Based on my calculations then a level 105 greens (fairly common in TBC) is equivalent of a level 68 purple. So we know now that level 70's greens are better than MC loot.
So, a level 105 blue (still fairly common because of the quests rewards) is equivalent to a level 85 purple. Which puts them nearly on par with T3 which is what the devs have been saying.
Nice and all, if the same item formula is being utilized for TBC - which honestly I dont believe is.
The fact that the STA stat (and other stats in general) is really high puts these items at a much higher iLvl than what they really could be.
There seems to be another way the stats and abilities on an item are being calculated.
Based on my calculations then a level 105 greens (fairly common in TBC) is equivalent of a level 68 purple. So we know now that level 70's greens are better than MC loot.
Are you getting the ilvl info from the actual game files or are you deriving it? Just curious because 105 seems a little high for greens found in level 60-70 areas. If you're deriving it you have to take into account the apparent stamina inflation.
Also, Hyz and I were looking at the items coming out trying to find a pattern.
Currently, Blizzard is following the itemization plan where you get blues up to about level 60ish.. Then you get epics that go from 63+.
In the xpac, this seems like it is changing. Going from the arena rewards that are level 115, that will probably be around the max level of epic in the initial release. Probably illidan will drop slightly higher. However, if you look at the highest blue rewards, they are 115 as well. So the theory is that item progression will go like this...
Random quest rewards -> blue up to around 105.
Instance quest rewards -> blue up to 115 (roughly equivalent to a level 85 epic).
Instance Hard Mode Rewards -> Purple level 95 items
Starter raid rewards -> Purple 105 items
Black Temple raid rewards / Arena PvP / BoP Tradeskill items -> Purple 115
*** Who Dares Wins ***
"The noblest fate that a man can endure is to place his own mortal body between his loved home and the war's desolation." - Heinlein
"Come and take them!�*" - Leonidas
Based on my calculations then a level 105 greens (fairly common in TBC) is equivalent of a level 68 purple. So we know now that level 70's greens are better than MC loot.
Are you getting the ilvl info from the actual game files or are you deriving it? Just curious because 105 seems a little high for greens found in level 60-70 areas. If you're deriving it you have to take into account the apparent stamina inflation.
I am taking it from the ThottBot beta site. I also originally expected the items to follow the previous trend which is Level Req + 6 = item level. I *expected* it to be around 70-80 for TBCs green and I expected the devs to have problems scaling it.
It appears that they resolved all of it by breaking the ilvl => wield level relationship.
Erm, there are green quest rewards (accessible and easily done at 60) that are as good as BWL epics (a cloak in particular that is damn close to Shroud of Pure Thought).
JUICE! Aww I'm sorry. Did... did anyone want some juice?
Nice and all, if the same item formula is being utilized for TBC - which honestly I dont believe is.
The fact that the STA stat (and other stats in general) is really high puts these items at a much higher iLvl than what they really could be.
There seems to be another way the stats and abilities on an item are being calculated.
All this can be tweaked by modifying StatMod for the primary stats which is probably much easier than modifying the ilvl concept. This is a theory though and not a fact. You can get more info here => http://www.wowwiki.com/Formulas:Item_Values
I think they just halved the stat cost of Stamina and then modified the critpct/hitpct etc to the rating system.
Also, Hyz and I were looking at the items coming out trying to find a pattern.
Currently, Blizzard is following the itemization plan where you get blues up to about level 60ish.. Then you get epics that go from 63+.
In the xpac, this seems like it is changing. Going from the arena rewards that are level 115, that will probably be around the max level of epic in the initial release. Probably illidan will drop slightly higher. However, if you look at the highest blue rewards, they are 115 as well. So the theory is that item progression will go like this...
Random quest rewards -> blue up to around 105.
Instance quest rewards -> blue up to 115 (roughly equivalent to a level 85 epic).
Instance Hard Mode Rewards -> Purple level 95 items
Starter raid rewards -> Purple 105 items
Black Temple raid rewards / Arena PvP / BoP Tradeskill items -> Purple 115
So as you're leveling from 60-70 you'll be getting gear that is basically 35-40 levels higher. This will result in kind of a wierd power level jump in the normal leveling process if you think about it. Basically, after BC hits anyone who levels a new character will be aquiring gear that is around their current level from 1-60, then once they hit 60 and move in to Outland they'll suddenly get access to gear that is several orders of magnitude more powerful than what they've been wearing. Interesting.
Obviously Blizzard intends for most people to be replacing the vast majority of their gear on the way to 70. This is I assume to both undo some mudflation that has occurred, normalizing the relative power levels of players, and also to make people interested in all the new content.
Nice and all, if the same item formula is being utilized for TBC - which honestly I dont believe is.
The fact that the STA stat (and other stats in general) is really high puts these items at a much higher iLvl than what they really could be.
There seems to be another way the stats and abilities on an item are being calculated.
blizzard has basicly said the item buget for stamina has been increased, i.e. the cost of stamina on items has been decreased for ilvl calculations. the end result is that everything has more stamina than before.
Also, something else that strikes me as interesting.
The "Lvl 70 Dungeon Hard Mode Token Turn In Fast Offhand Dagger" is 78.5 dps.
The top-end Arena reward for the same slot is 87.9 dps. A difference of 9.4 dps on weapons between what is apparently top-end casual stuff and top-end PvP (and, presumably, raid) stuff. At least, at expansion release. That's around a 12% increase in raw weapon dps.
Dal'Rend's Sacred Charge to Brutality Blade is a 10.2 dps difference, or a 25% increase in raw weapon dps.
Are we looking at a vastly reduced power differential between raiders and non-raiders?
This would make sense if the Hard mode dungeons would really be hard - as hard as raid content, but only for 5 people.
That's not really feasible.
By the same token I don't think a reduced power differential between raiders and non-raiders is at all a bad thing. I'm ready to go back to the pre-release promises that raiders just get swords ON FIRE.
This would make sense if the Hard mode dungeons would really be hard - as hard as raid content, but only for 5 people.
Even still, if we assume the top-end arena rewards are maximal drops (as the top-end PvP rewards were prior to Naxx), that's like being able to get a Dragonfang Blade farming UBRS. I'm sure the level of farming will be rather intense, but still -- that's pretty radically different from the current gear setup. Opinions, I'm sure, will vary as to this being a good or bad thing.
60 blues -> 63 epics is a HUGE difference. So much so that guilds didn't bother with BWL because they felt the relative gain wasn't worth their time (Conquest). Yes, we know BWL has awesome items, however, perception is everything and the relative gain was poor.
Taking blue up to max level (115), and then starting epics lower (95), is a very smart move, it evens out the curve, and brings a lot of different ways to progress into the game.
*** Who Dares Wins ***
"The noblest fate that a man can endure is to place his own mortal body between his loved home and the war's desolation." - Heinlein
"Come and take them!�*" - Leonidas
This would make sense if the Hard mode dungeons would really be hard - as hard as raid content, but only for 5 people.
That's not really feasible.
By the same token I don't think a reduced power differential between raiders and non-raiders is at all a bad thing. I'm ready to go back to the pre-release promises that raiders just get swords ON FIRE.
Personally, I'd like to see more situational bonuses on raid gear -- something like a lot of "+80 attack power versus undead". Then hand out abilities that allow targetted bonuses to work on targets of different types -- say, a rogue poison that makes anti-undead AP bonuses work on beasts and dragonkin. But, that's a derail ;)
Anyway, the arena system has me most excited about TBC. Here's hoping that top-end PvP doesn't require a top-end raiding guild as it does now.
To elaborate further, I’d expand the table this way (cLvl = Challenge Level, essentially level of the mob or the quest, rLvl = Required Level, iLvl = Item Level):
Relation between cLvl and rLvl/iLvl isn’t always exact, but it’s close.
Armor scaling seems reasonably simple, most TBC items follow the old armor scaling formula but greens have 95% of the expected armor and blues have 90%, didn’t test epics extensively yet. There's some variation so it could be a result from some other mechanic but I doubt it. Individual armor pieces follow the 16/16, 14/16, 13/16, 12/16, 11/16, 10/16, 9/16, 7/16 scaling, same as previously.
Previously it was EpicDPS(iLvl=x)=BlueDPS(iLvl=x+6)=GreenDPS(iLvl=x+12), now there doesn't seem to be any simple pattern between weapons of different quality. Also DPS for green & blue weapons in the expansion the DPS seems to scale linearly with iLvl, slowly at first and then around iLvl 95 it scales up sharply. For epics there really aren't enough data points, but the scaling is slower there too. 2H weapon DPS is still equal to 1.3 times the 1H weapon DPS.
As for item budgets, seems they are all over the place. I’ve run a few hundred items through a spreadsheet and most items are over budget. I use stamina value of 2/3 of the other stats, but it doesn’t seem to matter whether the item has stamina or not, it’s still most likely to be over budget. There could be more changes to the StatMods, or SlotMods, or practically any part of the formula really.
As for ratings, my theory is that StatMod of any of the ratings is equal to StatMod of the basic attributes. That’s really the only thing that makes sense to me considering the Rating => % conversion has different values depending on what rating is converted.
I use stamina value of 2/3 of the other stats, but it doesn’t seem to matter whether the item has stamina or not, it’s still most likely to be over budget. There could be more changes to the StatMods, or SlotMods, or practically any part of the formula really.
Isn't its already established that stamina is 1/2 of old value ?
Originally Posted by zeidrich
Women's breasts can be modeled as a cone and measured as V = (Db^2*h*.785)/3 and since breasts can be thought of as an amorphous fluid, you just have to worry about containing the volume of the breast.
Isn't its already established that stamina is 1/2 of old value ?
I doubt anything is really established yet. :)
The way stats are spread on most items (stamina 50% higher than other stats) would indicate a value of 2/3. In any case that's not the only problem with the old itemization formula, so it's hard to say.
Obviously. Some months ago, I looted a blue rog item in silithius which was almost as powerful as empowered leggings from chromaggus in bwl. Why's that ? Because sili ROGs sometimes have +healing / +mp5..
In current WoW, green and almost all blues drops are crappy not only because of their ilvl but also because the only way to get massive good bonuses (healing, dmg, atk power, mp5...) is to get epics. In TBC, you can find some greens with +atk power AND +agi.
Thinking about it in terms of game progression, I'm not entirely certain that Blizzard wants to "narrow the gear gap" between so called casuals and hardcores in the long run, although that may be a side effect early on. I think their goal is also to have some headroom in terms of item progression. So right now it looks like the maximum item level is 115. Drops from Illidan might reach 120 or 125. Any future instances will have to have items of at least that level to continue progression, at least until the next expansion when they raise the level cap again and reset things all over.
I think it is in ALL players best interest for item gap to be lowered as everyone hits 70. Doing this, they allow a clean slate for the arena pvpers. It will be based on skill and not gear. Lowering the gear gap also helps raider. Most raiding guilds will see much change in membership during this time. Having new players or even alts in pretty much equal gear gives the new raids options. I fully expect the gap between the hardcore(raider or PvPer) and casual groups to grow after 70 as it should.