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01/30/07, 12:13 PM
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#1
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Piston Honda
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Hopefully this won't be viewed as too narrow of topic but I could find no thread for which it readily fit.
The question I have is to do with Blizzard being seemingly content to have virtually all item stats grow with the expansion while leaving the DPS value on caster main hands completely stagnant. The magical value of daggers and maces seem to hover around 41DPS.
Is it possibly the case that this particular stat only affects elemental/restoration Shaman (and to a lesser degree Druids and Paladins) who do not have the option to wand and thus it has been overlooked or simply viewed as not that important? With the new content, wand DPS values have increased by ~50% and yet I'm seeing weapon upgrades for myself that are +/- 0.2 DPS.
Obviously I'm not expecting to wield a weapon with damage on par with that of an enhancement Shaman and I realize that staffs should not have values on par with two handed axes and maces but even then, staves has seen a marginal DPS increase.
Should I just be content with the marginal scaling of my flametongue buff?
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01/30/07, 12:15 PM
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#2
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Piston Honda
Night Elf Warrior
Burning Blade
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If you noticed, one of the major changes between pre expansion and post expansion weapons is the amount of damage/healing on them. My understanding is that part of that to fit within the item budget is to keep the actual DPS of the weapon low to fit more +dmg/healing.
I have a paladin and if I were to spec holy, I wouldn't even look at weapon DPS, just the amount of damage/healing.
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01/30/07, 12:20 PM
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#3
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Piston Honda
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Originally Posted by Uziel
If you noticed, one of the major changes between pre expansion and post expansion weapons is the amount of damage/healing on them. My understanding is that part of that to fit within the item budget is to keep the actual DPS of the weapon low to fit more +dmg/healing.
I have a paladin and if I were to spec holy, I wouldn't even look at weapon DPS, just the amount of damage/healing.
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Correct.
Weapon damage range/DPS is a very important and expensive part of a weapon's internal iLevel. Reduce those numbers, and you allocate a great deal of points to other more powerful stats.
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01/30/07, 12:23 PM
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#4
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Don Flamenco
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I believe that damage is subtracted from the weapon and added to the stats of the weapon -- the sacrificial dps system, I think.
While I understand what Uziel is suggesting, I'd like to see the math that proves that sacrificial dps is a good thing for paladin dps. There are some weapon, I believe that don't use sacrificial dps but have dmg&healing such as the GM 2h mace and the quest reward about Sedai. These weapons have far fewer stats than sacrificial dps weapons, I think.
Edit: [Sedai's Blade], [Revered Mother's Crysknife], etc
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01/30/07, 12:24 PM
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#5
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Piston Honda
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I do recall hearing that it was planned to have more damage/healing on weapons to narrow the gap that existed between melee weapons and caster weapons and the respective power gained from said items. However, staves have at least seen a DPS increase on the order of ~10DPS while the increase on one handed weapons has been effectively zero yet the given damage/healing values on the two items still remain in line with one another.
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01/30/07, 12:36 PM
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#6
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Piston Honda
Night Elf Warrior
Burning Blade
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Originally Posted by Suesse
I believe that damage is subtracted from the weapon and added to the stats of the weapon -- the sacrificial dps system, I think.
While I understand what Uziel is suggesting, I'd like to see the math that proves that sacrificial dps is a good thing for paladin dps. There are some weapon, I believe that don't use sacrificial dps but have dmg&healing such as the GM 2h mace and the quest reward about Sedai. These weapons have far fewer stats than sacrificial dps weapons, I think.
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Generally, holy paladins will find most of their damage coming from seals/judgements and holy shock, all of which have high damage coefficients regardless of speed/cast time. Holy paladins also tend to use shields, and when are doing DPS/going on the offensive, they basically become a turtle mage. Barely any DPS is coming from their actual white damage. Most are swinging their weapon and its hitting for 100 damage, and rarely critting. I understand that you could likely go with a higher dps weapon with less spell damage but more spell damage/healing will benefit everything the paladin does besides white damage, while more DPS is only going to effect white damage.
This changes with retribution spec however, and I would never take a two hander with spell damage because it does indeed take too much away from a weapon in the context of retribution, ie DPS/white DPS being more of your damage than spells with damage coefficients.
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01/30/07, 12:37 PM
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#7
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Protector
Ashstorm
Human Paladin
No WoW Account
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Originally Posted by Argrax
staves have at least seen a DPS increase on the order of ~10DPS while the increase on one handed weapons has been effectively zero yet the given damage/healing values on the two items still remain in line with one another.
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The base of 1H caster weapons is around 40 and I think it was 55 dps for staves pre-BC. Now staves have 60-67 dps.
Look at the Arena staff (around 187 damage and 67 dps) vs the Arena 1H (187 damage and 40ish dps). The staff has spell crit and more int/stam, but it looks like 1H weapons have more stats comparitively but does not have the same dps increase.
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Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
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01/30/07, 12:43 PM
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#8
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Piston Honda
Night Elf Warrior
Burning Blade
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Originally Posted by Davidson
There are 2h weapons build specifically for Retribution however. They have around the same DPS as a normal 2h, but they tend to have int and a little spell damage.
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I'm sure they are great for PVE damage, but my paladin is my PVP character and I'd rather see high stamina and some melee crit rating, ala the Grand Marshal's Claymore.
Do you have any specific examples though? From what I've seen thus far (not including the GM weapon), they seem to be too fast. Seal of Command is not normalized so a 3.8 or 4.0 speed weapon is ideal for a retribution paladin in my opinion.
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01/30/07, 12:52 PM
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#9
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Piston Honda
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Originally Posted by frmorrison
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Originally Posted by Argrax
staves have at least seen a DPS increase on the order of ~10DPS while the increase on one handed weapons has been effectively zero yet the given damage/healing values on the two items still remain in line with one another.
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The base of 1H caster weapons is around 40 and I think it was 55 dps for staves pre-BC. Now staves have 60 dps, but it seems caster weapons have a higher budget on damage for that.
Look at the Arena staff (187 damage) vs the Arena 1H (also 187 damage). Sure the staff has spell crit and more int/stam, but it doesn't seem the same amount.
I think 1H have a bigger damage budget.
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I'm not sure I follow you with regards to, "...but it seems caster weapons have a higher budget on damage for that." and "I think 1H have a bigger damage budget." Could you perhaps clarify a little your line of thinking.
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01/30/07, 1:07 PM
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#10
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Bald Bull
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I hadn't realized how much of the item budget was allocated to a weapon's DPS, I assumed the low DPS on caster weapons was mainly to discourage melee from wanting them (e.g. that 2.9 speed +heal dagger that was on test for a while during the AQ or BWL testing days). I wish they'd apply this sacrificial dps concept on hunter 1H itemization. Getting really tired of seeing so many easy to get 1H weapons in TBC with Razuvius to KelThuzzad level DPS, but sub-hakkar level AP/Crit/Hit.
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01/30/07, 1:09 PM
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#11
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Piston Honda
Night Elf Warrior
Burning Blade
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^^ That's exactly why I will be crafting Thunder and Deep Thunder. The 3.8 speed and non-normalized Seal of Command make it superior to any faster weapon with +dmg/healing.
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01/30/07, 1:21 PM
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#12
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Don Flamenco
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Let's compare two weapons of the same itemlevel:
[Sedai's Blade] and [Ensorcelled Marshfang Blade]
Let's assume that paladin can use daggers (they can't).
The caster dagger has -7.5 dps, + 23 dmg, +10 spell crit.
According to wowwiki:
1h seal of righteousness gets .092*dmg = dps, so 23*.092=2dps added from righteousness.
holy shock gets 43% of spell damage over 15 seconds, so .43*23=9.89 over 15 seconds, so 0.66 dps
judgement of righteousness gets 73% every 10 seconds, so .73*23=16.79 over 10 seconds, so 1.68 dps
That adds up to a total of 4.34 dps from the 23 damage additional that the caster dagger has assuming you judge every 10 seconds and holy shock every 15 seconds. Both JoR and holy shock use spell crit, so they are further improved by the caster dagger's spell crit. Spell crit is harder to calculate since it requires that I know total spell damage of the pally. When you consider damage reduction from armor and the spell crit, I agree, the caster weapons seems to be better.
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01/30/07, 2:24 PM
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#13
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Still Bald Bull
Human Paladin
Earthen Ring
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Does anyone know the precise rate at which weapon dps gets converted into spelldamage?
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My comrades are my weapons, and I am their shield.
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01/30/07, 2:37 PM
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#14
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Piston Honda
Blood Elf Paladin
Doomhammer (EU)
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Hyzenthlei's item points are the standard by which we calculate stats/ilevel: here's a link to a post:
http://forums.worldofwarcraft.com/th...11873712&sid=1
And the relevant passage:

Itemvalue and High-Level Caster Weapons
(warning, more math incoming)
So now that there is a pool of caster weapons to draw data fromwe can figure out how the tradeoff of weapon dps for stats works.
You've probably all seen the new shiny weapons like claw of chromaggus or Lok'amir il Romathis, with their crazy +spell dmg mods, along with other great stats. You may have asked yourself, how is that balanced? Then you probably looked at their dps and did a double take, ilvl ~80 items with the dps of ~ilvl 57s. Obviously that is how blizz justifies the crazy mods on the weapon (and I'm glad they do, since I'm a caster).
The scaling of itemvalue with sacrificial dps is different than other stats. It doesn't even involve the 2/3, 3/2 powers at all.
I'll explain the sacfricial dps system through an example, the sexy Lok'amir il Romathis.
Lok'amir il Romathis
Binds when picked up
Unique
Main Hand Mace
47 - 127 Damage Speed 2.10
(41.9 damage per second)
+10 Stamina
+18 Intellect
+8 Spirit
Durability 105 / 105
Requires Level 60
Equip: Increases damage and healing done by magical spells and effects by up to 84.
"The Hand of Nefarius"
Item Level 81
The Lok'amir il Romathis has an actual itemvalue of 184.4. A little high for the estimated value of 57.6 (using a modifier of 40%, which seems to be the best fit for high end 1-handers; though some still work better with 42%, I'll need to play with that some).
So at first glance the Lok'amir il Romathis seems to be 126.8 points off.
However, this is where the scaling system comes into play. There is a direct, linear relationship between the dps sacrificed and the amount over budget the weapon is allowed to be.
AmountOverbudget = 6.5 * SacrficedDPS - 11
The mace is about 20.9 dps below what is expected at that level (comparing to the other weapons of that ilvl). The easiest way to find average weapon dpsat those lvls is to open thottbot, search for that ilvl and see what the typical dps range of other 1h purples at that ilvl is.
For epics from the lvl range of 65+ you could also use the rough equation
DPS = 0.966 * ilvl - 15.9
or the slightly more accurate, but messier
DPS = ilvl^2 * 0.00841 + ilvl * -0.252 + 28.0
For Lok'amir il Romathis this is -> 6.5 * 20.9 - 11 = 124.9
Also remember that since weapon dps can shift about 0.3 dps either way for a given ilvl, that this may be off by a few % (this one is off by 1.5%).
Some other weapons that follow this feature are
Claw of Chromaggus; off by 91.6, dps sacrifice makes up 93.6
Aurastone Hammer; off by 28.9, dps sacrifice makes up 28
Sorcerous Dagger; off by 20.9; dps sacrifice makes up 21.5
Due to the large numbers of overshot involved and the variability of the dps on a given weapon the values may be off by a few points, but overall they are a good fit (the scaling equation has a r^2 value of 0.996 across the entire set of 1h epic DPS sacrficial weapons in the game so far, so not too bad).
It is also worth noting that the equation
AmountOverbudget = 6.5 * SacrficedDPS - 11
Doesn't come out to zero if there is no dps sacrifice. Rather, there would be a net loss of itemvalue if this was considered for all weapons. This implies that there is a 'cost' to initiate this stat exchange of about 1.7 dps.
Only sacrifices larger than 1.7 dps will start see any gain on the return.
So this is good news for all those casters (and possibly feral druids if they use this on gear for you) out there, each dps point you give up on the weapon can potentially buy you 6.5 points of itemvalue for other mods.
Update
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You can now use the itemvalue system for weapons now, just be sure to apply these rules to those which made dps sacrifices (it always worked for the others before). Also, for those of you who are trying to balance ranged weapons, the mod is 30%. For 2-handers it's 100% and 1 handers ~41%.
With the change to 41%, the fit for DPS sacrifice for 1h weapons became
AmountOverBudget = 6.48 * SacrificedDPS - 12.0
2 handers (100% multiplier):
AmountOverbudget = 4.85 * SacrficedDPS - 11.2
These values have all been calculated for high level epics (since there don't seem to be any sacrificial DPS weapons at low lvls), they may not work for rares/legendaries.
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01/30/07, 2:40 PM
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#15
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Don Flamenco
Blood Elf Death Knight
Mal'Ganis
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Originally Posted by alienangel
I hadn't realized how much of the item budget was allocated to a weapon's DPS, I assumed the low DPS on caster weapons was mainly to discourage melee from wanting them (e.g. that 2.9 speed +heal dagger that was on test for a while during the AQ or BWL testing days). I wish they'd apply this sacrificial dps concept on hunter 1H itemization. Getting really tired of seeing so many easy to get 1H weapons in TBC with Razuvius to KelThuzzad level DPS, but sub-hakkar level AP/Crit/Hit.
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A lot of warriors and rogues would be interested in offhands with 41 dps and 200 attack power--if 3 spell damage is equal to 5 AP (ZG shoulder enchants, 18 to 30).
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01/30/07, 3:01 PM
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#16
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Piston Honda
Blood Elf Paladin
Kil'Jaeden
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Originally Posted by Ren
A lot of warriors and rogues would be interested in offhands with 41 dps and 200 attack power--if 3 spell damage is equal to 5 AP (ZG shoulder enchants, 18 to 30).
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While this is true, they would never want this on a mainhand. All caster weapons are effectively main hand as we cannot dual-wield (except shaman), and they don't do any sort of off-hand item scaling. One of my alts is a Hemo rogue, and I'd love your proposed offhand dagger, but I know Blizzard wouldn't make it.
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01/30/07, 3:10 PM
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#17
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Bald Bull
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Originally Posted by Ren
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Originally Posted by alienangel
I hadn't realized how much of the item budget was allocated to a weapon's DPS, I assumed the low DPS on caster weapons was mainly to discourage melee from wanting them (e.g. that 2.9 speed +heal dagger that was on test for a while during the AQ or BWL testing days). I wish they'd apply this sacrificial dps concept on hunter 1H itemization. Getting really tired of seeing so many easy to get 1H weapons in TBC with Razuvius to KelThuzzad level DPS, but sub-hakkar level AP/Crit/Hit.
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A lot of warriors and rogues would be interested in offhands with 41 dps and 200 attack power--if 3 spell damage is equal to 5 AP (ZG shoulder enchants, 18 to 30).
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Make it a 3.5 speed off-hand axe, or 1.6 speed main hand dagger then :D. Or just throw on +rangedAP to drive the point home.
edit: to clarify, I don't have anything against melee wanting such itemization too - I just wish it existed so I didn't more or less have to use 2H weapons (which also have similar issues, but not as bad - I don't really need 93 dps on my polearm, i'd much rather have had 1% crit on it and -40 dps).
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01/30/07, 3:15 PM
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#18
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Still Bald Bull
Human Paladin
Earthen Ring
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Originally Posted by Emily
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Thank you for posting that. I suppose this means it's not as simple as "1dps sacrificed gives 3 spelldamage" or something like that.
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My comrades are my weapons, and I am their shield.
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01/30/07, 5:09 PM
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#19
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Piston Honda
Blood Elf Paladin
Doomhammer (EU)
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http://subcreation.net/itemlevel/
is a tool where you can plug in stats and it returns the ilevel of the item, so you can see whether various items are on par with their expected ilevel, or just see what the "ideal" use of statpoints on an item would be for your perfect weapon. Doesn't work for caster items as it's a bit out of date, but it's still quite interesting.
There's various mods in-game that will show ilvl of gear, ratingsbuster does it, and there's
http://www.wowinterface.com/download...d_Warmath.html .
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