Level 11 Timewalking data in graph form

VanCleef

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I've been collecting data in Timewalking dungeons to make more sense of how the scaling works at level 11. I've put all the data in a spreadsheet. Most of it is focused on fury warriors, since that has been the Flavor of the Year when it comes to level 11s. For reference, this is my level 11 warrior (wearing his Timewalking set at the time of this post).

All these numbers will be obsolete once the next major patch hits, but with the Turbulent Timeways event currently going on someone could still find it useful.

To make more sense of this data we can present it in various graphs.

Since patch 11.2.0 the health of all mobs scale based on how much main stat you have. The following graph shows the health of some bosses from a few different expansions. Between 48 and 57 main stat the enemies' health won't increase. 192 main stat is the cap, above that mob health doesn't increase.

boss.png


Just like mob health, the amount of damage you take is also based on your main stat. The curve looks similar to the curve for mob health but it's not identical. From about 48 to 54 main stat the damage you take doesn't increase, and again, if you go above 192 main stat it stops increasing.

Both the following graphs show the same data, just with the vertical axis scaled differently. The first graph shows 32 main stat as ×1 damage taken, while the second has 50 main stat as ×1. So compared to a character with 32 main stat, one with 192 main stat will take more than five times the damage, or compared to a character with 50 main stat, more than 3½ times the damage.

damage_32.png


damage_50.png


The first graph showed how mob health increases as your main stat goes up, but it is actually quite meaningless since at the same time the damage you do also goes up. What is more interesting is how the damage you deal compares to mob health. That's what the following graphs show.

bloodthirst0.png


whirlwind0.png


So the above graphs show the damage done by Bloodthirst and Whirlwind, two of the main abilities level 11 fury warriors use, as a percentage of total mob health. The boss Halkias is used as an example since that's the mob I have the most data on, but the curves will look exactly the same vs. any mob, just with bigger or smaller numbers in the vertical axis. (The damage numbers are taken from the abilities' in-game tooltips, so the graphs don't show critical strikes, spell variance, etc.)

The following graphs show the exact same data as above, just zoomed in on the area between 40 and 90 main stat.

bloodthirst_zoom0.png


whirlwind_zoom0.png
 
Neat info, good to know that the sweet spot for raw damage is basically around 63 to 70!
Yes, that's the range I'd go for too.

youve tested it with the <25% exp or >25% ?
All this was tested with under 25% exp into level 11, with Battle Shout and Berserker Stance active, and no extra attack power from gear.

I tested with both 0 versatility (red line) and with 42 versatility (blue line), to show the difference versatility makes. The 42 number just was chosen arbitrarily since that was what my test character happened to have when I started recording numbers.

"3.60 speed, 11-23 damage, 4.7 dps" are the stats of an item level 60 Timewarped two-handed axe, while "3.6 speed, 8-11 damage, 2.6 dps" are the stats of an item level 30 Hatebringer.

Here is an animation has shows the effect that extra attack power has. The animation is cycling from 0 attack power from gear to +9.

bloodthirst_animation.png
 
I've been collecting data in Timewalking dungeons to make more sense of how the scaling works at level 11. I've put all the data in a spreadsheet. Most of it is focused on fury warriors, since that has been the Flavor of the Year when it comes to level 11s. For reference, this is my level 11 warrior (wearing his Timewalking set at the time of this post).

All these numbers will be obsolete once the next major patch hits, but with the Turbulent Timeways event currently going on someone could still find it useful.

To make more sense of this data we can present it in various graphs.

Since patch 11.2.0 the health of all mobs scale based on how much main stat you have. The following graph shows the health of some bosses from a few different expansions. Between 48 and 57 main stat the enemies' health won't increase. 192 main stat is the cap, above that mob health doesn't increase.

View attachment 26617

Just like mob health, the amount of damage you take is also based on your main stat. The curve looks similar to the curve for mob health but it's not identical. From about 48 to 54 main stat the damage you take doesn't increase, and again, if you go above 192 main stat it stops increasing.
How did you reach 192 Primary stat? with an Intel class? It has been a while since I try to find the scaling formula, seeing that at some point it just doesn't increase anymore is a huge find.

The reason why all 4 lines are not identical is because of the multiplier the dungeons get from the game (except for Crushto, this one is unique from what I can tell)

if you want to talk more about that, ping me on discord pokspell #2319, I'll be more than happy to discust about that! :D

Twink all day!

Best regards!

pokspell
 
Last edited:
How did you reach 192 Primary stat? with an Intel class?
I created an Orc (highest base strength) and then stacked as much strength as I could (and chose pieces that give strength as a socket bonus) and got to 192. https://worldofwarcraft.blizzard.com/en-gb/character/eu/silvermoon/soverystrong/

Then I could increase it further with double Crusader procs (16+16 strength) and double trinket procs (27+27, seems to round down, so slightly less in practise) and food+potion buffs. So somewhere around 285 strength.

The Irideus Fragment trinket was super useful, it gives 27 strength and each time you attack your strength goes down by 1 or 2. It made it really fast to record a lot of different values.

With a int class I was able to get over 300 main stat using the Balefire Branch trinket (+100 int), but since it starts ticking down immediately it made it impossible to know which exact number I was recording. But the mobs still have the same health at over 300 main stat as they do at 192. I tried every number up to 227, and then every second or third number up to 269, and the mobs have exactly the same health as at 192 main stat. So I think it's safe to assume it never changes after 192.
 

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