As Legedi pointed out, figuring the factor for chance to proc flurry within a flurry is pretty simple...
What I did was come up with a number for events per natural swing (even = white swing or yellow swing)
I already have yellow attacks per second average for overpower calculations, so this is pretty easy.... average time for a swing * yellow events per second.
then
1-(1-crit chance)^(events per natural swing)
gives percent chance for each attack. Looking at the full flurry you do another exponential with 3 swings 1-(1-that number)^3
when you drop out of flurry your time between swings increases, but your average yellow attacks per second doesn't change, so the chance per natural swing increases.
I'm not quite sure what to do with this number once I have it.
The DW case I'm looking at is relatively low gearing, with 17.59% crit chance in battle stance, and against 20% armor is doing 0.2405 yellow attacks per second on average with 2.3 speed MH and 2.1 speed offhand.
crit events per natural swing while flurried is 1 + 0.844 seconds * 0.2405 = 1.203
which is 20.76% chance per natural swing event or 50.25% chance per total flurry (3 swings).
crit events per natural swing while not flurried is 1 + 1.098 seconds * 0.2405 = 1.264 ==>21.69% chance per natural swing event
Total time under flurry in this case will be higher than 50.25%, but I'm not sure how to figure how much higher. I should know, but I'm blanking.
Here is what my worksheet looks like thus far:
http://64.81.59.71/forumpics/Conc%20Warr...20v0.5.xls
This is just the DW Fury version, I plan to use this as a semi template for making sheets for other options, like 2H MS, DW Devastate, 1H SS / Devastate, 2H BT and 2H Slam (sheets based upon the attack with the highest rage priority.
The current flurry chance is an old approximation of a single case. That part will change. Anyone with inclinations check out what mistakes you can find. If you want to figure out what is going into each formula, you can choose Tools --> Auditing --> Trace precedents and it will draw arrows from the other numbers used in the formula.
- User changable variables are tinted green.
- The "Quick Add" columns allow adding effects like gems and such for trying out different scenarios.
- Hamstring rage will adjust the rage for hamstring when under WF and allows determining if something like the ZG necklace or the PvP gloves make sense to use even if they have lower stats because you will have the rage to keep spamstringing. to proc WF
- Rampage value is the AP you want to use as Rampage adding if unused rage reports "Can't Keep Rampage" you won't have enough rage to keep it up (I'm assuming 20 rage per 25 seconds) for 100% of the time unless you use bloodrage (not in the model), or you delay a Bloodthirst.
I think most of the rest of the stuff is straightforward.
Most of the calculations happen over to the right hand side, with the left hand side more the useful output information. I use a 1280x1024 display, so it's most comfortable at that width at 100% zoom.
Conc / Concillian -- Vintage player of many games. Deadly leader of the All Pally Team (or was it Death leader?)
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.