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Old 10/15/06, 8:58 AM   #226
 frmorrison
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Ashstrike
Human Paladin
 
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Originally Posted by sp00n
Was it simply 20*Level/60? Or a more complex formula?
Meaning, a warrior will need 20*70/60= 23.3 agility per crit and a rogue 29*70/60= 33.8?
I believe it is more complex, because Rogues need 29.3 agilty per crit currently. However, there is a new UI for the character frame that tells you everything you want to know about your current stats, of course including your crit from agilty/crit rating/weapon skill/talents.

34 agility per crit @ 70 is a good approximation for a Rogue though.

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Old 10/16/06, 4:46 PM   #227
Fenrus
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Night Elf Hunter
 
Lightning's Blade
Is there any new insight as to the way resiliance work? Does it shrink the crit portion of the pie or what?

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Old 10/17/06, 2:46 AM   #228
Emeraude
Bald Bull
 
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Night Elf Warrior
 
Sargeras
With the upcoming release of the Burning Crusade, we thought we would take the time to explain more on a new stat that we are introducing: Combat Ratings. These ratings are being used for any combat stat that previously was percentage-based such as: critical strike chance, hit chance, dodge chance and defense skill. Combat ratings are only used with effects generated by items and do not apply to effects that are generated by spells and talents which will continue to work the same.

The following combat ratings are currently in use: weapon skill, defense, dodge, parry, block, hit chance, spell hit chance, critical strike chance, spell critical strike chance, resilience, haste, and spell haste.

*We may introduce others at a later time.

Combat Skills

Unlike fixed percentages such as 2% critical strike chance, combat ratings diminish in potency as your character increases in level. 2% crit is the same at every level, while 28 critical strike rating grants 4% crit at level 34, 2% crit at level 60, and 1.27% crit at level 70. This allows us the ability to create and add new and better items to the world without eventually reaching a point where every character has a 100% chance to critically strike.

Below is the level 60 conversion for combat skills:

Weapon Skill Rating 2.5 rating grants 1 weapon skill
Hit Rating 10 rating grants 1% hit chance
Spell Hit Rating 8 rating grants 1% spell hit chance
Critical Strike Rating 14 rating grants 1% critical strike chance
Spell Critical Strike Rating 14 rating grants 1% spell critical strike chance
Haste 10 rating 1% haste
Spell Haste 10 rating grants 1% spell haste

Defense Skills

The impact on the defense skill and weapon skill systems is slightly more complicated. Many people do not realize these skills actually grant percentage-based benefits already. For example, every 25 points of defense skill grants a 1% dodge chance, 1% parry chance, 1% block chance, 1% increased chance to be missed and 1% decreased chance to be critically hit by physical attacks. Weapon skills have a similar effect for the attacker. Items will now grant skill rating rather than skill directly, and that will convert to an actual skill increase.

Below is the level 60 conversion for defense skills:

Defense Skill Rating 1.5 rating grants 1 defense skill
Dodge Rating 12 rating grants 1% dodge
Parry Rating 20 rating grants 1% parry
Block Rating 5 rating grants 1% block chance

Resilience

Resilience is a special new rating which we have created to reduce the effects of critical hits against your character. It has two components; it reduces the chance you will be critically hit by X percent, and it reduces the damage dealt to you by critical hits by 2X percent. X is the percentage resilience granted by a given resilience rating.

Below is the level 60 conversion for resilience:

Resilience 25 rating grants 1% resilience

Each time you go up a level, the amount of rating needed to get the same benefit will increase. An example of the scaling involved would be the current implementation of Agility which has always worked this way in the live game, requiring more agility for the same critical strike chance as you go up in level
So they gave us the math for 28 crit rating on levels 34/60/70(4%/2%/1.27%), anyone wanna get work on figuring a formula for 70? :)

34 28 4%
47 28 3% <--assumption
60 28 2%
70 28 1.27%
73 28 1% <--assumption

70 01 .0453% crit
70 22 .9966% crit
70 23 1.0419% crit

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Old 10/17/06, 3:13 AM   #229
Mansch
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Human Warrior
 
Aszune (EU)
crit rating formula:

Crit % = -level*7.5%+(6.6/crit rating)

Ok the number are not round but it is a start it will need probably massive tuning. Have fun with it.

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Old 10/17/06, 7:22 AM   #230
 Hamlet
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Tauren Druid
 
Mal'Ganis
I really thought it would have been more mathematically sound to have the rating required for a 1% benefit increase linearly with level (like they do with Agility now).


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Old 10/17/06, 7:51 AM   #231
Zurai
Bald Bull
 
Orc Death Knight
 
Whisperwind
Personally, I'm trying to wrap my head around why they didn't just make each rating the same number for the same basic effect. In other words, 10 hit rating = 1% hit @ 60, 10 crit rating = 1% crit @ 60, 10 defense rating = 1 defense @ 60, etc. It's gonna be a headache trying to compare relative values between two different ratings already with the actual effects having variable worth without the ratings themselves being variable amounts for 1%.

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Old 10/17/06, 8:08 AM   #232
• Chicken
 
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Upsidazi
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These numbers were basically decided upon based on the current 'cost' for each of the relative stats. In fact, they're for the most part completely equal. Currently 1% crit has a StatMod of 14, which is also the exact amount of rating needed for 1 crit at level 60.

The only ones that don't match are weapon skill, spell hit and block. But I think all three of those were fairly rare stats back when these values were originally 'discovered' by Hyzenthlei.

In other words, the values were probably chosen for itemization convenience.

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Old 10/24/06, 2:14 AM   #233
alcaras
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Alc
Blood Elf Warrior
 
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Originally Posted by sp00n
So, what was the formula that calculates the crit chance from your agility as you level up?
I think I have read it somewhere in these forums, but I cannot find it anymore.
Was it simply 20*Level/60?
Or a more complex formula?

And will this formula still hold true in the expansion?
Meaning, a warrior will need 20*70/60= 23.3 agility per crit and a rogue 29*70/60= 33.8?
Something changed with agility scaling in TBC.

As a warrior at level 60, 20 agility is less than 1% crit -- according to the character panel, it's 0.77%.

This implies ~25.97 agility for 1% crit at level 60... and a rogue tested and found at level 67 ~39 agility for 1% crit.

I'm not sure the new formula is, but it has certainly changed :-/

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Old 10/27/06, 6:34 AM   #234
Morrigan
Von Kaiser
 
Gnome Warlock
 
Gorgonnash (EU)
Btw.
I know it is widely accepted that against lvl 63 mobs/bosses 40% of one's auto attack swings are glancing blows, but where does this number come from and has it been confirmed by further parsing with higher sample sizes?

I'm asking this because I've been saving my combatlogs from our Patchwerk/Loatheb fights since we kill them, and I've run all of them through Wow Webstats. Now, the glancing blow percentages it shows are more in line with something like 45-50%. Of course, that might be coincidence caused by the random number generator, but then again I've yet to see the number to be UNDER 40% which, considering the large amounts of samples, should have happend if the chance really was 40%.

Example
Glancing blow percentages for Rogues here: 54%, 43%, 51%, 49%, 46%, 51%, 44%
Warriors: 50%, 52%, 50%, 52%, 52%, 44%, 58%
and that is not much different from the other logs (altough they tend to be a little bit lower, but nowhere near 40% on average)

I find it hard to believe that the actual glancing blow chance against bosses really is 40%.

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Old 10/27/06, 7:09 AM   #235
 Hamlet
<Druid Trainer>
 
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Tauren Druid
 
Mal'Ganis
Are you including misses, etc.?


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Old 10/27/06, 7:13 AM   #236
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
WWS calculates glancing blows over all successfully landed hits.
At least I suppose so, I have noticed values >40% as well, and it seemed to fit pretty well when considering the hit chance of the variuos players.
So it's 40% of only 85% landed attacks (5% dodge and 10% miss), which makes it actually to 47% glancing blows (as WWS calculates it - again, at least I think how it does).
Warriors in general have less +hit alltogether (seeing that they lack a +5 hit talent) and thus their glancing blows numbers are higher.

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Old 10/27/06, 8:11 AM   #237
Morrigan
Von Kaiser
 
Gnome Warlock
 
Gorgonnash (EU)
Umm, ok. That explains it ;)

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Old 11/10/06, 2:57 AM   #238
Regis
Von Kaiser
 
Gnome Rogue
 
Magtheridon (EU)
Is there any word on how much haste rating you will need for 1% haste at lvl 70? Does it work the same way as crit? 200 haste rating at lvl 70 = 12.7% increased attackspeed?

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Old 11/10/06, 3:01 AM   #239
Drauk
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Drauk
Human Mage
 
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Originally Posted by Regis
Is there any word on how much haste rating you will need for 1% haste at lvl 70? Does it work the same way as crit? 200 haste rating at lvl 70 = 12.7% increased attackspeed?
http://blue.cardplace.com/newcache/us/36573662.htm

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Old 12/09/06, 5:43 PM   #240
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
Bumping this thread as patch 2 is now live.

This is the result of three Patchwer attempts yesterday. Notice that I have 150 hit rating, which results in 15% toHit, leaving me with a miss chance of presumably 9%, yet my actual misses were 13.73% of all of my white attacks, which is a difference of 4.73%. I don't know much about statistics and how likely such an outcome is, yet to me it seems rather odd.

Type:         Amount | Average Damage | % of Attacks | % of Damage per Swing
Misses:          120 |                |       13.73% |
Dodges:           44 |                |        5.03% |
Parries:           1 |                |        0.11% |
Glancing Blows:  368 |         162.19 |       42.11% |    77.51%
Hits:            134 |         209.25 |       15.33% |   100%
Crits:           208 |         412.39 |       23.80% |   197.08%
----------------------------------------------------------------------------
Total:           874 |                |         100% |
Character sheet:


Combatlog:
http://sp00n.pytalhost.com/misc/Patc...ost.patch2.rar

So, did something change with the patch, that bosses have a higher chance to be missed? Or simply a bad coincidence?


As a sidenote, these are my stats for Mutilate:

Type:   Amount | Average Damage | % of Attacks | % of Damage per Swing
Misses:      0 |                |           0% |    
Dodges:      6 |                |        2.97% |    
Hits:      152 |         516.78 |       75.25% |    100%
Crits:      44 |        1147.66 |       21.78% |    222.08%
----------------------------------------------------------------------
Total:     202 |                |         100% |
Missing around 7% of my critrate, which supports the two roll theory for special attacks.
And my crits were only 222% of my Mutilate hits, whereas Lethality should have brought this to 230%. But maybe just bad luck and/or because the offhand suffers a 50% damage penalty.

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