US Fyi

https://xpoff.com/threads/19-quick-start-gearing-guide-legion.69917/

I’m not theorycrafting either. The way the template functions has been discovered already in these guides, updated by theorycrafters who test these theories and prove them to be fact. Unless you have proof to counter these facts, they will remain fact, or the closest thing to fact, until disproved.

The link you provided list the ilvl60 rings as bis. The whole point of the thread was the rings dont matter.

Btw the long winded posts, touching on multiple subject matters and deflecting to some analogy about relativity shows you ate just trying to argue.

Bet my left nut you havent enter a bg and swapped your rings yet.
 
When I get home I’ll be checking this to provide some info. This is just rediculous. @Talezy wanted there to be some more info in this because THAT IS A HUGE PART OF THE PURPOSE OF THIS SITE. I know it is hard to believe, but this used to be a place for thinks trying to better themselves to be exposed to a plethora of information to point them in the right direction.
nah dude this site's not called twinkinfo.com anymore for a reason man
 
Fair enough....if you read it on xpoff it has to be true.

Well idk, you said changing your neck to the ilvl 80 one gave you 2 stam, which would be evidence of the stat template functioning as has been said? You said you swapped from lower to higher and gained 2 stam, even though problem solving pendant has zero stats, which would prove that item level does increase your stats.

Regarding the rings, chances are swapping the rock x2 to the ilvl 32 and 27 rings may have not pushed you down a complete average item level, which would still fit with the theory regarding how the stat template currently functions, since you supposedly only gain and lose stats from gaining or losing a complete average item level. Would need specification as to whether or not you even lost a complete average item level by swapping those items. But if you didnt, then you prob would need to test and reevaluate how the stat template is functioning.

Regarding mini tree, the rarity scaling isn’t in effect anymore. Testing and proof analyzed here > https://xpoff.com/threads/weapon-scaling-as-a-rogue-more-patch-7-3-5.74950/#post-1076032 .

If you make findings to counter any of this information, then props to you. Yet, from playing on 19s, if my feeling of how this works matters (which it probably shouldn’t but will say anyways), I feel weaker with less high ilvl gear and purple weapons with no raw damage anymore (winters veil). Yet, as has been mentioned and definitely feels this way, the stat bonus from raising ilvl is EXTREMELY insignificant. I have not played casters, but most of them say that using a wand in main hand feels the strongest. People have also mentioned stat bonus primarily comes from wearing native armor type/weapon type for specific classes. If you want to refute that you can too, but don’t think a rogue running around in Cloth is gonna be as powerful as wearing leather.
 
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Ignoring all the anons...

It would take some testing but, no stat change when changing the rock ilvl 60 rings with ilvl32 green and ilvl27 blue.

Changing neck item ilvl80 to ilvl 25 didnt effect damage just 2 stam

Dual minitree vs any blues didnt change stats or damage

Ive said it before, nothing is static in wow. It constantly changes and gets hotfixes. Hope next xpac stats matter again.

That sounds like exactly how it works now. Your ilvl needs to reach breakpoints in order to actually increase your stats. Try finding where your ilvl gets a certain stat, equip your 27/32 rings and whatever other gear to get just below that, and then switch your rings in. You should see the same stat upgrades. Since ilvl is such a small increase and our stats are so low, it often takes 10-20 average ilvl to increase certain stats.

Same thing for the minitree - it uses the same template as blue daggers, so will have the same damage unless the ilvl hits a breakpoint.
 
i think you only get extra stats in ipvp every 10 ilvls you are above the average, so that means you could unequip loads of gear without ever noticing anything.. or did that change and now stats change every single ilvl?

anyway.. Death to the anons!
 
i think you only get extra stats in ipvp every 10 ilvls you are above the average, so that means you could unequip loads of gear without ever noticing anything.. or did that change and now stats change every single ilvl?

anyway.. Death to the anons!

Boring 'book' of a post inc to explain...

So the way it works is that equipping item higher item levels increases your ilvl - which is calculated as a decimal. So for 19, assume we have all ilvl 24 gear and then equip the 80 neck and an ilvl 27 chest. Your ilvl is ((24*14) + 27 + 80) / 16 = 27.69. So for each ilvl above 24, we get .1% to stats. So we do ( 27.69-24)*.1 = .369% increase. So you take your stats and multiple them by 1.00369. However your stats are whole numbers and only change when we get to whole numbers. So if we have 64 agility, we would multiply that by 1.00369 to get 64.236. Since we didn't get to 65, then we still just have 64 agility. We would need to get to an ilvl of 39.63 to actually see a bonus of 1.563% which would get to 65.00032 agility and actually hit that breakpoint to be 65 agility.

So you can see that when we're working with the smaller numbers of 19s, its very easy to change ilvl without hitting new stat whole numbers. You'll generally have more armor and stam, so those numbers will change more often. Its also easy to see why ilvl doesn't really matter that much. A survival hunter needs an ilvl of 40 or so to see 1 extra agility. So its stupid easy to make a brand new twink with only heirloom and dungeon drops and basically be 98% as good (gearwise) as a fully geared BiS/GFd hunter.
 
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@Talezy cant be bothered quoting but the rock will increase his average ilvl always. 16 item slots means a 16 item level upgrade will give a 1 average item level boost.
 
@Talezy cant be bothered quoting but the rock will increase his average ilvl always. 16 item slots means a 16 item level upgrade will give a 1 average item level boost.
It will increase his ilvl, but that doesn't necessarily mean he will reach a breakpoint. This whole discussion is beyond dumb, nothing has changed, the white gear isnt nerfed. Your stats CAN change when you swap rocks and pendant for regular gear, and then swap back when you switch to normal gear. It doesn't GUARENTEE that you will hit the next breakpoint, but the fact that it DOES contribute to hitting a breakpoints PROVES that the white items DO contribute item level to your template. End of discussion.
 
Boring 'book' of a post inc to explain...

So the way it works is that equipping item higher item levels increases your ilvl - which is calculated as a decimal. So for 19, assume we have all ilvl 24 gear and then equip the 80 neck and an ilvl 27 chest. Your ilvl is ((24*14) + 27 + 80) / 16 = 27.69. So for each ilvl above 24, we get .1% to stats. So we do ( 27.69-24)*.1 = .369% increase. So you take your stats and multiple them by 1.00369. However your stats are whole numbers and only change when we get to whole numbers. So if we have 64 agility, we would multiply that by 1.00369 to get 64.236. Since we didn't get to 65, then we still just have 64 agility. We would need to get to an ilvl of 39.63 to actually see a bonus of 1.563% which would get to 65.00032 agility and actually hit that breakpoint to be 65 agility.

So you can see that when we're working with the smaller numbers of 19s, its very easy to change ilvl without hitting new stat whole numbers. You'll generally have more armor and stam, so those numbers will change more often. Its also easy to see why ilvl doesn't really matter that much. A survival hunter needs an ilvl of 40 or so to see 1 extra agility. So its stupid easy to make a brand new twink with only heirloom and dungeon drops and basically be 98% as good (gearwise) as a fully geared BiS/GFd hunter.

thanks for this info.. now it all makes sense ^^
However, Many levelers in BG's don't have full gear yet.. so they get 5% less stats
And.. what if you average is lower then ilvl 24 at 19... does every ilvl you have under ilvl 24 also reduce your stats by .1%?

And Wand users get +5% stats if im correct...

So lets say a dude thats leveling with an average ilvl of 15 without full gear

Compared to a full BiS priest with a wand of ilvl 50, This priest would have about 13.5% more stats then this leveler. 5% for full set of cloth 5% for Wand and about 3.5% more stats because of ilvl in comparison.
 
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thanks for this info.. now it all makes sense ^^
However, Many levelers in BG's don't have full gear yet.. so they get 5% less stats
And.. what if you average is lower then ilvl 24 at 19... does every ilvl you have under ilvl 24 also reduce your stats by .1%?

And Wand users get +5% stats if im correct...

So lets say a dude thats leveling with an average ilvl of 15 without full gear

Compared to a full BiS priest with a wand of ilvl 50, This priest would have about 13.5% more stats then this leveler. 5% for full set of cloth 5% for Wand and about 3.5% more stats because of ilvl in comparison.

So if your ilvl is less than 24, you still get the effect of having ilvl 24 - no negative stats from that. A full set of ilvl 24 gear is equal to a full set of ilvl 1 gear. As long as you have something in that item slot, you get the 1/16 of the template.

A "geared" leveler would have heirlooms of the proper armor type and various blues/greens/whites making up the other slots. They probably wouldn't have higher than ilvl 24, but if they got something in every slot, then they'd get the full template. They'd get the 5% primary stat bonus for having the right armor type. So they'd be ~1-2% behind a geared twink and ~7-8% behind a wand user.

An average leveler probably doesn't have ring slots and maybe has some mismatching armor heirlooms. So the missing rings are just over 6% each, so a twink would be ~12-13% more stats and have 5% more of the primary stat - and a wand user would be ~19% more stats.
 
So if your ilvl is less than 24, you still get the effect of having ilvl 24 - no negative stats from that. A full set of ilvl 24 gear is equal to a full set of ilvl 1 gear. As long as you have something in that item slot, you get the 1/16 of the template.

A "geared" leveler would have heirlooms of the proper armor type and various blues/greens/whites making up the other slots. They probably wouldn't have higher than ilvl 24, but if they got something in every slot, then they'd get the full template. They'd get the 5% primary stat bonus for having the right armor type. So they'd be ~1-2% behind a geared twink and ~7-8% behind a wand user.

An average leveler probably doesn't have ring slots and maybe has some mismatching armor heirlooms. So the missing rings are just over 6% each, so a twink would be ~12-13% more stats and have 5% more of the primary stat - and a wand user would be ~19% more stats.

Thanks again for the clarification! it all finally makes sense to me :D <3
 
https://worldofwarcraft.com/en-us/character/ghostlands/psilocybine if i swapped the helm,neck and rings with the high ilvl twink items the change is 2 stam and 1 armor.



For those who think "its been the same for all of legion"

https://us.battle.net/forums/en/wow/topic/20760887989

Thats one of numerous posts by blizz since the xpoff guide was written, no one knows the pvp template blizz uses. Every forum including this one, is just theory crafting.



So every Tues and Fri there is a chance for a hotfix, nothing is static
 
https://worldofwarcraft.com/en-us/character/ghostlands/psilocybine if i swapped the helm,neck and rings with the high ilvl twink items the change is 2 stam and 1 armor.

For those who think "its been the same for all of legion"

https://us.battle.net/forums/en/wow/topic/20760887989

Thats one of numerous posts by blizz since the xpoff guide was written, no one knows the pvp template blizz uses. Every forum including this one, is just theory crafting.

So every Tues and Fri there is a chance for a hotfix, nothing is static

I don't think anyone is saying that the pvp template doesn't change or that things are static - but the base concept of ilvl increasing your stats doesn't appear to have been changed. We can't be sure 100% unless blizz says something directly - but lots of testing has shown that the general model we have is right (or at least close enough to reliably use).

Regardless of what the actually template is for your class/spec, increasing ilvl will still increase it by the .1% per ilvl above the bracket base. So as long as you use the proper weapon and have the correct armor type, you should wear your highest ilvl gear and not worry about it. You're right in that it could change - we've seen some changes to how weapons work several times. And its good to check your gear to see if things work as expected. But it doesn't appear to have changed in this case.

The actually template really only comes into play in two places. First is SWAG. My warlock has WFd invasion gear at ilvl 34. Thats technically less than the ilvl 35 tuxedo pants - but I def want to show off my grandfathered gear. So I check to make sure the lower ilvl doesn't change anything and then I'll use them if the stats don't change. Same concept applies to someone wanting to use the epic christmas tree dagger for example. Since that template can change, its good to check every so often to make sure the loss of ilvl doesn't actually hit a breakpoint and cause you to lose a stat or two. It sounds like changing your rings didn't change your stats at all - so you could theoretically use your 27/32 rings to show off without changing your stats in ipvp.

The second scenario is with 19 survival hunters. At 19, 2h axes/swords do more damage than 2h maces/staves/polearms. I can only assume that there are different weapon templates involved - but it gets weird since that difference doesn't exist at level 20. But since the WSG box drops an ilvl 27 staff for survival hunters, you have a situation where your higher ilvl staff could get you an agility or versatility rating that increases the damage above that of the "proper" weapon of a 2h axe/sword. Currently I think that is around ilvl 39 (was unable to find anyone with the gear to test at 19) - and I'm not sure if the staff is better even if it does increase agility by 1. The template might change, so the breakpoint might be at ilvl 35 or 42 instead of 39 - but the concept remains the same. You should try both the ilvl 27 staff and an ilvl 25 axe/sword and see which does more damage in your char sheet (use deja char stats) and tooltips.

And again, all ilvl changes are rather small. So don't stress about them too much.
 
So if your ilvl is less than 24, you still get the effect of having ilvl 24 - no negative stats from that. A full set of ilvl 24 gear is equal to a full set of ilvl 1 gear. As long as you have something in that item slot, you get the 1/16 of the template.

A "geared" leveler would have heirlooms of the proper armor type and various blues/greens/whites making up the other slots. They probably wouldn't have higher than ilvl 24, but if they got something in every slot, then they'd get the full template. They'd get the 5% primary stat bonus for having the right armor type. So they'd be ~1-2% behind a geared twink and ~7-8% behind a wand user.

An average leveler probably doesn't have ring slots and maybe has some mismatching armor heirlooms. So the missing rings are just over 6% each, so a twink would be ~12-13% more stats and have 5% more of the primary stat - and a wand user would be ~19% more stats.

im banking all my bis
swapping em out for gimp sets
/flex
 

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