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Old 10/12/07, 12:15 PM   #51
Jamor
Don Flamenco
 
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Human Warrior
 
Ysera
Originally Posted by songster View Post
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.
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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Old 10/12/07, 12:16 PM   #52
Sense
Gnome is where the heart is
 
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Worgen Rogue
 
Tichondrius
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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Old 10/12/07, 12:22 PM   #53
Krollin
Piston Honda
 
Night Elf Rogue
 
Turalyon (EU)
Originally Posted by Sense View Post
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.
Then read the Thread you post in before you post.

Originally Posted by astearns View Post
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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Old 10/12/07, 2:16 PM   #54
Dread
Von Kaiser
 
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Human Death Knight
 
Frostmane (EU)
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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Old 10/12/07, 2:36 PM   #55
Crepe
Piston Honda
 
Gnome Warlock
 
Earthen Ring
Originally Posted by Larisroth View Post
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.
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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Old 10/12/07, 2:48 PM   #56
reydien
Glass Joe
 
Orc Warrior
 
Thrall
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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Old 10/12/07, 2:51 PM   #57
presagio
Glass Joe
 
Night Elf Rogue
 
Runetotem (EU)
Originally Posted by reydien View Post
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"?
it seem 1:1

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Old 10/12/07, 3:53 PM   #58
dinesh
Piston Honda
 
Gnome Rogue
 
Dalaran
Originally Posted by Krollin View Post
Sklll reduced my hit rating cap to 290 - losing it means my hit cap jumps up to 363.
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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Old 10/12/07, 4:12 PM   #59
Amerilina
Von Kaiser
 
Human Rogue
 
Kil'Jaeden
Originally Posted by dinesh View Post
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.
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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Old 10/12/07, 4:20 PM   #60
dinesh
Piston Honda
 
Gnome Rogue
 
Dalaran
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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Old 10/12/07, 4:39 PM   #61
rayijin
Piston Honda
 
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Tauren Warrior
 
The Venture Co
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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Old 10/12/07, 4:40 PM   #62
 sp00n
banned
 
Night Elf Rogue
 
Wrathbringer (EU)
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 View Post
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.
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 View Post
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.
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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Old 10/12/07, 5:24 PM   #63
dinesh
Piston Honda
 
Gnome Rogue
 
Dalaran
Originally Posted by rayijin View Post
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.
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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Old 10/12/07, 7:19 PM   #64
Cuer
Piston Honda
 
Tauren Druid
 
Earthen Ring
To verify, from the items as they're currently on the PTR:

Melee-related skill rating effects were directly converted to Expertise rating.








Ranged skill rating effects (Gun, Bow, Crossbow) were mainly converted to hit rating; a handful were instead converted to crit rating.




From the conversions, this certainly makes the stat more accessible; Rogues leveling up will now highly prize the Clefthoof Hide Leggings as druids have, Druids will now rate the Shoulderpads of the Stranger higher than before, etc. Hopefully some of the new items will be itemized further with Expertise, as well.

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Old 10/12/07, 7:38 PM   #65
Chirality
Don Flamenco
 
Night Elf Warrior
 
Greymane
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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Old 10/12/07, 7:55 PM   #66
ildon
Collateral Damage
 
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Undead Priest
 
Whisperwind
No, warrior mace spec got 1 extra rage per proc.

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Old 10/12/07, 8:05 PM   #67
Chirality
Don Flamenco
 
Night Elf Warrior
 
Greymane
Originally Posted by ildon View Post
No, warrior mace spec got 1 extra rage per proc.
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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Old 10/12/07, 9:56 PM   #68
Golijov
Piston Honda
 
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Worgen Rogue
 
Alterac Mountains
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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Old 10/12/07, 9:59 PM   #69
Macblade
Piston Honda
 
Draenei Shaman
 
Windrunner
Originally Posted by Galeyra View Post
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.
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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Old 10/12/07, 10:08 PM   #70
seminarca
Don Flamenco
 
Retired
Tauren Druid
 
No WoW Account

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Old 10/13/07, 12:28 AM   #71
Macblade
Piston Honda
 
Draenei Shaman
 
Windrunner
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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Old 10/13/07, 1:48 AM   #72
PSGarak
Bald Bull
 
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Undead Warlock
 
Hyjal
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.
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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Old 10/13/07, 1:54 AM   #73
Ilmatar
Piston Honda
 
Worgen Druid
 
Feathermoon
It is in the list of melee stats, right below Hit.

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Old 10/13/07, 4:53 AM   #74
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Originally Posted by PSGarak View Post
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.
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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Old 10/13/07, 8:26 AM   #75
 sp00n
banned
 
Night Elf Rogue
 
Wrathbringer (EU)
Originally Posted by PSGarak View Post
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.
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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