Opportunist is one of those weird traits where it’s hard to figure out, intuitively, what exactly you’re getting. On the other hand, taking it is a bit of a no-brainer since it’s a minor in the best trait tree.
Now that it’s slated to be nerfed, the question arises: ‘How much is enough?’. Fortunately, it’s easy to approximate the initiative gain in its current and proposed states.
Opportunist works like this. If you roll a crit you get a second roll for the trait. If you win that roll you get 1 point of initiative and can’t roll again until the cooldown is done.
Right now that sits at 30% chance to proc on crit with a 1 second ICD, with the proposed values being 50% with a 5 second ICD. Does the increased proc rate make up for the longer ICD? How much do crit chance and attack speed play into this? We will soon find out.
I programmed a short test using R to simulate attacking continuously for some long period of time. I timed a couple different weapons and found most of them to be around 1 hit per second (more or less), so I modeled the hit rate from 1 to 2 hits per second just to be safe. I varied crit between 5 and 100% and scaled the numbers up to simulate weapons that bounce or cleave. Most importantly, I varied the proc chance (the 30% and 50% values) and the internal cooldown (1 and 5 seconds), so that it would be possible to compare the proposed changes to the current state. At least that’s what I think I did.
The end result of this is a multi-dimensional array of numbers representing the average initiative gained per second over an immensely long period of time (~5.8 days) under varying conditions. Five days is probably overkill but my mom’s basement is cold this time of year so I thought I’d peg my CPUs and kill two birds with one stone.
Plotting these dimensions against each other yields interesting results. For example, if you took a hit rate of 1/s and the current proc rate (30%) against a single target, you could plot crit chance vs initiative/second at varying internal cooldowns.
http://i.imgur.com/O3iPtNX.png
The current case is shown in red (1s ICD).
http://i.imgur.com/iJiz6jY.png
You can also look at what would happen to the curves with a 50% proc rate. The init/s maxes out at a much higher point at the same 1s ICD, around 0.33/s versus 0.23/s at 30%. The proposed curve is in purple (5s ICD).
Comparing the current vs the proposed state looks something like this. You can really see how long ICDs on abilities flatten out the benefit of high crit.
http://i.imgur.com/WKHgR9V.png
As you can see, the current implementation gives much more initiative at higher crit levels thanks to the reduced ICD, whereas the proposed version’s increased proc rate has a small advantage at low crit levels.
Fitting a function to the respective curves shows that a thief with 57% crit hitting one target once every second will go from around 0.218/s to 0.113/s, a decrease of around half.