I am going to test this out tonight and see if it gets proc rates more in line with what they should be.
Code:
ProcBonus += float(itembonuses.ProcChance + (spellbonuses.ProcChance / 10) + AABonus) / 100.0f;
ProcChance = float(mydex) / 10000.0f;
ProcBonus *= ProcChance;
ProcChance += ProcBonus;
mlog(COMBAT__PROCS, "Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus);
return ProcChance;
This will make Dex 100% responsible for calculating proc rate instead of adding an extra base of 5% on top of Dex. For a server with level 60 max, even a character with 255 Dex will still proc 2.55% of the time. Then factor in that dual wielding 2 proc weapons would raise the rate considerably. And adding proc augs to those proc weapons would probably raise it considerably again. And this is before AAs, Spell Bonuses, or Item Bonuses even come into play. Adding all of that stuff in, you would get to very high proc rates quickly.
On live, I think that weapon delay was also factored into proc rates. So, the slower delay you had, the more often you would proc per swing. That is why rampage warriors would get slowed with a high delay weapon before they AE pulled to Rampage. So they would proc nearly every swing. And when using an AE proc and hitting lots of targets at once, you will proc so much and so fast that it kills everything in the AE/Rampage quickly. I think that is something to consider for further expanding the proc rate code.