attribute scores

wilkes

Guest
Code:
$weight = array(            'casterRating' => array(
                'int' => 1,
                'sta' => 1,
                'spr' => 0.15,
                'spellPower' => 1.15,
                'spellCritRating' => 1.15,
                'spellHitRating' => 1.15,
                'hasteRating' => 1.15,
                'dodgeRating' => 0.15,
                'pvpResilienceRating' => 1,
                'pvpPowerRating' => 1.35
            ),
            'healerRating' => array(
                'int' => 1,
                'sta' => 1,
                'spr' => 0.25,
                'spellPower' => 1.35,
                'spellCritRating' => 0.2,
                'hasteRating' => 0.5,
                'dodgeRating' => 0.1,
                'pvpResilienceRating' => 1.35,
                'pvpPowerRating' => 1
            ),
            'hunterRating' => array(
                'agi' => 1,
                'sta' => 1,
                'rangedAttackPower' => 1,
                'rangedCritRating' => 1,
                'rangedHitRating' => 1,
                'expertiseRating' => 1,
                'hasteRating' => 0.35,
                'parryRating' => 0.15,
                'dodgeRating' => 0.15,
                'pvpResilienceRating' => 1,
                'pvpPowerRating' => 1.35
            ),
            'meleeRating' => array(
                'str' => 1,
                'agi' => 0.45,
                'sta' => 1,
                'attackPower' => 1,
                'critRating' => 1,
                'hitRating' => 1,
                'expertiseRating' => 1,
                'hasteRating' => 0.35,
                'parryRating' => 0.15,
                'dodgeRating' => 0.15,
                'pvpResilienceRating' => 1,
                'pvpPowerRating' => 1.35
            ),
            'tankRating' => array(
                'str' => 1,
                'agi' => 0.35,
                'sta' => 1.25,
                'attackPower' => 1,
                'critRating' => 1,
                'hitRating' => 1,
                'armor' => 0.001,
                'expertiseRating' => 1,
                'hasteRating' => 0.35,
                'parryRating' => 0.65,
                'dodgeRating' => 0.65,
                'pvpResilienceRating' => 1.35,
                'pvpPowerRating' => 1
            ));

These are just values I put in as I went along adding attributes to each weight-type, I would now like some help with adjusting the values. Also if there are attributes missing, do tell. I choose the 39 bracket forum because that is my bracket of choice and I think attribute scores might be different for different brackets so might aswell focus on 39's. (no mastery etc).

I'm not aiming at a perfect equivilence rating here, but rather a decent 'attribute score chart'.

If you are comfortable with a weight-type then feel free to give me your input!

# Consider the hit rating value as 'below cap value'.

Updated the values slightly (3/10 -12)
 
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Code:
$weight = array(
            'casterRating' => array(
                'int' => 1,
                'sta' => 1,
                'spr' => 0.35,
                'spellPower' => 1,
                'spellCritRating' => 1.5,
                'spellHitRating' => 1,
                'hasteRating' => 1.5,
                'dodgeRating' => 0.15,
                'pvpResilienceRating' => 1,
                'pvpPowerRating' => 1.35
            ),
            'healerRating' => array(
                'int' => 1,
                'sta' => 1,
                'spr' => 0.25,
                'spellPower' => 1.35,
                'spellCritRating' => 1.5,
                'hasteRating' => 1.5,
                'dodgeRating' => 0.15,
                'pvpResilienceRating' => 1,
                'pvpPowerRating' => 1.35
            ),
            'hunterRating' => array(
                'agi' => 1,
                'sta' => 1,
                'rangedAttackPower' => 1,
                'rangedCritRating' => 1,
                'rangedHitRating' => 1,
                'expertiseRating' => 1,
                'hasteRating' => 0.35,
                'parryRating' => 0.15,
                'dodgeRating' => 0.15,
                'pvpResilienceRating' => 1,
                'pvpPowerRating' => 1.35
            ),
            'meleeRating' => array(
                'str' => 1,
                'agi' => 0.35,
                'sta' => 1,
                'attackPower' => 1,
                'critRating' => 1,
                'hitRating' => 1,
                'expertiseRating' => 1,
                'hasteRating' => 0.35,
                'parryRating' => 0.15,
                'dodgeRating' => 0.15,
                'pvpResilienceRating' => 1,
                'pvpPowerRating' => 1.35
            ),
            'tankRating' => array(
                'str' => 1,
                'agi' => 0.35,
                'sta' => 1.35,
                'attackPower' => 1,
                'critRating' => 1,
                'hitRating' => 1,
                'expertiseRating' => 1,
                'hasteRating' => 0.35,
                'parryRating' => 0.65,
                'dodgeRating' => 0.65,
                'pvpResilienceRating' => 1.35,
                'pvpPowerRating' => 1
            ));

These are just values I put in as I went along adding attributes to each weight-type, I would now like some help with adjusting the values. Also if there are attributes missing, do tell. I choose the 39 bracket forum because that is my bracket of choice and I think attribute scores might be different for different brackets so might aswell focus on 39's. (no mastery etc).

I'm not aiming at a perfect equivilence rating here, but rather a decent 'attribute score chart'.

If you are comfortable with a weight-type then feel free to give me your input!

# Consider the hit rating value as 'below cap value'.
Sorry that I can't contribute to the scores, but I'd like to suggest making hit worth less (or 0) once a certain cap/number is reached. I assume you're making some sort of PHP tool, which is why I suggest it.
 
Last edited by a moderator:
I'm also curious what this is for. And I would ask why for a healer you placed such a high value for +crit? I would also question valuing +haste so highly, just because while it is extremely useful, it contributes nothing to efficiency. I know that when I was playing, +haste was so rare there wasn't a point to getting it, and that may have changed now, but I'm still skeptical that it's worth more than virtually anything else. Has it changed that much in the last few years?
 
It is for a little website I'm fiddling with (oh the boreddom) that lists (twink) characters.

Sorry that I can't contribute to the scores, but I'd like to suggest making hit worth less (or 0) once a certain cap/number is reached. I assume you're making some sort of PHP tool, which is why I suggest it.

I agree that the value of hit beyond cap is 0. Which is why I wrote the last line of the main post with that in mind. :)

I'm also curious what this is for. And I would ask why for a healer you placed such a high value for +crit? I would also question valuing +haste so highly, just because while it is extremely useful, it contributes nothing to efficiency. I know that when I was playing, +haste was so rare there wasn't a point to getting it, and that may have changed now, but I'm still skeptical that it's worth more than virtually anything else. Has it changed that much in the last few years?

This too I explained in the post. I was merely filling in (relatively) arbitrary numbers as I decided which attributes were important to each 'set'. They are all VERY incorrect and that is what I'm looking to get help with right now.

Haste isn't particularely rare nowadays, the vaue of it on the other hand.. I couldn't say.

I'll do a passthrough on the numbers I posted
 
The best way is to allow user to manage those numbers himself. You can give some numbers by default, ofc. The main reason is that there are a lot of specifics around each class.

So if you give opportunity to manage weight there is no need to provide best possible default weight for every class/spec.

As an example Haste mentioned earlier is needed for more those shatter mages to apply extra damage spell then for a holly paladin.

Отправлено с моего GT-I9100 через Tapatalk
 
The best way is to allow user to manage those numbers himself. You can give some numbers by default, ofc. The main reason is that there are a lot of specifics around each class.

That is definitively a good idea and I'll consider doing it. But the main idea of it all is a uniform system for rating twinks' gear
 
That is definitively a good idea and I'll consider doing it. But the main idea of it all is a uniform system for rating twinks' gear

In the past, I always opposed having a uniform way of rating gear. I also opposed the term "best in slot" simply because of the concept of having different gear in different situations. In the space of a single WSG battle, I would routinely wear three different sets of gear. One for healing and spot dps, one for flag carrying, and one for pure dps when returning the flag. The best twinks always had more than one set of gear depending on the competition, whether they were doing arena or bgs, and sometimes even depending on their mood.
 
In the past, I always opposed having a uniform way of rating gear. I also opposed the term "best in slot" simply because of the concept of having different gear in different situations. In the space of a single WSG battle, I would routinely wear three different sets of gear. One for healing and spot dps, one for flag carrying, and one for pure dps when returning the flag. The best twinks always had more than one set of gear depending on the competition, whether they were doing arena or bgs, and sometimes even depending on their mood.

I understand this completely and there are definitively problems associated with having these kind of ratings.

Obviously though, my aim isn't to devalue peoples gear choices, I'm just working on a twink-db project and I think a rating system would be a fun ​addition to it.

Also the 'best in slot' is perhaps relative to priests and paladins but to some classes it's no debate. My hunter can switch up and down a few 100's of health sure but I don't think micro-managing like that is interesting, I switch trinkets on CD of course but other than that I find a set that works and stick to it.
 
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Unless you are doing it purely for PvE (which is where it would be most accurate), it becomes semi pointless for PvP. Each persons values would be way different.

For example for hunter, Expertise would have a massive value to me till soft cap purely for reliability of CC. It may be far less important to another hunter. I always value 1 crit rating over 1 stam or agi for example, once I have enough survivability. This needs to take into account the base resilience too as it will have a massive bearing over values once you are happy with where you are survivability wise.

You can see where I am going with this...?
 
Going back in time i guess cause I feel like I've already gone over this :)

Regardless of what people think of their "own unique playstyles" -- stats are pretty much valued equally in a relatively objective enviroment (wow pvp)

Expertise since 5.0 should be valued highly to every physical dps because you only need 3% hit and 3% expertise and you wont ever miss/dodge again, and most people tend to go for offensive stats once a threshold of survivability is reached (if some freethinker decides that 5k hp and 200 attack power is a good hunter stat set then .. well.. agree to disagree)

But just to reitirate, I do understand what you mean and I do agree (to a degree). this isn't supposed to be a perfect system and people who outscores other people arent necissarely higher on the charts in battlegrounds

this might be a fools errand and the traces of it forever erased

time will tell
 
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(if some freethinker decides that 5k hp and 200 attack power is a good hunter stat set then .. well.. agree to disagree)

Hehehe... I seem to remember spotting Fatapult on the official forums recently. If he's still around, I bet he's managed to hit 6k by now. 8D

But you are right. For the vast majority of players, there are certain benchmarks most people will want to reach, and then it's a matter of preference. As long as the ratings are considered guidelines, they'll be a great tool for newbies (and anything to make it easier for new people to get started is a good thing), and the true hardcore will get every item anyway, and mix and match to their heart's content.

I also just remembered that with the stat simplification in Cata, I suppose there are fewer options anyway. When I wrote my first post in this thread, I was thinking about a few guildies I had who would stack pure attack power or spell power at key times during premade fights, and then just unload on the FC while their teammates ran interference. I guess that doesn't make quite as much sense now. XD
 
I also just remembered that with the stat simplification in Cata, I suppose there are fewer options anyway. When I wrote my first post in this thread, I was thinking about a few guildies I had who would stack pure attack power or spell power at key times during premade fights, and then just unload on the FC while their teammates ran interference. I guess that doesn't make quite as much sense now. XD

Yeah items/stats are far more balanced now and while I'm sure there are people who switch to a high-power set at crucial times, most of the game you wear your favourite pieces

http://imageshack.us/a/img696/7742/pleasedontmeltme.jpg

Even though I think the tops will all consider themself #1 -- I do think the system has value in a way that if someone wants to gear priest they will simply sort by rating and get a list of chars from which they can take gear ideas.

But I melty has hit the sweetspot in my opinion. pretty much perfect (passing hitcap by .08% is just lovely)
 
Actually, that's pretty useful for me to see that list right now even. I can't tell you how happy I am to see those numbers. It looks like the average stats (for a priest at least) are around the same now as they were when I left. Maybe they've even gone up a tiny bit. Which is amazing considering leg enchants and 450 gathering don't work any more. They still don't, right?
 

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