No, I have a model that's structured significantly different than what you're doing. I was just checking to see that the # of bloodletter procs were in the same vague ballpark. I'm getting about half the # of BL procs that you are.

My model looks at a base 15% crit rate, adds 10% for straight shot and a modeled 5% (20% * 15s / 60s) for IR when IR applies (I'll ignore IR for now).

At a 25% crit rate, every DOT tick has 2 chances to crit*. The chance for a crit and therefore a "ROB-eligible" tick is: (1 - (1 - 25%) * (1 - 25%)) = 43.73%*. Half of that is 21.86% chance for a ROB proc*.

* These are all based on the server-side DOT tick assumption.

I ignore hardcasts and only assess proc bloodletters.

That is a 22% ROB'd BL every 3 seconds, or 0.073 BL per second. With a modeled IR, that is 0.085 BL per second.


Your 15% simulation has 6556674 / (360s * 100,000) = 0.182 BL per second, which is significantly different.

So, I'm trying to see whether the simulation / hardcasts / animations is causing such a difference, or if it's something in the way I'm incorporating BL in my model. Or maybe your sim ^_^.