Stat values at Level 1

Chubtohd

Almost Awesome
Here are the equivalencies at level 1-10 for the various stats we can increase through gear and enchants. These are figured as 1 point of stat = x



I always seem to be figuring these, so I decided to post em up for everyone (and so I don't have to keep doing it). I have noticed that there are some differences between the tooltip and the character screen modifier on some stats. So this list will get you close, but may very a small amount depending on class / race. If anything is incorrect, or needs to be added, please post and I'll fix it.



Agility - .44% Crit (.22% Crit Pally / Warrior) - .9% Dodge (Rogue) - 2 Attack Power (Rogue / Shaman / Hunter-ranged / Druid)Hit - 2.77% Melee - 3.25% Caster
Stamina - 10 HealthHaste - 2.6%
Intellect - 1 Spell Power - .17% Crit - 15 ManaDodge Rating - 1.88%
Spirit - 1 MP5 (while not casting)Armor - ~.17% Physical Damage Reduction
...Crit Rating


[th]Base Stats[/th][th]Aux. Stats[/th]

[td2] Strength - 2 Attack Power (Pally / Warrior) - 1 Attack Power (Everyone else) [/td2][td2] Resilience - 3.26% Caster - 3.23% Melee[/td2]
 
Very nice list, which deserves a sticky. Might want to add that those numbers work from level 1-10, hence the insane values you get at level 10 where more stats are available.
 
thanks raunchy...i knew that some values change with levels, but I didn't know what level and what stats. I knew it used to be 10, isn't it all the same to 15 now?
 
Stats scaling starts changing past level 10 sadly
 
2 questions... What about crit rating or am I blind lol? Secondly I didn't think armor was worked out at a flat rate, I didn't think it was liniar?



Edit: also maybe add resistance? So that this can be stickyd as a one stop place to go for all stats =)
 
armor isn't linear .. you are correct, so i figured it at a base of 100 ... the extra armor will be approx to that ... I can make that more clear though

i forgot crit...adding it soon
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Very nice list ^^

When talking about stats why not make a note about the way "X% attack and cast speed increase" effects work, such as heroism.

They stack multiplicatively with haste. 100% haste and heroism will give a total 160% speed increase not 130%. Nice to know when you try to buff your dps, it helps a lot ^^



sigh....Why doesn't blizzard write in the tooltips if it's multiplicative or additive?
 
So elitistjerks has a reason to exist?



LOL



@Djaeb - because I was only thinking about gear/food buffs when I made this ... however, I guess it could be expanded to include all beneficial stats ... but heroism is for girls...bloodlust is what the real men use
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editing the post, will look bad for a bit ... the support for tables on these forums sucks
 
bump for me
 
Bumping so I don't have to search for it ... will update later today

This should help when figuring out enchants, I might just add it to the enchant list to consolidate info
 
Good list tyvm but wanna add dodge has diminishing returns and as far as I've seen, there will be less difference between agility and dodge ratings %percentage after you have %50 or more dodge chance.

More detailed work on dodge chance will be appreciated
 
[MENTION=6841]yunuss[/MENTION] I've seen a couple of times that you've posted on the DR of Dodge enchants...this is true, but the dodge your receive from Agility is subject to the same DR once you go over the dodge cap. The only Agility not subject to DR is the initial Agility you start with.

I may be interpreting you wrong, but it seems like you're saying that dodge enchants have DR, but Agility enchants do not. That's not true. However, it could be that you are saying that after you reach the dodge cap at level 1 (and I have no idea what that is....although I'd say it's right around 145 dodge) then you're losing so much of the stat on the enchant that you might as well put in Agility for the DR dodge + the crit and AP bonus.

Maybe a little clarification would help me :)

Regardless, keep in mind that DR isn't bad. Anytime you add a +dodge or +agility enchant, you will get extra dodge, it's just that once you go over the dodge cap, then you get less of it added to your %.
A theoretical example: Your dodge is at 95 (under the cap), you add a +5 dodge enchant bringing you to 100 | Your dodge is at 100 (cap), you add a +5 dodge enchant bringing you to 102.5 (subject to DR)
 
Dodge scales weirdly once you get a high % because of DR. Dodge rating still stacks higher dodge then agi does, but the margin narrows the higher your dodge % is. Feel free to check my armory (lvl 10 rogue) if you want to have a good idea of what you are looking for if you are stacking dodge.
 
[MENTION=16240]Goesid[/MENTION] yeah, that's why I bumped this was so that I could work on it ... the post is way out of date, but since 5.4 will have usefulness again if updated
 

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