This post is dedicated to Imbaslap, Hatson, Keftenk for providing me with the inspiration to research, my guildies at < Exiled > for the continued encouragement, and the Nostalrius Staff for the opportunity to test the item!
Introduction
Actual Timeline History for Thunderfury
Threat Mechanics
+16-30 Elemental Melee Damage
Attack Speed Debuff
Introduction
In light of the fact that the Nostalrius Staff provided us a nice surprise

By sharing this information I hope to provide Nostalrius the best data possible so that they can come to a satisfying conclusion in regard to the best Blizzlike version that they decide to bring us for its implementation into the game.
The following below is towards Thunderfury, Blessed Blade of the Windseeker ][item=19019]
Weapon Data in regards to the Proc chance on hit, Threat mechanics, and the +16-30 Nature Damage elemental melee damage.
Blizzard’s ‘Official’ Vanilla Timeline History
Patch 1.12.0 (22-Aug-2006): Thunderfury may be equipped in either hand.
Patch 1.9.0(3-January-2006): The attack speed slowing effect from Thunderfury has been reduced to 20%, and no longer stacks with other such effects such as Thunderclap. The rate at which the weapon procs has also been lowered.
Patch 1.8.0 (10-Oct-2005): The Thunderfury effect's spell damage will no longer be increased by other item effects.
Patch 1.6.0 (12-Jul-2005): Added.
Source: http://www.wowwiki.com/Thunderfury,_Ble ... Windseeker
Source: http://www.wowwiki.com/Patch_1.9.0
Note: The 1.9 Patch Nerf also took away the ability for Thunderfury to proc from itself not from the AOE debuff portion, but rather from the single target 300+ damage component which you’ll later hear referenced by many users and in our video response.
What they haven’t told you though just like in regular Blizzard fashion is that the weapon was also Buffed almost immediately after it was Nerfed.
TLDR Timeline
Original 1.6 Version: 30% Proc Chance with ability to Proc from itself and any other damage from weapon (poisons, trinkets, enchants etc)
Nerfed 1.9 Version: 15% Proc Chance only from auto attacks and special abilities.
Restored 1.12 Version: 25% Proc Chance from auto attacks and special abilities.
Note: The amount of threat done by the weapon Proc is never changed until TBC.
http://www.wowwiki.com/Patch_2.0.10
July 19, 2006 during Patch 1.11
Ultimately, it will later get buffed to a Static Proc Chance of 25% in 1.12 then taken down to 20% in 2.0.1 as you’ll see in my timeline in my next post.
Q: “I'd support this. The initial nerf was from 30% down to 14%, and then it was quietly brought back to what looks like 20% a couple of patches back.”
Source
The Changes and the ‘Why’ Behind Blizzard’s Logic
The re-buffing of Thunderfury was done for a variety of reasons. The first and foremost reason is because Blizzard has always consistently changed their game in every aspect to fit the ‘current’ players. When they see a video or a post showing an items current possible capacity or something overpowered about it-- it is nerfed, and likewise when underpowered buffed.
Blizzard saw the reaction to the nerf on their part, reactions by players to bank the weapon (which you’ll see in our timeline), as well as the new content with an increasing amount of damage that players with better gear were putting out forcing tanks to create higher levels of threat caps.
Thus, with the response from the community, changes in content scaling, and the decreasing value of a legendary---I believe were some of the reasons the Blizzard developers choose to reconsider their decision and restore their legendary weapon Thunderfury slightly closer to the original version.
But before we talk about the ‘actual’ timeline of the Thunderfury let’s first see how Weapon Procs function in Vanilla Wow!
What is a Proc Chance On Hit Mechanic and how does it Work?
Before we talk about the ‘actual’ timeline of the Thunderfury let’s first see how Weapon Procs function in Vanilla Wow!
http://www.wowwiki.com/Proc
Thunderfury uses the first option which is a Chance on Hit Mechanic. This chance on Hit Mechanic is a fixed variable that once set within the database cannot be changed by the player. This is what I like to call the “Static Chance”.
This means that by only auto-attacking over a long period of time with no other modification of variables you will eventually find a consistent ( % ) Static Chance for the weapon to Proc approximating towards the actual numerical value dependent upon the iterations done.
If you add in specials abilities while attacking you will see an increase in the amount of Procs and hence the amount at which the Proc occurs will increase. This is called the Dynamic Proc Chance. Note this is the distinction between what I’m calling the ‘static chance’ and the ‘dynamic chance’.
The Static Proc Chance cannot be modified by a player whereas the Dynamic chance is the Static chance modified by the amount of specials (yellow damage) used by the player. So when speaking about values for a weapon we never use the Dynamic Chance since all classes and specs have different mechanics which will change variables hence invalidating data.
Thus, when talking about the Thunderfury Weapon Proc %’s we do not use the Dynamic chance and calculate any special abilities but rather only “white damage” attacks to find the Static chance.