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Old 05/25/07, 1:53 PM   #1
Poggrid
Glass Joe
 
Dwarf Paladin
 
Bonechewer
Mudflation and interesting new stats

[First time posting about theorycraft issues here, please be gentle.]

Previous discussions have talked about the issues of the itemization formula Blizzard has chosen: it gets more expensive to increase the amount of a given stat on an item as the amount of that stat increases. This means that to provide meaningful upgrades, item levels have to climb rapidly--"mudflation". There was a fair bit of discussion about this when TBC first came out, because Karazhan and SSC loot were not huge upgrades in the way MC/BWL//Naxx loot were, due to item levels and poor stat allocation. Obviously, 2.1 featured massive stat reallocation that resolved many of the problems--Karazhan loot, for instance, provides nice upgrades over level 70 blues--and people are not complaining anymore, having happily returned to killing dragons, demons, etc. However, the itemization formulae are still in place and the core issues have not changed. If I have followed discussion on the board correctly, this is part of the issue behind shadow priest complaints--there are a very small number of stats that are relevant to a shadow priest and these stats are running into problems with the itemization formulae.

I think Blizzard realizes this and is attempting to provide more stats to raise, thus enabling meaningful upgrades without drastically inflating item levels over time. Examples of this phenomenon are resilience in PvP, the changes to haste rating for channeled spells in 2.1, and the "ignore armor" bonus on the warrior tier 6 DPS set. (Speaking as a paladin healer, I also think that this is what Blizzard is trying to do with spellcrit and mp5--balance the effectiveness of both to provide for more meaningful upgrades in paladin gear, but I'm not convinced they have found a good balance of usefulness for spellcrit and mp5.) Basically, with the current itemization formula, if you have a given item level increase and five stats to raise, you can raise all of them by a small amount and provide a better upgrade than if you only had three stats and could raise those by a small amount plus epsilon.

What other bonuses do you think Blizzard could provide that would be useful and would not be imbalanced PvE- versus PvP-wise? (PvP bonuses or PvE bonuses, either one.) The "ignore armor" bonus has been cited as an elegant way of providing PvE utility without unduly affecting PvP--are there any other ideas out there?

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Old 05/25/07, 2:11 PM   #2
FractalLaw
Glass Joe
 
Human Mage
 
Terenas
The offensive caster situation is really exemplified by the shadow priest situation. Spell power is the backbone of caster damage, yet only one stat increases it directly (baring talents and gear set bonuses) compared to other DPS classes getting AP increases from both the AP stat itself and Strength and Agility, depending on class. Mass amounts of spell crit, and spell hit, and spell penetration are nice, but when it really comes down to it we're dependent on spell power to provide substantive increases.

Blizzard did at passive spell haste bonuses to some of the Black Temple gear that I've seen, which will have some synergy with the otherwise excessive amounts of int and spirit on dps gear, but I'm really not sure how useful the stat will be overall; its dps increase is very much on par with spell crit and even stacked spell haste will only provide a 5-10% casting speed increase, which won't make much tactical difference.

The other side of this is Blizzard's reluctance to properly design gear for raiding; the crafted tailoring gear is so popular because its stat allocation is better than the sets and most raid dropped epics.

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Old 05/25/07, 2:58 PM   #3
Vhad
Don Flamenco
 
Night Elf Warrior
 
Silvermoon (EU)
For starters they could make spell penetration useful.

What!?

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Old 05/25/07, 3:30 PM   #4
Yaltus
Bald Bull
 
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Blood Elf Priest
 
Mal'Ganis
I think they could add a "Critical Strike Damage Bonus rating", which assuming it scaled decently would be a pretty nice stat for high crit rate classes. It would also help be a gear counter to resilience, giving it some PvP practicality.

Past that, all I can come up with maybe gear bonuses that reduce mana/energy/rage costs, but I'm not too sure those are well suited to anything other than set bonuses. And mana cost reduction is really just mp5 in flashier clothes.

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Old 05/25/07, 3:32 PM   #5
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
Originally Posted by Poggrid View Post
Previous discussions have talked about the issues of the itemization formula Blizzard has chosen: it gets more expensive to increase the amount of a given stat on an item as the amount of that stat increases. This means that to provide meaningful upgrades, item levels have to climb rapidly--"mudflation".
Actually, they don't. The formula looks roughly like:

cost = ( stat1^1.5 + stat2^1.5 + stat3^1.5 + ... )^(2/3)

So if you multiply each stat by a constant, then the cost is multiplied by the same constant. The nonlinear scaling only comes into play when you're shifting the point allocation between stats on the item.

My comrades are my weapons, and I am their shield.

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Old 05/25/07, 3:48 PM   #6
Poggrid
Glass Joe
 
Dwarf Paladin
 
Bonechewer
Originally Posted by Cathela View Post
Actually, they don't. The formula looks roughly like:

cost = ( stat1^1.5 + stat2^1.5 + stat3^1.5 + ... )^(2/3)

So if you multiply each stat by a constant, then the cost is multiplied by the same constant. The nonlinear scaling only comes into play when you're shifting the point allocation between stats on the item.
Hmmm. Let's say we have two stats and we start out with both equal to 10, so cost = 15.87. Then raising stat1 to 15 costs 4.17 points. Raising stat1 again from 15 to 20 costs 4.43 points. Sure looks like adding five points of stat1 is getting more expensive. Where is my math wrong?

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Old 05/25/07, 4:02 PM   #7
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
Originally Posted by Poggrid View Post
Hmmm. Let's say we have two stats and we start out with both equal to 10, so cost = 15.87. Then raising stat1 to 15 costs 4.17 points. Raising stat1 again from 15 to 20 costs 4.43 points. Sure looks like adding five points of stat1 is getting more expensive. Where is my math wrong?
You're only raising one stat. Try raising both from 10 to 20 and you'll find that the cost doubles exactly. More generally, if you increase all stats by X%, then the cost will also increase by X%.

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Old 05/25/07, 4:09 PM   #8
 zeidrich
Yet again, dead again.
 
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Goblin Warrior
 
Mal'Ganis
Originally Posted by Poggrid View Post
Hmmm. Let's say we have two stats and we start out with both equal to 10, so cost = 15.87. Then raising stat1 to 15 costs 4.17 points. Raising stat1 again from 15 to 20 costs 4.43 points. Sure looks like adding five points of stat1 is getting more expensive. Where is my math wrong?
Because you're changing the relationship between the two stats.

You get the most benefit when all stats are realitively equal points wise:

IE:

+10 str
+10 agi
+10 int

The futher they deviate form eachother is when it gets expensive.

Take another example where the points scale the same way.

10 str, 10 agi = 14.14 (Not sure where 15.87 came from, sqrt(200) is ~14.14)
Make it 15 str 15 agi = 21.21 which is 7.07 points higher
Make it 20 str 20 agi = 28.28 which is 7.07 points higher

As long as the ratio of the stats remain constant, they scale linearly.

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Old 05/25/07, 4:13 PM   #9
Cel
Great Tiger
 
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Night Elf Rogue
 
Ysera
I thought that was the point, raising just one stat in relation to the others, example being how spell damage and only spell damage scales well for Shadow Priests.

"There is much pleasure to be gained from useless knowledge." - Bertrand Russell

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Old 05/25/07, 4:18 PM   #10
Optimized
Von Kaiser
 
Gnome Warlock
 
Blackhand
One interesting thing I could see them doing on a trinket is in some way making the spell damage you do have count more. For instance have a trinket that on use makes the spell damage coefficient equal the (castingtime+1)/3.5. The wording I have used is very awkward but the general idea is that an instant or lower would get the spell damage as if it was a 2.5 second cast instead of 1.5. You could simply also make a trinket that says your spell damage is increased by 2% and make a rejuvenating gem type effect that scales until eternity and is OP when we are all level 80.

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Old 05/25/07, 4:23 PM   #11
Cel
Great Tiger
 
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Night Elf Rogue
 
Ysera
Originally Posted by Optimized View Post
One interesting thing I could see them doing on a trinket is in some way making the spell damage you do have count more. For instance have a trinket that on use makes the spell damage coefficient equal the (castingtime+1)/3.5. The wording I have used is very awkward but the general idea is that an instant or lower would get the spell damage as if it was a 2.5 second cast instead of 1.5. You could simply also make a trinket that says your spell damage is increased by 2% and make a rejuvenating gem type effect that scales until eternity and is OP when we are all level 80.
As long as they implemented this as a rating, that might be pretty cool... Would you gain more from 44 spell damage, or an extra 3% of your spell damage added to your casts, etc etc. Really depends on what spells you cast and what coefficients they use, and such. It would make for some complicated gear decisions as well.

"There is much pleasure to be gained from useless knowledge." - Bertrand Russell

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Old 05/25/07, 5:32 PM   #12
Wensleydale
Von Kaiser
 
Tauren Druid
 
Tichondrius
Originally Posted by Optimized View Post
One interesting thing I could see them doing on a trinket is in some way making the spell damage you do have count more. For instance have a trinket that on use makes the spell damage coefficient equal the (castingtime+1)/3.5. The wording I have used is very awkward but the general idea is that an instant or lower would get the spell damage as if it was a 2.5 second cast instead of 1.5. You could simply also make a trinket that says your spell damage is increased by 2% and make a rejuvenating gem type effect that scales until eternity and is OP when we are all level 80.
This kind of stat is available in the game Titan Quest (and probably many other games I've never played): both flat increases to damage as well as percentage increases. It works for that game because your character grows in power by orders of magnitude, and it's balanced for single player. But it will quickly spin out of control in WoW. Bob Raider's fireball already hits 35% harder than Joe Casual's, but with another tier's worth of damage multipliers, Bob could more than double Joe's damage. We started to see that near the end of WoW 1.0, and it wasn't good for the game. Plus, the developers have a history of losing control of gear scaling even without percentage multipliers, and the corrections are rarely pleasant.

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Old 05/25/07, 6:21 PM   #13
Elby
Glass Joe
 
Undead Priest
 
Lightbringer
I've noticed people tend to use 'mudflation' to represent a lot of different things. What I have always thought it meant was that the power of everyone in the game gradually increases over time (mostly due to new content offering gear that completely outclasses previous gear) which then has the side effect of trivializing old content.

What do other people mean when they say it?

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Old 05/25/07, 6:36 PM   #14
Brekk
Piston Honda
 
Human Priest
 
Zul'Jin
Originally Posted by Elby View Post
What do other people mean when they say it?
In EQ terms it was gear stats on new items needing to be improved over old items and as a result having rediculous stats. The issue is mainly, because people will not be happy if the new raid zones have the exact same gear with lets say +2 to every stat. People want to see noticable gain, and this leads to over growth of the stats/power of gear.


When I first saw Naxx loot me and another guy who had played EQ talked about how WoW was shooting itself in the foot. We had a friend who had just played WoW and did not understand what we were talking about. The biggest issue is people in WoW now have this expectation for large gains, its a hard problem to curb.

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Old 05/25/07, 7:37 PM   #15
Rule
Von Kaiser
 
Dwarf Warrior
 
Ner'zhul
It's a problem of relative power gains.

Say you start out with an item with +10sta +10str +10agi. If you go up 5 ilvls (hypothetically) you get a new item with +15sta +15 str +15agi. You've increased in power by 50%. Go up another 5 ilvls and you get +20sta +20str +20agi. You've increased in power 100% from the first item, but people aren't looking at that first item, they're looking at that last item, from which it's only a 25% upgrade.

Extrapolate this out, and once you get to the point where you have +50 or +100 of a stat to start with, you have to increase it by more than 5 ilvls (or 10 or 20) for it to have a meaningful effect. This is then compounded the next time you increase stats, over and over until any upgrade at all is virtually meaningless.

It's kind of a catch 22. If you have a linear scale, it gets to a point where upgrades are meaningless, since you reach a point of such small increases relative to existing stats, that it's unnoticeable as an upgrade. If you have a % increasing scale, it eventually grows so large that the numbers you are using are meaningless.

Personally, I'd rather have a carefully planned out % increase type of progression path, combatted in part by introducing new and varied stats in addition to existing stats. They've done this to some extant, but they could go much farther as far as meaningful new stats:

-Spell penetration could be made useful by adding resists to pve mobs. Spell penetration would be needed to do max dmg.
-A stat could be introduced to combat the frequency and severity of glancing blows. They just need to figure out a way to seperate it from the weapon skill stat, since that is tied to leveling up, which they don't want anyone to have an unfair advantage in.
-They could add a pve function for dodging/missing/avoiding physical ranged attacks, so hunters have to collect something to make them be able to counteract that effect.
-Besides more armor, they could have mobs have a greater than normal amount of avoidance, so tanks/melee have to collect a stat that reduces dodge/parry. Again, divorce this from weapon skill, so you do not unbalance things when it's time to level up again.
-Add new talents that reward collecting a certain type of a new stat. Similar to how mages have a talent that gives them more benefit to the +dmg they have on certain spells, or several classes (hunters, warriors) have talents to increase the benefit of stamina.
-Add mobs that can reflect spells, and then give casters a stat to counteract this effect.

These are just off the top of my head, i'm sure others can come up with more imaginative ideas .

There's many directions they can go with stats, the important thing is to give people a reason to want those stats, and to make them broadly available and applicable to the chosen focus of the player, be it pve or pvp.

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