful spell hit, 45s cooldown
[Sextant of Unstable Currents] - +190 spell damage/healing for 15s, 20% proc on spell crit, 45s cooldown
[Tome of Fiery Redemption] - +290 spell damage/healing for 15s, 15% proc on spell cast, 45s cooldown
[Hourglass of the Unraveller] - +300 attack power for 10s, 10% proc on critical hit, ~45s cooldown
[Shard of Contempt] - +230 attack power for 20s, 10% proc on hit, 45s cooldown
[Tsunami Talisman] - +340 attack power for 10s, 10% proc on critical hit, 45s cooldown
[Masquerade Gown] - +145 spirit for 15s, 10% proc on spell cast, ~45s cooldown
[Item 'robes of the elder scribes' not found!] - +130 spell damage for 10s, 5% proc on spell cast, ~45s cooldown
[Band of the Eternal Champion] - +160 AP for 10s, 1 PPM proc on melee/ranged attack, 60s CD
[Band of the Eternal Sage] - +95 damage/healing for 10s, 10% chance on offensive spell cast, 60s CD
Unknown/uncertain procs
[Band of the Eternal Defender] - +800 AC for 10s, 3% (?) on being hit, (45-60s?) CD
[Band of the Eternal Restorer] - +175 healing (and damage) for 15s (10s?), 10% chance on heal cast, (45-60s) CD
Executioner - ~1 PPM, 15s duration, no CD