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Eyonix
Blizzard Poster
  • 0. Combat Rating System Explanation   10/16/2006 06:06:07 PM PDT
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With the upcoming release of the Burning Crusade, we thought we would take the time to explain more on a new stat that we are introducing: Combat Ratings. These ratings are being used for any combat stat that previously was percentage-based such as: critical strike chance, hit chance, dodge chance and defense skill. Combat ratings are only used with effects generated by items and do not apply to effects that are generated by spells and talents which will continue to work the same.

The following combat ratings are currently in use: weapon skill, defense, dodge, parry, block, hit chance, spell hit chance, critical strike chance, spell critical strike chance, resilience, haste, and spell haste.

*We may introduce others at a later time.

Combat Skills

Unlike fixed percentages such as 2% critical strike chance, combat ratings diminish in potency as your character increases in level. 2% crit is the same at every level, while 28 critical strike rating grants 4% crit at level 34, 2% crit at level 60, and 1.27% crit at level 70. This allows us the ability to create and add new and better items to the world without eventually reaching a point where every character has a 100% chance to critically strike.

Below is the level 60 conversion for combat skills:

Weapon Skill Rating 2.5 rating grants 1 weapon skill
Hit Rating 10 rating grants 1% hit chance
Spell Hit Rating 8 rating grants 1% spell hit chance
Critical Strike Rating 14 rating grants 1% critical strike chance
Spell Critical Strike Rating 14 rating grants 1% spell critical strike chance
Haste 10 rating 1% haste
Spell Haste 10 rating grants 1% spell haste

Defense Skills

The impact on the defense skill and weapon skill systems is slightly more complicated. Many people do not realize these skills actually grant percentage-based benefits already. For example, every 25 points of defense skill grants a 1% dodge chance, 1% parry chance, 1% block chance, 1% increased chance to be missed and 1% decreased chance to be critically hit by physical attacks. Weapon skills have a similar effect for the attacker. Items will now grant skill rating rather than skill directly, and that will convert to an actual skill increase.

Below is the level 60 conversion for defense skills:

Defense Skill Rating 1.5 rating grants 1 defense skill
Dodge Rating 12 rating grants 1% dodge
Parry Rating 20 rating grants 1% parry
Block Rating 5 rating grants 1% block chance

Resilience

Resilience is a special new rating which we have created to reduce the effects of critical hits against your character. It has two components; it reduces the chance you will be critically hit by X percent, and it reduces the damage dealt to you by critical hits by 2X percent. X is the percentage resilience granted by a given resilience rating.

Below is the level 60 conversion for resilience:

Resilience 25 rating grants 1% resilience

Each time you go up a level, the amount of rating needed to get the same benefit will increase. An example of the scaling involved would be the current implementation of Agility which has always worked this way in the live game, requiring more agility for the same critical strike chance as you go up in level
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  • 1. Re: Combat Rating System Explanation   10/16/2006 06:07:18 PM PDT
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zomg first, comments inc :O

edit: So it seems that critical rating is around two times as potent as resillience rating at level 60 (14 crit rating = +1crit, while 25 resillience rating = -1crit)


Can the same be said for level 70 characters? If so, this gives me hope that my mind blasts and shadow word deaths actually will get to crit sorta often :)


PS - Thank you Eyonix for posting this, I've been wondering about how this new rating system works for a while now :D

[ Post edited by Tofer ]

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  • 2. Re: Combat Rating System Explanation   10/16/2006 06:08:16 PM PDT
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first page?

I dont afk in AV im gaurding the tunnel.
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  • 3. Re: Combat Rating System Explanation   10/16/2006 06:09:07 PM PDT
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Oh sweet.

King of DKs of Uther

Fear me!
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  • Moonrunner
  • 4. Re: Combat Rating System Explanation   10/16/2006 06:09:27 PM PDT
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  • 5. Re: Combat Rating System Explanation   10/16/2006 06:09:28 PM PDT
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cool
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  • 6. Re: Combat Rating System Explanation   10/16/2006 06:09:36 PM PDT
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Woo?!?

"Druids can poop anywhere"-Malcho, Kirin tor.
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  • Smolderthorn
  • 7. Re: Combat Rating System Explanation   10/16/2006 06:09:59 PM PDT
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  • Lightning's Blade
  • 9. Re: Combat Rating System Explanation   10/16/2006 06:10:13 PM PDT
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cool

What matters to you doesn’t matter when you have it, only when its gone
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  • 10. Re: Combat Rating System Explanation   10/16/2006 06:12:20 PM PDT
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very interesting.....

-Grapejelly =P
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  • 11. Re: Combat Rating System Explanation   10/16/2006 06:13:11 PM PDT
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Page 1

Thanks Eyonix!

Closed Beta Tester


Q u o t e:
How do you kill that which has no life?


Take away its internet connection.
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  • Doomhammer
  • 13. Re: Combat Rating System Explanation   10/16/2006 06:14:19 PM PDT
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Q u o t e:
resiliance is gonna destroy PVP


It means it will destroy steamroll pvp. Not real pvp.
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  • Cenarion Circle
  • 14. Re: Combat Rating System Explanation   10/16/2006 06:15:17 PM PDT
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Q u o t e:

Resilience

Resilience is a special new rating which we have created to reduce the effects of critical hits against your character. It has two components; it reduces the chance you will be critically hit by X percent, and it reduces the damage dealt to you by critical hits by 2X percent. X is the percentage resilience granted by a given resilience rating.

Below is the level 60 conversion for resilience:

Resilience 25 rating grants 1% resilience

Each time you go up a level, the amount of rating needed to get the same benefit will increase. An example of the scaling involved would be the current implementation of Agility which has always worked this way in the live game, requiring more agility for the same critical strike chance as you go up in level



So, am I understanding it correctly to say that, if I have 250 resilience (at lvl 60), opponents will have their crit chance reduced by 10% when attacking me with spells and abilities, and what crits do land will only hit for 80% of normal damage?

EDIT; Also, the stats for several PvP rewards have been shown already, and I notice that, given the system in place for BC, there is a general lowering of effective crit and hit on such items; most items I have seen (refering now to level 70 Arena rewards) have 14 crit rating and 8 hit rating. This is about 1 crit and less then one hit when worn by a level 60 character; when used by a required level 70, they will provide something like 0.7% crit and similar hit.

Is it intended that other gear will have more of these stats to make up for this absence (+6 crit rating on bracers or similar), or is this part of a general trend towards lower crit and hit ratings?

[ Post edited by Arcos ]


It is not who is right, but what is right, that is of importance.
-Thomas Huxley

http://ctprofiles.net/12361
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  • 15. Re: Combat Rating System Explanation   10/16/2006 06:15:53 PM PDT
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Q u o t e:
resiliance is gonna destroy PVP


Weep in greater quantities, novice.

Closed Beta Tester


Q u o t e:
How do you kill that which has no life?


Take away its internet connection.
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  • Warsong
  • 16. Re: Combat Rating System Explanation   10/16/2006 06:16:06 PM PDT
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Q u o t e:
With the upcoming release of the Burning Crusade, we thought we would take the time to explain more on a new stat that we are introducing: Combat Ratings. These ratings are being used for any combat stat that previously was percentage-based such as: critical strike chance, hit chance, dodge chance and defense skill. Combat ratings are only used with effects generated by items and do not apply to effects that are generated by spells and talents which will continue to work the same.

The following combat ratings are currently in use: weapon skill, defense, dodge, parry, block, hit chance, spell hit chance, critical strike chance, spell critical strike chance, resilience, haste, and spell haste.

*We may introduce others at a later time.

Combat Skills

Unlike fixed percentages such as 2% critical strike chance, combat ratings diminish in potency as your character increases in level. 2% crit is the same at every level, while 28 critical strike rating grants 4% crit at level 34, 2% crit at level 60, and 1.27% crit at level 70. This allows us the ability to create and add new and better items to the world without eventually reaching a point where every character has a 100% chance to critically strike.

Below is the level 60 conversion for combat skills:

Weapon Skill Rating 2.5 rating grants 1 weapon skill
Hit Rating 10 rating grants 1% hit chance
Spell Hit Rating 8 rating grants 1% spell hit chance
Critical Strike Rating 14 rating grants 1% critical strike chance
Spell Critical Strike Rating 14 rating grants 1% spell critical strike chance
Haste 10 rating 1% haste
Spell Haste 10 rating grants 1% spell haste

Defense Skills

The impact on the defense skill and weapon skill systems is slightly more complicated. Many people do not realize these skills actually grant percentage-based benefits already. For example, every 25 points of defense skill grants a 1% dodge chance, 1% parry chance, 1% block chance, 1% increased chance to be missed and 1% decreased chance to be critically hit by physical attacks. Weapon skills have a similar effect for the attacker. Items will now grant skill rating rather than skill directly, and that will convert to an actual skill increase.

Below is the level 60 conversion for defense skills:

Defense Skill Rating 1.5 rating grants 1 defense skill
Dodge Rating 12 rating grants 1% dodge
Parry Rating 20 rating grants 1% parry
Block Rating 5 rating grants 1% block chance

Resilience

Resilience is a special new rating which we have created to reduce the effects of critical hits against your character. It has two components; it reduces the chance you will be critically hit by X percent, and it reduces the damage dealt to you by critical hits by 2X percent. X is the percentage resilience granted by a given resilience rating.

Below is the level 60 conversion for resilience:

Resilience 25 rating grants 1% resilience

Each time you go up a level, the amount of rating needed to get the same benefit will increase. An example of the scaling involved would be the current implementation of Agility which has always worked this way in the live game, requiring more agility for the same critical strike chance as you go up in level



Can we have the level 70 breakdown for everything? Or can we assume the same ratio of losing ~1/3rd.

http://midnight-guild.org/images/thawinrunez.jpg
Currently recruiting: Pallies and Priests from other PvP servers.
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  • 17. Re: Combat Rating System Explanation   10/16/2006 06:16:12 PM PDT
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Im glad you cleared that up. I know many of us were wondering..
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  • 18. Re: Combat Rating System Explanation   10/16/2006 06:16:29 PM PDT
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Q u o t e:
With the upcoming release of the Burning Crusade, we thought we would take the time to explain more on a new stat that we are introducing: Combat Ratings. These ratings are being used for any combat stat that previously was percentage-based such as: critical strike chance, hit chance, dodge chance and defense skill. Combat ratings are only used with effects generated by items and do not apply to effects that are generated by spells and talents which will continue to work the same.

The following combat ratings are currently in use: weapon skill, defense, dodge, parry, block, hit chance, spell hit chance, critical strike chance, spell critical strike chance, resilience, haste, and spell haste.

*We may introduce others at a later time.

Combat Skills

Unlike fixed percentages such as 2% critical strike chance, combat ratings diminish in potency as your character increases in level. 2% crit is the same at every level, while 28 critical strike rating grants 4% crit at level 34, 2% crit at level 60, and 1.27% crit at level 70. This allows us the ability to create and add new and better items to the world without eventually reaching a point where every character has a 100% chance to critically strike.

Below is the level 60 conversion for combat skills:

Weapon Skill Rating 2.5 rating grants 1 weapon skill
Hit Rating 10 rating grants 1% hit chance
Spell Hit Rating 8 rating grants 1% spell hit chance
Critical Strike Rating 14 rating grants 1% critical strike chance
Spell Critical Strike Rating 14 rating grants 1% spell critical strike chance
Haste 10 rating 1% haste
Spell Haste 10 rating grants 1% spell haste

Defense Skills

The impact on the defense skill and weapon skill systems is slightly more complicated. Many people do not realize these skills actually grant percentage-based benefits already. For example, every 25 points of defense skill grants a 1% dodge chance, 1% parry chance, 1% block chance, 1% increased chance to be missed and 1% decreased chance to be critically hit by physical attacks. Weapon skills have a similar effect for the attacker. Items will now grant skill rating rather than skill directly, and that will convert to an actual skill increase.

Below is the level 60 conversion for defense skills:

Defense Skill Rating 1.5 rating grants 1 defense skill
Dodge Rating 12 rating grants 1% dodge
Parry Rating 20 rating grants 1% parry
Block Rating 5 rating grants 1% block chance

Resilience

Resilience is a special new rating which we have created to reduce the effects of critical hits against your character. It has two components; it reduces the chance you will be critically hit by X percent, and it reduces the damage dealt to you by critical hits by 2X percent. X is the percentage resilience granted by a given resilience rating.

Below is the level 60 conversion for resilience:

Resilience 25 rating grants 1% resilience

Each time you go up a level, the amount of rating needed to get the same benefit will increase. An example of the scaling involved would be the current implementation of Agility which has always worked this way in the live game, requiring more agility for the same critical strike chance as you go up in level



While we're here, can you explain why rogues lost the swirly ball?

Thanks for this post though, very informative about those new stats we've been seeing.

Drysc stole my bike.
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