Originally Posted by Vykromond
The primary use case for me of an addon with this functionality would be for participating in beta tests of any new WoW instance or raid dungeon, I would use an addon with this functionality to quickly determine which items on the drop tables have been poorly itemized. This can be determined with some work either by eyeballing the item or through something like Pawn with a ton of custom settings for each spec/class, but being able to see at a glance how an item's stats are misproportioned or underbudgeted increases the quality and speed of the feedback I can give.
It would be interesting purely as an academic curiosity, too.
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The problem is misproportioned stats ARE optimal in most cases.
For example, the badge ring
[Angelista's Revenge] spents
921.2 points of item budget.
29 AGI (316.2 points spent)
58 AP (316.2 points spent)
126 ArmPen (139.9 points spent)
28 Stamina (
148.9 points spent)
How would this item look if it was optimally designed for a T6 rogue?
From the Roguecraft 101 thread the weightings for rogues in T6 content are AGI=2.19 EP, AP=1 EP, ArmPen=0.38 EP.
This would give the ring a power of 169.39.
If we keep stamina equal and only adjust the DPS stats we can distribute 772.3 points over the three stats. Given the rogue weightings the ring would be optimal (or close to it) with the following distribution:
23 AGI (212.8)
43 AP (190)
222 ArmPen (368)
Only 770.8 were spent in this case, but the power of the ring became 177.04. Note that the distribution of AP and AGI shifted from an equal distribution (optimal for raw stats) to a stronger representation of agility.
I used the following formulas (taken from
WoWWiki) for the calculation:
1. Raise each stat on an item to the power of log2/log1.5
2. The sum of all values is the item budget spent on these stats. If you want to compute the item level you will have raise this sum to the power of log1.5/log2 and do some multiplying with a quality factor.
3. For stat redistribution take the sum of the budget spent on the stats you want to redistribute.
4. Redistribute the stats in an optimal way. At this point I am not sure if an analytical solution exists. I wrote a simple program that raises one stat at a time that would be optimal at this point (needed item points divided by power increase)
Example:
Raising AGI from 20 to 21 would cost 14.57 points of item budget and increase power by 2.16 equals 6.747 item points/power.
Raising AP from 35 to 36 would cost 6.58 points and increase power by 1 equals 6.58 item points/power.
In this case raise AP by one instead of agility.
This algorithm is NOT optimal because it makes a local choice between the stats (greedy algorithm).
There are quite some scenarios where calculations like this would prove useful, for example:
1. With class/spec specific DPS formulas it is possible to calculate the potential DPS a class could do given a specific item/progression level. This would provide a metric for cross-class DPS comparision and reveal scaling issues and overpowered/underpowered talents and abilities. From a simulation point of view it is easily done by replacing the fixed EP values with the DPS formula of each class (I don't even want to try to approach this from an analytical point of view)
2. It is possible to reverse engineer the weightings Blizzard assigns to each stat, for example the badge ring would be optimal with EP values of AGI about 2 EP, AP about 1 EP, 0.204<ArmPen<0.205. I am not sure IF Blizzard has fixed weightings for each stat in mind, but a close look on class sets might reveal more.
3. It simply tells you if the item you have could be better
[EDIT]Fixed a calculation error on the stamina item budget, it is 2/3 not 3/4. Changes highlighted.[/EDIT]