0. Combat Ratings: Level 70 Conversions 10/20/2006 11:29:55 AM PDT
We've seen a number of players (since we've released the combat rating information) display a desire to be empowered with the knowledge of the appropriate level 70 values. As a result, we've gathered them for you. Enjoy your weekend of theorycrafting! :P
Combat Ratings conversions at level 70 (rounded to 1 decimal point):
Weapon Skill Rating: 3.9 rating grants 1 skill point
If resilience is truely meant to be a defensive stat, players will be asked to drop other stats for it on their equipment.
Currently it is cheaper to increase my crit than it is to decrease the other guys crit in terms of item budget. Aka, for 100 item stat points, I can bump my own crit chance 2%, or decrease his 1%. It doesn't take a lot of effort to figure out which one gives more of an advantage.
Q u o t e: We've seen a number of players (since we've released the combat rating information) display a desire to be empowered with the knowledge of the appropriate level 70 values. As a result, we've gathered them for you. Enjoy your weekend of theorycrafting! :P
Combat Ratings conversions at level 70 (rounded to 1 decimal point):
Weapon Skill Rating: 3.9 rating grants 1 skill point
I do have a question that hasn't quite been answered.
Two characters have the same equipment, one is level 60 and the other is level 70. Will the level 70 hit, crit, dodge, etc a level 60 mob at the same rate as the level 60 if they both have the exact same stats?
Q u o t e: We've seen a number of players (since we've released the combat rating information) display a desire to be empowered with the knowledge of the appropriate level 70 values. As a result, we've gathered them for you. Enjoy your weekend of theorycrafting! :P
Combat Ratings conversions at level 70 (rounded to 1 decimal point):
Resilience Rating: 39.4 rating grants 1% less chance of being struck by any type of critical strike, and 2% less damage taken from critical strikes
Will mobs have resiliance ratings in PvE?
Does Blizz stand by its earlier statements that the reduction in hunter RAP will be offset by an increase in critical strike %?
If resiliance rating decreases both the chance to be hit by critical attacks AND the damage taken from them, then it stands to reason that the new ability of the TARGET to reduce those measures will make the PROMISED increased crit rates an illusion.
How is the reduction in hunter RAP being offset now that increased Crit has been exposed as a false promise?
Q u o t e: If resilience is truely meant to be a defensive stat, players will be asked to drop other stats for it on their equipment.
Currently it is cheaper to increase my crit than it is to decrease the other guys crit in terms of item budget. Aka, for 100 item stat points, I can bump my own crit chance 2%, or decrease his 1%. It doesn't take a lot of effort to figure out which one gives more of an advantage.
But resilience also serves to increase mitigation from those crits, so it still offers a slightly different comparison as not only are you getting crit less often, but each of those is for less than normal. It is not just a simply a 2% gain for you, 1% loss for them comparison.
Also, it may be adjusted still as it is tested more.
Why the different values for different stats? Couldn't any balancing already be done through itemization rather than varied and convoluted modifiers? Why can't it just be a simple 10 rating = 1 type system? Why do we need to have a modifier of 3.9 for weapon skills and a 18.9 for dodge? Can't you just make items with fewer dodge points?
To clarify, here is my post from a few pages down, don't want it lost in the clutter:
I'm not saying this type of point system shouldn't be in place, I'm just saying that at the very least everything should be an equal conversion. 10 points for weapon skill should be the same %value as 10 points for crit for any given level. 14 points of hit should = 14 points of spell haste, 150 points of def should = the same percent as 150 points of crit. If you want crit to be more 'expensive,' use fewer points. That's all. Just a bit of simplicity would make such a system much more useful and less 'scary.' It would still be able to scale with level, achieving the same effect but without such archaic conversion factors.
Same story, different words. But, make the story at least easy to read instead of a garbled mess of mismatched phrases.