As far as I understood those posts an item proc rate of 0 means an in-game proc rate of 2.04 procs/min (= 100%). I'm not sure how you would work that into a random() function, but one parse resulted in a proc rate of 2.04 procs/min and that weapon has an item proc rate of zero:
(Check out the actual parse data on page 2 of that SK thread)
Total swings: 18,697 (procs go off even if you miss, right?)
Procs: 1,004
Procs/min: 2.04
(1004/18697) * 100 =
5.3% base proc rate
(Note: If procs only work when you actually hit it would be:
Total hits: 10,603
(1004/10603) * 100 =
9.4%, resulting in a much higher base proc rate).
The unknown070 value is added on top of that base proc rate:
e.g.: 5.3% + 30% = 6.99% (
not 35.3%!)
or: 2.04 procs/min + 30% = 2.65 procs/min
Could be translated into something like this:
Code:
base_proc_rate := 5.3f;
proc_rate := base_proc_rate + (base_proc_rate / 100 * item_proc_rate);
if random(100) < proc_rate then
proc();
DEX doesn't seem to have a big impact on the percentage (someone guessed DEX/100. e.g. DEX 300 = 3% added)