I believe this is actually on the game development roadmap. Procs moving to some kind of proc per minute system.
So here is my stab at what such a system might look like.
X% chance proc triggers per Y seconds.
There is a base %chance to proc. A stat that can modify this base %. Perhaps the base % chance is 25% with a stat that can ultimately increase this to 100% or 400% of base chance.
There is also a base Y seconds. Another stat that can modify this base Y. Let's say the base Y is 10 seconds. The stat can improve this 500% or reduce it to 2seconds after heavy investment.
So if one max out both stats, you get 100% chance to proc every 2 seconds.
The base % and base Y should be different for each proc. Some heavy hitting proc should have lower X and longer Y to account for that. The converse is also true.
Now we have two new stats that can be interesting choices for players to make their builds.
So here is my stab at what such a system might look like.
X% chance proc triggers per Y seconds.
There is a base %chance to proc. A stat that can modify this base %. Perhaps the base % chance is 25% with a stat that can ultimately increase this to 100% or 400% of base chance.
There is also a base Y seconds. Another stat that can modify this base Y. Let's say the base Y is 10 seconds. The stat can improve this 500% or reduce it to 2seconds after heavy investment.
So if one max out both stats, you get 100% chance to proc every 2 seconds.
The base % and base Y should be different for each proc. Some heavy hitting proc should have lower X and longer Y to account for that. The converse is also true.
Now we have two new stats that can be interesting choices for players to make their builds.
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