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10/08/07, 7:05 AM
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#651
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Maniq is awesome.
Troll Rogue
Nazjatar (EU)
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The point i try to make is, you CANT gather a huge enough sample size in 1 weapon skill increments, because you will level your weapon skill up too fast.
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10/08/07, 9:05 AM
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#652
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Glass Joe
Undead Rogue
Bloodscalp (EU)
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I've read through this thread (not all the posts obviously) and ended up kinda lost. So far I understood that how +skill affects +hit (depending on mob's defense) has been worked out but not how it affects dodge/parry/crit.
I don't think I understand everything yet so I have a simple question, hoping someone with a better knowledge of the subject will help me:
Is it interesting for me to keep stacking +skill (for instance, get the Fang of Vashj)?
I have precision, 2/2 WEx, 247 hit and 368 WS (Shoulderpads of the Stranger and Belt of One Hundred Deaths).
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10/08/07, 9:08 AM
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#653
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Don Flamenco
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Originally Posted by koaschten
The point i try to make is, you CANT gather a huge enough sample size in 1 weapon skill increments, because you will level your weapon skill up too fast.
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That's why you do it with your skill maxed for the level and do increments with talents.
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10/08/07, 9:35 AM
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#654
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Maniq is awesome.
Troll Rogue
Nazjatar (EU)
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Originally Posted by Oscarvil
That's why you do it with your skill maxed for the level and do increments with talents.
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Unless i am totally lost ... Weapon Expertise adds 5/10 weapon skill... the same you would add with being a level higher or two... there is no 1 2 3 4 ... only 5 and 10 for Weapon Expertise and +5/level if you level up.
edit: the only way doing increments of 1-4 would be while leveling up your weaponskill after level up... which leads to the already discussed problem again. TOO LITTLE sample size.
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10/08/07, 1:15 PM
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#656
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Maniq is awesome.
Troll Rogue
Nazjatar (EU)
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Grunge, unless i missed the point, we were talking about testing Weapons Skill with a high 40 low 50 char to have some tests around the +3 lvl scenario on blasted lands mobs?
Last edited by koaschten : 10/08/07 at 6:18 PM.
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10/08/07, 6:15 PM
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#657
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Don Flamenco
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Ah yes sorry I thought mace skill was 1 skill per point... well going up in 2-skill steps is ok. I really think we're gonna see the most change between 4 and 5 skill to be honest.
Also the Defias Leather set has a couple of dagger skill on it in the set bonus.
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10/09/07, 12:01 PM
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#659
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Von Kaiser
Human Paladin
Cenarion Circle
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Weapons Expertise and Paladins
Hello I've been reading through and still am a bit confused, with 350 weapon skill for single wield is the miss rate 9% or 13%. I am seeing both listed through a script linked on the page saying these are the correct formulas
Here is what I am using:
For a Paladin
Hit formula for when your weapon skill is within 10 skill of boss defense aka sword skill for humans
.05 + (Defense Skill - Weapon Skill)*.001
Hit Rating Formula for when your Weapon skill is more then 10 levels different then boss defense skill
7% + (Defense Skill - Weapon Skill - 10)*.004
Sword/Mace Skill Human 355
Sword/Mace Skill Other 350
Boss Defense Skill 365
Weapons expertise talent 5/5= 5 Weapon skill
Effectivly this brings a non human into line with a human in terms of sword skill.
Weapon Miss non human 0 hit rating: 13%
Weapon Miss human 0 hit rating: 6%
With Weapons Expertise
Weapon Miss non human 0 hit rating: 5.5% (effectivly 6%)
Weapon Miss human 0 hit rating: 5%
5 point talent that gives you 7% hit rating?
Last edited by Wilken : 10/09/07 at 12:04 PM.
Reason: changed .4% to .004
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10/09/07, 12:06 PM
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#660
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Not Helpful.
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With 350 skill, the yellow attack miss rate against ?? NPCs is 9%. At 355, you've gained 3% hit so it becomes 6%.
I really have no idea what the rest of your post is talking about. The only 13% 'miss rate' is what a fire or frost mage has after 3/3 Elemental Precision.
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10/09/07, 12:26 PM
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#661
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Von Kaiser
Human Paladin
Cenarion Circle
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I messed up my math, Nevermind. Thanks 
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10/11/07, 4:52 PM
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#662
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Glass Joe
Orc Death Knight
Mal'Ganis
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Just as we (we as the community, not me specifically in any way) discovered the value of weapon skill, Blizzard has announced they are eliminating weapon skill and replacing it with "Expertise" in the 2.3 patch notes. One has to wonder if the discoveries of this thread had played a role in this change. /mourn weapon skill
- Expertise: We have added a new stat and associated rating called
expertise and expertise rating. Expertise rating converts to
expertise at the same rate that weapon skill rating formerly
converted at. Each point of expertise reduces the chance for your
attacks to be dodged or parried by 0.25%.
- Weapon Skill: All items and abilities that granted weapon skill have
been changed. In most cases, they were converted to expertise or
expertise rating. Ranged attacks do not benefit from expertise, so
ranged weapon skill has generally been replaced by critical strike
bonuses or hit bonuses. In a few cases, talents have been changed to
other effects to avoid granting players excessive amounts of
expertise.
- Dwarf: Gun Specialization now increases chance to critically hit
with Guns by 1% rather than increasing weapon skill.
- Troll: Bow and Thrown Specialization now increases chance to
critically hit with those weapons by 1% rather than increasing weapon
skill.
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10/11/07, 5:06 PM
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#663
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Now with 100%* less failure.
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At least they're telling us straight out what the new stat will do. The real question is, can we still be confident that the base 28% miss chance will apply for 73 mobs, or do we need to re-test it?
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10/11/07, 5:27 PM
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#664
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Piston Honda
Gnome Rogue
Ravencrest (EU)
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It will probably be the same since with expertise you can in theory remove all avoidance meaning you can reach 100% hit...
Drool?
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10/11/07, 5:29 PM
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#665
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Piston Honda
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Originally Posted by Punscho
It will probably be the same since with expertise you can in theory remove all avoidance meaning you can reach 100% hit...
Drool?
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21 Expertise + 363 Hit Rating *should* mean you never fail to land an attack from behind.
(Assuming that Dodge doesn't act like miss and have a huge spike offset by 5 weapon skill. I don't believe it does though.)
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10/11/07, 5:40 PM
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#666
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Glass Joe
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Hm, won't the stat be rather expensive for us? Since we (generally) aren't affected by Parry, this mainly only helps us with the Dodge reduction.
Given that the first 5 Weapon Skill currently reduces the miss-rate by 3%, it would take 12 Expertise to reduce the dodge-rate by the same 3%.
On the positive side, Expertise is a constant value unlike Weapon Skill which dropped off significantly after those first 5 points. Though I suppose once you're talking about 21 Expertise to fully cancel the dodge-rate that it's a more efficient stat than Weapon Skill.
So here's my question - Does this make the Surprise Attacks talent completely unnecessary?
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10/11/07, 5:41 PM
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#667
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Piston Honda
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Originally Posted by Kelestre
Hm, won't the stat be rather expensive for us? Since we (generally) aren't affected by Parry, this mainly only helps us with the Dodge reduction.
Given that the first 5 Weapon Skill currently reduces the miss-rate by 3%, it would take 12 Expertise to reduce the dodge-rate by the same 3%.
On the positive side, Expertise is a constant value unlike Weapon Skill which dropped off significantly after those first 5 points. Though I suppose once you're talking about 21 Expertise to fully cancel the dodge-rate that it's a more efficient stat than Weapon Skill.
So here's my question - Does this make the Surprise Attacks talent completely unnecessary?
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SA only affects Rupture really, Expertise would protect all of your SS/BS/Mut's. Plus SA still has the 10% damage buff.
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10/11/07, 5:43 PM
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#668
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Now with 100%* less failure.
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Originally Posted by Kelestre
So here's my question - Does this make the Surprise Attacks talent completely unnecessary?
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I wouldn't say so. Surprise Attacks is roughly equal to 21 free expertise on finishers. Even if racials grant 5 expertise and Weapon Expertise grants 10 (not bloody likely), it would take an additional 6 (24 rating) to completely negate those dodges with expertise.
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10/11/07, 5:44 PM
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#669
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Glass Joe
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Originally Posted by PessimiStick
SA only affects Rupture really, Expertise would protect all of your SS/BS/Mut's. Plus SA still has the 10% damage buff.
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Well that's what I'm saying. If you have 21 Expertise so that none of your auto-attacks or specials can be dodged, then all SA provides is 10% damage on SS and BS. That's an extremely weak 41-point talent in my opinion.
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10/11/07, 5:48 PM
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#670
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Slayer of Tanks
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Expertise is going to be so ridiculously amazing for tanks, I am now happy I rolled human warrior instead of any other race. (Well, as alliance). This is wonderful news. Amazing news. This is the best change I've read for tanks in ages! Well this and the devastate thing... oh god I am so excited.
Anyway, at least the mystery is now solved and they made the stat more useful while they're at it!
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10/11/07, 5:49 PM
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#671
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Piston Honda
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Originally Posted by Kelestre
Well that's what I'm saying. If you have 21 Expertise so that none of your auto-attacks or specials can be dodged, then all SA provides is 10% damage on SS and BS. That's an extremely weak 41-point talent in my opinion.
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My point was more that the anti-dodge part of SA isn't really doing much for you now, so "losing" it to Expertise won't change the value of the talent much. It's good for the damage buff, the finisher protection was more of a PvP bonus generally.
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10/11/07, 5:51 PM
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#672
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King Hippo
Tauren Warrior
Earthen Ring (EU)
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Originally Posted by Vulajin
At least they're telling us straight out what the new stat will do. The real question is, can we still be confident that the base 28% miss chance will apply for 73 mobs, or do we need to re-test it?
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Hmm, they are not writing anything about the effect Expertise will have (if any) on miss chance. Maybe it's the same as weapon skill, but I wouldn't be surprised if they changed this without saying anything about it. I guess we will have to do new tests after 2.3...
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10/11/07, 5:51 PM
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#673
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Glass Joe
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Originally Posted by Kelestre
Given that the first 5 Weapon Skill currently reduces the miss-rate by 3%, it would take 12 Expertise to reduce the dodge-rate by the same 3%.
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The benefit of expertise is that it is a means to reduce miss chance other than +hit%. If you are already hit capped, adding more hit is useless, where as reducing dodge rate still has value.
Also, the bonus from expertise is independent of monster level, so against a lvl 70 opponent you only need 2 expertise to equal 5 weapon skill, and +4 weapon skill against a raid boss equals 6.4 expertise.
Finally, partial +weapon skill is currently useless, whereas partial expertise should still provide benefit. No more looking at that +3.86 weapon skill and knowing that 21% of your weapon skill rating is providing no benefit.
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10/11/07, 5:55 PM
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#674
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Von Kaiser
Undead Rogue
Archimonde (EU)
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A good thing also seems to be the stacking of the Expertise statistic without being focus on any specific weapon.
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10/11/07, 6:11 PM
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#675
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Glass Joe
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Originally Posted by Waldar
A good thing also seems to be the stacking of the Expertise statistic without being focus on any specific weapon.
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I am expecting it to still be weapon-specific, at least as far as current content goes. I figure it'll be like "+5 expertise with Axes" for Orcs, and "+X Expertise Rating with <weapon-type>" on current gear. What this does open the window for, however, are future items that do provide general +expertise.
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