Quote:I know they are based on weapon speed right now. I know that flurry will grant you more procs than if you didn't have it. There are data sets out there that show this pretty well and I don't have a problem with that. It gives those people who spec to get more speed a little more edge. I'm fine with that. And all they would need to do for druids is just consider the enchant or proc to be on the natural weapons, the claws, of the forms to fix it, but since it doesn't work that way now for anything else I doubt they changed it for druids, hence the problems.
But yeah, Blizzard likes band aids (50% global physical resist in D2 anyone...) they always have. Or at least pretty much any initial solution to a problem is of this nature. But often times they simply leave it at that and never get to the root. WoW has been better about this, but it still shows.
And this is where the root of the problem is and why they will not have a quick fix for it. When the enchant is put on the weapon, the game at that time computes the chance to proc based on the ppm of the enchant and the base weapon speed and then is just storing that chance as part of the weapons data structure. Once the player is in feral form and attacking the game has no real link back to what the enchant was on the weapon to recalculate a new chance for the procs per swing, it just has do effect Y on X% of swings.
The storage of multiple effects on the items would be prohibative since the enchants can be placed on items that are not bound to any player and therefore to cover it that way would require doing such storage for all items. Likewise doing a storage of the base enchant and needing to to refigure that proc chance in fight would potentially cause a too large of a processor overhead to keep rereferencing the code to keep recomputing the chance on every swing.