I haven't gone through all the changes and how items are being "re-balanced". (I'm still catching up on things since my vacation.) This affects the performance of my RPPM gear, the value of prepotting, and all the gems, reforging, and some enchants. In a nutshell, this is a rather huge change. Haste will not be as good.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
There
are some further changes to the RPPM system in development that we'd
like to share with you. As you know, RPPM is something we've been doing a
lot of iteration on, and we have another iteration that should be
hitting the PTR soon:
As you may know, RPPM proc rates typically
scale with haste. This was done because historically, attacking faster
meant you had more chances to proc something, so got more procs, and we
wanted to preserve that effect. However, most procs before RPPM were
such that either their effect didn't also scale with haste, or their
proc rate was predominantly limited by an ICD. Many of our RPPM effects
thus far have had neither of these limitations, such that they
effectively 'double-dipped' on haste, benefiting twice from it. In some
extreme cases, the proc was designed such that they actually
triple-dipped.
As RPPM effects have become more wide-spread and
more impactful, this has caused a variety of problems. Primarily, it has
skewed stat balances toward haste rather significantly. It's also a
compounding problem where many of these procs stack multiplicatively
with each other, causing insane burst when all of these procs go off
together. That can be fun, but also raises the skill cap on your
performance, and makes gearing choices more restricted to ones which
stack together optimally.
For 5.4 we're going to change both new
and existing RPPM procs to not double-dip on haste. Benefiting once
from haste is fine and expected, but not twice. For example, suppose you
have two hypothetical procs, Flamekissed and Villainy:
Flamekissed's
proc rate scales with haste, and its effect says "Chance on hit: Deal
500 additional fire damage". This is fine, because only the proc rate
scales with haste; the effect doesn't.
Villainy's proc rate also
scales with haste, and its effect says "Chance on hit: +5000 Agility for
20sec." This is not fine, because both the proc rate and the proc
effect scale with haste. The more haste you have, the more attacks you
do in that 20sec period which benefit from the increased Agility.
If
both the rate and effect of a proc scale with haste, we're going to
remove the haste scaling from its proc rate. In these cases, we'll
compensate for an expected amount of haste by increasing the base proc
rate. For any procs whose effect does not scale with haste, their proc
rate will continue to scale with haste as before. However, we're also
revisiting the proc rate tuning on all existing procs that were made
overbudget due to the addition of Unlucky Streak Prevention (which ends
up increasing effective proc rate by 9%). These changes should bring
RPPM procs back to being on-budget and tied with traditional ICD procs
in value.
This will obviously have a noticeable effect on most
players performance; don't panic. We're going to be adjusting
damage/healing/tanking performance with these changes in mind.
These
RPPM changes should make it to PTR soon, and you'll be able to find the
exact changes to each such effect there. We now show RPPM proc rates in
the tooltip of the effect, which should make it easy to find.
....
However,
we recognize that not everyone likes the RPPM gameplay, and are going
to greater lengths to provide alternative options in Siege of Orgrimmar.
In addition to RPPM-based trinkets, there will be trinkets that use the
older internal cooldown (ICD) method, as well as a few on-use trinkets
if you'd prefer to have an even greater degree of control over when your
trinkets are active. There's even a couple trinkets with completely
passive effects.
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