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10/12/07, 12:15 PM
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#51
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Don Flamenco
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Originally Posted by songster
The elephant in the room is "why". Why change weapon skill to Expertise?
The key in my view is that the old version of weapon expertise scales weirdly. The first 5 points are horrendously overpowered, the next 10 are kinda-OK, and after that it sucks. They've replaced that with a stat that scales perfectly normally and transparently with increasing amounts - suggesting to me that this is a prelude to including significant amounts of it on future gear.
Next question: is it going to be targeted as a PvP or a PvE stat? It might be that they're looking to make a PvE-centric stat to include on raid gear to make it less desirable in PvP. Alternatively, they may be looking for an offensive PvP-centric stat to slap on all the arena weapons and make them less desirable in PvE. It's not clear to me which way it will end up going, if either.
Clearly it will be most use against targets with high dodge/parry. In PvP that's rogues and feral druids. In PvE, that's raid bosses.
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I think it's a good way to scale warrior tank threat vs. melee therat, while providing a way to paritally remove the glaring issue with a boss parrying.
From a DPS perspective, they stopped the foolishness that was specific weapon skill, and bundled it all together. It will scale better than the hit that was gained from weapon skill, as there was always 5% raid DPS that was lost for melee attacking from behind. Now, it's theoretically possible to remove that. Yeah, the hit cap is raised, but that can be fixed with gear.
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10/12/07, 12:16 PM
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#52
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Gnome is where the heart is
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I've been reading some rogues saying that this change will increase the hit cap. Can anyone verify this? Is it true?
And if so, what is the new cap? I read 363, but would like to hear it from here, not the WoW Rogue Forums.
EDIT: Thanks for response. I did read the thread I just must have overlooked it.
Last edited by Sense : 10/12/07 at 12:36 PM.
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10/12/07, 12:22 PM
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#53
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Piston Honda
Night Elf Rogue
Turalyon (EU)
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Originally Posted by Sense
I've been reading some rogues saying that this change will increase the hit cap. Can anyone verify this? Is it true?
And if so, what is the new cap? I read 363, but would like to hear it from here, not the WoW Rogue Forums.
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Then read the Thread you post in before you post.

Originally Posted by astearns
If there's a straight conversion from skill to expertise, here's how my back-of-the-envelope calculations turn out for comparing hit benefit to dodge benefit for a human sword rogue with some skill gear:
Amount Old Hit New Dodge
5 +3 -1.25 (human racial)
10 +3.5 -2.5 (2/2 talent)
15 +4 -3.75 (2/2 talent + racial)
21 +4.6 -5.25 (add belt of 100 deaths)
23 +4.8 -5.75 (add shoulderpads of the stranger)
(the last is assuming expertise is not weapon-specific)
So just considering hit and dodge, small amounts of expertise are not near as good as skill, but larger amounts pull ahead after the 16th point. Expertise runs into a hard cap at 20 points against same level mobs (5% dodge) and at a little less than 23 for boss mobs (5.6% dodge)
Skill also gave some crit and some other bits we never quite nailed down, while expertise also reduces parry (which I suppose will help when I'm farming). Sklll reduced my hit rating cap to 290 - losing it means my hit cap jumps up to 363. So I'll probably be going back to the hit gems instead of the agi gems I've slowly been converting to.
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10/12/07, 2:16 PM
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#54
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Von Kaiser
Human Death Knight
Frostmane (EU)
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You can take out the "5 from human racial" from the above equation because it's been changed to 1% flat crit instead.
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10/12/07, 2:36 PM
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#55
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Piston Honda
Gnome Warlock
Earthen Ring
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Originally Posted by Larisroth
It should be noted that you need 15.6 expertise rating to drop dodge by 1%. That's very close to the 15.8 hit rating you need to reduce your chance to miss by 1%, so for melee dps attacking from behind they have very similar effects. Tanks will also reduce there chance to be parried so it still makes more sense stacking it than hit rating. Attacking from the front is still not ideal even with capped expertise, because you can still be blocked, which will reduce your dps a tad.
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While attacking from the front will be a DPS loss, it won't be a tank killer any more. With capped expertise rating, you won't get parried and cause hasted boss melee attacks.
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10/12/07, 2:48 PM
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#56
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Glass Joe
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Has anyone seen any reports as to what the change to items that currently have +weapon skill rating is? I have been unable to get on the PTR to check them out. Of particular interest are the pieces of armor that currently provide weapon skill rating for certain weapon types, but not others: Are they just getting general +expertise, or is it some sort of "+expertise rating with swords"?
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10/12/07, 2:51 PM
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#57
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Glass Joe
Night Elf Rogue
Runetotem (EU)
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Originally Posted by reydien
Has anyone seen any reports as to what the change to items that currently have +weapon skill rating is? I have been unable to get on the PTR to check them out. Of particular interest are the pieces of armor that currently provide weapon skill rating for certain weapon types, but not others: Are they just getting general +expertise, or is it some sort of "+expertise rating with swords"?
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it seem 1:1
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10/12/07, 3:53 PM
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#58
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Piston Honda
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Originally Posted by Krollin
Sklll reduced my hit rating cap to 290 - losing it means my hit cap jumps up to 363.
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I don't understand how the poster you quoted came to this figure.
Unless I missed something, the hit cap @70 is still going to be 25.5 * 15.77 = 402. Precision is still worth 78.85 hit rating. Wouldn't that make the standard hit cap 324?
Maybe the original poster didn't have precision, and was including some of the other equipment from his table, but that's not the sort of "new hit cap" number most people will find helpful.
Last edited by dinesh : 10/12/07 at 4:01 PM.
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10/12/07, 4:12 PM
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#59
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Von Kaiser
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Originally Posted by dinesh
I don't understand how the poster you quoted came to this figure.
Unless I missed something, the hit cap @70 is still going to be 25.5 * 15.77 = 402. Precision is still worth 78.85 hit rating. Wouldn't that make the standard hit cap 324?
Maybe the original poster didn't have precision, and was including some of the other equipment from his table, but that's not the sort of "new hit cap" number most people will find helpful.
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Your weapon Skill to Boss Defense changed the chance to miss on the Boss mob.
Boss(365)-You 350(no + WS) = Diff of 15
Basically there was a none linear relationship between the Boss Defense(BD) and Your WS for the first 5 ponts.
Diff of (BD-WS) > 10 = A big jump in Miss chance
Diff of (BD-WS)< 10 = Becomes linear .1 miss reduced per WS
the first 5 ws (So having 355WS)= 3%reduced chance to miss
So the assumed max miss is 28%
Plz correct me if i am wrong but going from my memory of the explanation.
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10/12/07, 4:20 PM
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#60
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Piston Honda
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D'oh! That's right. The model of base miss chance against a boss was changed to 28% * 15.77 = 441.56 base hit cap, less 78.55 from precision = 363 new hit cap.
Sorry for the mis-info above.
Last edited by dinesh : 10/12/07 at 4:37 PM.
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10/12/07, 4:39 PM
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#61
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Piston Honda
Tauren Warrior
The Venture Co
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If weapon expertise doesn't convert dodge/parry into hit, but instead miss, it's becomes an utter waste of stat points on an item. Especially for a tank (from a TPS perspective).
Actually, this would make expertise on items (rather than talents) WORSE than simply getting crit or hit rating for dps too, if you're already hit capped on specials. Why?
If 1% crit = 1% damage, you need ~22 crit rating to get 1% more damage.
If 1% hit on specials + white = 1% damage, you need ~16 hit rating AND ~16 expertise rating to equal 1% more damage (32 rating points total!).
If expertise merely reduces dodge/parry, it makes it virtually worthless for a tanking warrior trying to max his TPS, as well. I'll take my 6 points that come along with defiance for free, and try to reach the new, higher hit cap if this is the case (10.1%?). Nearly impossible to do in any decent tank gear.
In conclusion: lets hope that it converts dodge/parry directly into hit rather than miss, otherwise it's going to be worse to have on your gear than any other stat from a DPS or TPS perspective.
I think we need some ptr testing.
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10/12/07, 4:40 PM
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#62
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banned
Night Elf Rogue
Wrathbringer (EU)
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So, we have to figure out if the base miss chance for boss mobs is still 4% higher than on even level mobs.
I think it is a good chance, at least they are now TELLING us what the stat actually does.
Originally Posted by Crepe
While attacking from the front will be a DPS loss, it won't be a tank killer any more. With capped expertise rating, you won't get parried and cause hasted boss melee attacks.
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Well, attacking from the front will often get you killed, and boss mobs have around 15% chance to parry. Good luck capping this, you'd need 60 expertise or 237 expertise rating.
Originally Posted by PSGarak
I'm still a bit baffled why "points" of expertise are converted to -dodge/parry at a 4:1 ratio after already going through a rating conversion. The fact that the rating conversion is around 4:1 already made me first think that 1 expertise = 1% dodge/parry, and I've still not completely shaken off that feeling.
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Well, it makes perfect sense, in multiple ways.
1) 4 points of expertise match exactly 1 point of hit rating and offers the same benefit for melee DPS and even twice for tanks.
With exactly I mean: 2.5*82/52 (the rating -> point conversion for 'old' weapon skill) * 4 - 10*82/52 (the rating -> % conversion for hit) = 0. Zero. They match exactly.
2) If they'd converted expertise to have the same ratio as hit (15.769) there would be some items with an 'uneven' distribution of expertise rating (i.e. 3.75 for [Grips of Deftness]. Also you most likely wouldn't see much more than 12% expertise ever, and bigger numbers are better numbers, aren't they? 
3) Blizzard doesn't have to go over every item with weapon skill. They can leave most as they are and just change the global variable for weapon skill == expertise.
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10/12/07, 5:24 PM
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#63
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Piston Honda
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Originally Posted by rayijin
In conclusion: lets hope that it converts dodge/parry directly into hit rather than miss, otherwise it's going to be worse to have on your gear than any other stat from a DPS or TPS perspective.
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Testing is always good.
Having said that, I can't imagine that reduced dodge/parry would get converted into miss, since for most intents and purposes dodge and parry might as well just be considered misses already.
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10/12/07, 7:19 PM
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#64
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Piston Honda
Tauren Druid
Earthen Ring
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10/12/07, 7:38 PM
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#65
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Don Flamenco
Night Elf Warrior
Greymane
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With the change to Rogue Mace Spec, does warrior mace spec get a similar change?
I'm extremely concerned that my soon-to-be-crafted Stormherald (no vortices in a month, wtf!) will be more-or-less obselete by the nerf to Warrior mace spec. It's already terrible in PvE...
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10/12/07, 7:55 PM
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#66
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Collateral Damage
Undead Priest
Whisperwind
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No, warrior mace spec got 1 extra rage per proc.
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10/12/07, 8:05 PM
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#67
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Don Flamenco
Night Elf Warrior
Greymane
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Originally Posted by ildon
No, warrior mace spec got 1 extra rage per proc.
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Least. impressive. change. ever.
The bonus rage gained from having mace spec stays roughly the same, while the actual utility dies.
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10/12/07, 9:56 PM
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#68
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Piston Honda
Worgen Rogue
Alterac Mountains
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I think the real benefit of expertise, or at least what I immediately noticed upon reading the patch notes, is the benefit to hit capped physical dps classes. Hit cap has been raised, yes, but keep in mind there is Zul'aman and (maybe/who knows when) Sunwell Plateau, so chances are that dual wielders won't have too much trouble reaching the cap again. However with hit cap and 22.4 expertise (not expertise rating, but the actual stat) melee dps will be in a situation where they will never miss any attack when attacking away from parry range (behind and sides on some bosses). This is an obvious benefit, and I personally enjoy the transparency of the new system (especially if you read all 600 or such posts in the weapon skill adjustment thread =D).
-Golijov
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10/12/07, 9:59 PM
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#69
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Piston Honda
Draenei Shaman
Windrunner
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Originally Posted by Galeyra
I just visited the PTR and want to clearify some things:
The human/orc racials won't give expertise or expertise rating.
Orcs get 1% crit with axes and twohand axes
and humans the same with maces/swords.
Items which had weapon skill before, just have expertise rating on it.
No axe, dagger oder whatever specific expertise.
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Can someone confirm this with a screen shot from the PTR. This is not what the patch notes seem to indicate, as they specifically mention dwarf and troll racials and do not mention human and orc.
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10/12/07, 10:08 PM
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#70
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Don Flamenco
Retired
Tauren Druid
No WoW Account
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10/13/07, 12:28 AM
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#71
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Piston Honda
Draenei Shaman
Windrunner
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well that is unfortunate. Weapon skill was added in a patch at some point right? Anyone know what the human racial was before weapon skill came along?
Last edited by Macblade : 10/13/07 at 1:36 AM.
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10/13/07, 1:48 AM
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#72
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Bald Bull
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Originally Posted by sp00n
Well, it makes perfect sense, in multiple ways.
1) 4 points of expertise match exactly 1 point of hit rating and offers the same benefit for melee DPS and even twice for tanks.
With exactly I mean: 2.5*82/52 (the rating -> point conversion for 'old' weapon skill) * 4 - 10*82/52 (the rating -> % conversion for hit) = 0. Zero. They match exactly.
2) If they'd converted expertise to have the same ratio as hit (15.769) there would be some items with an 'uneven' distribution of expertise rating (i.e. 3.75 for [Grips of Deftness]. Also you most likely wouldn't see much more than 12% expertise ever, and bigger numbers are better numbers, aren't they?
3) Blizzard doesn't have to go over every item with weapon skill. They can leave most as they are and just change the global variable for weapon skill == expertise.
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Okay, I see why it's a 16ish:1 ratio, which explains one half of it... my second conudrum is why rather than directly 16ish:1, it's 4:1 followed by another 4:1. I think you tried to explain that in point 2) above, but I'm not quite following your logic. A rating is a rating, grips of deftness will have 15 (or whatever) expertise rating regardless of how much expertise percent that ends up becoming. And I would really hope that transparency of effect trumps zomg BIG numbers.
At this point I'm running under the assumption that they didn't think it out very well. One expertise means what one weapon skill used to (kinda), but since expertise replaces weapon skill there's no need to make its progression match 'legacy' stats.
People from the test realm: where does expertise show up in your display, if at all? Is it a new melee stat, or part of your weapon skill mouseover? Or is it just kinda squirreled away somewhere, like how caster stats used to be before they revamped the character pane?
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10/13/07, 1:54 AM
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#73
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Piston Honda
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It is in the list of melee stats, right below Hit.
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10/13/07, 4:53 AM
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#74
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Chief Passenger
Gnome Rogue
Earthen Ring (EU)
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Originally Posted by PSGarak
Okay, I see why it's a 16ish:1 ratio, which explains one half of it... my second conudrum is why rather than directly 16ish:1, it's 4:1 followed by another 4:1. I think you tried to explain that in point 2) above, but I'm not quite following your logic.
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It's exactly the same logic as having crit rating and crit percent.
Talents give crit% (or expertise) directly, and thus will remain the same in effectiveness as you level up. Items give crit rating (or expertise rating). As you level up, the conversion factor for rating -> crit% (or expertise) goes down, so that items become less desirable relative to newer shinier gear.
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10/13/07, 8:26 AM
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#75
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banned
Night Elf Rogue
Wrathbringer (EU)
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Originally Posted by PSGarak
Okay, I see why it's a 16ish:1 ratio, which explains one half of it... my second conudrum is why rather than directly 16ish:1, it's 4:1 followed by another 4:1. I think you tried to explain that in point 2) above, but I'm not quite following your logic. A rating is a rating, grips of deftness will have 15 (or whatever) expertise rating regardless of how much expertise percent that ends up becoming. And I would really hope that transparency of effect trumps zomg BIG numbers.
At this point I'm running under the assumption that they didn't think it out very well. One expertise means what one weapon skill used to (kinda), but since expertise replaces weapon skill there's no need to make its progression match 'legacy' stats.
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Now I'm not following yours.
If they change the conversion ratio, of course they also have to change the rating on the items accordingly. And changing the conversion by multiplying with 4 (which would bring it on par with hit rating) means dividing the weapon rating by 4 to get the expertise rating.
Which is not quite so good with ratings such like 15, 25, 10, etc.
They would have changed almost every item with weapon skill on it currently, and would have had to decide whether they make it worse or better.
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