Some TWing Stat Testing

Rahn

Member
Found that https://www.wowhead.com/npc=134056/aqusirr is an ideal boss to do some testing on. Has a channeled attack that produced a steady damage number, a big attack to get a feel for the damage scaling, has a phase 2 that hits at 50% and can be reset by running away. It's also outdoors so in the event of death I can repair. I fought the boss at least 3 times for each of the values in the table to get a rough idea of how many WWs and the time it took to reach 50%. If some values were wildly different I did extra to figure out which values were probably the outliers.

I don't have the most optimal gear as I do not have any TBC socketed mail gear, and I imagine a more optimal build probably could get the secondary total up to 200 while keeping strength at 57.

Strength
CritHasteVer
(Percent)
Total Secondary
(Points)
Boss HealthWWs to hit 50%Time (s)UndertowSurging Rush
57 (35 +22)
675
411260332-3345-4624-25208
57 (35 +22)
15139
1001260328-2937-3923-24207
57 (35 +22)
17279
1521260325-2629-3124-25206
57 (35 +22)
21288
1611260320-26 + Counterweight23-3024-25206
77 (35+42)
242212
1651520723-2529-3129-30256-259
95 (35 +60)
332210
1861964726-2831-3538-39333-335
132 (35 +97)
272812
1952889433-3540-4154-55457-481

Some observations for this test:

Once again having maximum strength is dangerous. Surging rush isn't a one shot, but it will kill if you're not at basically at 70-80% health. I did die once during the testing due to a lack of lifesteal procs combined with dot damage.

Due to the increased health of the TWing bosses https://www.wowhead.com/item=136715/spiked-counterweight has more opportunities to proc. It procced maybe half of my attempts, and a couple of them it managed to proc twice during the first 50%. Every proc shaved off 3 seconds.

While there was a similar time achieved for the STR range between 57 and 77, the incoming damage was increased by a fair margin of roughly 25%.

Full TWing gear is around the area of 95 str, which is to say leaving slots completely naked so you drop down to 70-80 str will result in faster times. Course at this point throwing random on off-stat greens is a boost in this situation.

The conclusion I can draw from this is that there's some wiggle room from 57-77 main stat in where your kill time won't change too much, but the damage you have to soak will be more noticeable. So if you're running in a group as a healer or DPS then it's fine to go up to 80 main-stat. If you're tanking it's probably best practice to stick to the 57 cap. You can go lower than 57, but you have to get it down to 47 (or lower) to further scale down mobs.

As a side note I have experimented with the scaling at level 20, and my conclusion there is while there is a similar soft cap (162 main-stat); the reduced survivability for being level 20 means you're pretty much better off leaving a slot naked than wear any kind of main-stat. (See Level 20 Warrior Testing below for more details)

Casters of course will have a rougher time of things, but while in groups my level 10-11 caster classes still top the DPS ahead of level 80s even if they keep slots empty to keep their int down to 57.

Also done on Aqu'sirr to determine effectives of going as low STR as I could (with the gear I had access to) or going with the level 20 softcap of 162. Didn't take as extensive of notes for this, and unlike the tests at level 11 this was time to kill the boss fully; and due to the different specs I used full rotations.

Strength
CritHasteMasteryVer
(Percent)
Total Secondary
(Points)
SpecNotesTime to killUndertowSurging Rush
74
1830-13
204FuryUsing survivability trinkets3:2260-60520
80
1830-13
204Fury-2:2263-64538
163
1721-21
203Fury-2:34102-103882
62
18302111
214Protection-4:2044-44374
165
26211811
207Protection-3:3391-91806

I got some interesting results from my limited testing at level 20. The main one being that while dropping strength as fury was faster, it wasn't by much, but doing the same as protection made it much slower. My theory on that is due to the reduced incoming damage meant less incoming rage, which for a protection warrior is less damage.

At level 20 surviving is much harder to do, and while in fury spec and high STR protection the risk of death was quite high for this testing. The only time I felt 'safe' was fighting the boss in protection spec with low STR, but it took the longest to pull off the kill.

Basically if you're doing TWing solo at level 20, it's probably best to go with as low main-stat as possible just for the purpose of getting enemy damage as low as possible.

My recommended trinkets for surviving are https://www.wowhead.com/item=137344/talisman-of-the-cragshaper?bonus=6654 and https://www.wowhead.com/item=137369/giant-ornamental-pearl?bonus=6654 I like these two because they both have only a 1 minute CD and have significant damage reduction. In the case of the latter, the bubble is strong enough and lasts long enough for my warrior's https://www.wowhead.com/spell=29838/second-wind to start ticking in most cases.

For healer classes https://www.wowhead.com/item=110009/leaf-of-the-ancient-protectors has been a quite effective bubble with also a 1 minute CD.

Some other potential survivability trinkets
https://www.wowhead.com/item=158320/revitalizing-voodoo-totem
https://www.wowhead.com/item=175733/brimming-ember-shard
https://www.wowhead.com/item=193678/miniature-singing-stone
https://www.wowhead.com/item=133646/mote-of-sanctification

Decided to do some TWing stat testing with my level 11 warrior against Tendris Warpwood. No battleshout (because I took deaths to reset the fight) and I was using only WW till he hit 50% health. I also only counted WW casts against him as opposed to time it takes to make him hit 50%. The STR values are pretty much arbitrary as I was simply swapping in STR gear piece by piece over my TWing gear. Just putting this info out there so people have a better idea of what to expect if your main-stat values are high.

Something interesting to note is that if you swap gemmed gear that has the same amount of sockets, the enemy boss health might not update (But I'm pretty sure this is a visual bug, and the boss health and damage still remain consistent with your actual main-stat value) I only noticed this while I was swapping pieces of gear and got confused as to why the health value of Warpwood didn't change to reflect the new value.

Strength
Crit %Haste %Versatility %Warpwood HealthWWs to hit 50%
59 (35 +24)1227111109720
72 (35 +37)1426101237723
83 (35 +48)1722101456724
92 (35 +57)192391653526
98 (35 +63)202491784728
108 (35 +73)212482003430

At 92 strength was when Warpwood started to hit hard, and lifesteal started to have issues keeping up with the incoming damage.
at 108 strength Warpwood was able to spike my health down to 1% at one point.

Keep in mind that Warpwood doesn't exactly hit particularly hard, so while 83 str was relatively safe fighting against him; it's not going to hold true for other bosses that can hit harder.

That said it seems like you can go up to 80 main-stat and it won't be too detrimental to your character in TWing, and 110 is basically when it's clearly too much.
 
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i have not played in quite a bit so looking at this helps, since my twink is still stacking STR. by like ALOT. 141 STR right now, i had to login and check because i forgot.
 
Decided to do some TWing stat testing with my level 11 warrior against Tendris Warpwood. No battleshout (because I took deaths to reset the fight) and I was using only WW till he hit 50% health. I also only counted WW casts against him as opposed to time it takes to make him hit 50%. The STR values are pretty much arbitrary as I was simply swapping in STR gear piece by piece over my TWing gear. Just putting this info out there so people have a better idea of what to expect if your main-stat values are high.

Something interesting to note is that if you swap gemmed gear that has the same amount of sockets, the enemy boss health might not update (But I'm pretty sure this is a visual bug, and the boss health and damage still remain consistent with your actual main-stat value) I only noticed this while I was swapping pieces of gear and got confused as to why the health value of Warpwood didn't change to reflect the new value.

Strength
Crit %Haste %Versatility %Warpwood HealthWWs to hit 50%
+241227111109720
+371426101237723
+481722101456724
+57192391653526
+63202491784728
+73212482003430

At +57 strength was when Warpwood started to hit hard, and lifesteal started to have issues keeping up with the incoming damage.
at +73 strength Warpwood was able to spike my health down to 1% at one point.

Keep in mind that Warpwood doesn't exactly hit particularly hard, so while +48 str was relatively safe fighting against him; it's not going to hold true for other bosses that can hit harder.

That said it seems like you can go up to +50 main-stat and it won't be too detrimental to your character in TWing, and +80 is basically when it's clearly too much.
What was your base Strength? Different races have different minimums.
 
What was your base Strength? Different races have different minimums.
I didn't factor in base strength in my numbers, just the amount gained from the gear I was wearing. AFAIK scaling works based on the +main-stat value, as opposed to the final number. Though I don't know if anyone has actually tested to see if racial values have an effect on the scaling.
 
i have not played in quite a bit so looking at this helps, since my twink is still stacking STR. by like ALOT. 141 STR right now, i had to login and check because i forgot.
The spreadsheet below has Str to HP numbers compiled for the "average" elite, and a sample boss. Also, per the notes on the right of the spreadsheet, damage taken scales roughly like HP. It looks like Blizz expects an 11 to have around 78-80 main stat.

Twink Data for Timewalking
 
I didn't factor in base strength in my numbers, just the amount gained from the gear I was wearing. AFAIK scaling works based on the +main-stat value, as opposed to the final number. Though I don't know if anyone has actually tested to see if racial values have an effect on the scaling.
Blizz's formula looks at the total value (racial + bonuses), which can make low main stat races more valuable (or less, depending). For Warriors, you can reach 32 Str with blood/void elves, gnomes, goblins, or vulpera.

Edit: It also means Int users get shafted, since Int has a higher starting range than Agi or Str.
 
Blizz's formula looks at the total value (racial + bonuses), which can make low main stat races more valuable (or less, depending). For Warriors, you can reach 32 Str with blood/void elves, gnomes, goblins, or vulpera.

Edit: It also means Int users get shafted, since Int has a higher starting range than Agi or Str.
RIP to those with bonus stats then.

The base str on my 11 warrior is 35 strength. So I guess the "safe" range for main stat is going to end up around 60-70 total.
 
Thanks Rahn and Vaesin for putting in the testing. It's really good information. I am a bit confused on the boss health variation. With Rahn's base strength added in that puts him at 59 total on his +24 line, correct? Yet the boss health was 11097 and from Vaesin's info it should have been 14268. I'm assuming that the different bosses used just have different health values?
 
Thanks Rahn and Vaesin for putting in the testing. It's really good information. I am a bit confused on the boss health variation. With Rahn's base strength added in that puts him at 59 total on his +24 line, correct? Yet the boss health was 11097 and from Vaesin's info it should have been 14268. I'm assuming that the different bosses used just have different health values?

Yeah different bosses will have different health values (and damage values).

My testing was more about figuring how fast boss health scaled against any kind of damage you'd gain from adding in more strength. I think it's pretty conclusive that any amount of main-stat over 57 total will negatively impact the kill time of bosses.

While the kill time only goes up to 50% longer, the main takeaway I felt from my testing was the dramatic decrease in survivability.

If I do another test I'll probably go with three setups:

High Strength + High Secondaries
Low Strength + High Secondaries
Low Strength + Low Secondaries

This would just to answer the question of if it's better to have 57 main-stat at all costs vs going over and having higher secondary stats.
 
Yeah Vaesin has tested all that., low strength and as much secondaries as you can get is the way. Sadly that means wearing mail/cloth agi/int gear, weapons with no str, no str proc trinkets etc
 
Did a more comprehensive test and data collection due to Aqu'sirr being an ideal boss to do testing on, edited the OP for the results.
 
Did a more comprehensive test and data collection due to Aqu'sirr being an ideal boss to do testing on, edited the OP for the results.
Thanks for these new results! That boss was a great find to test on. The best I found, for my damage reduction #'s, was to get DoTs on me (like getting hit by the zombies in Scholomance), and compare what the debuff said versus what the combat log said.
 
I saw on the linked spreadsheet that Heirloom items even if the wrong main stat would affect STR. My lvl 11 warrior is holding 2 ilvl 54 AGI polearms from the BFA TW Vendor. Are they OK to use?
 
I saw on the linked spreadsheet that Heirloom items even if the wrong main stat would affect STR. My lvl 11 warrior is holding 2 ilvl 54 AGI polearms from the BFA TW Vendor. Are they OK to use?
Only the character's main stat counts towards the scaling. The easiest way to check if you're worried about it is to take the item on an off and see if the enemy health value changes or not. Though keep in mind that sometimes the displayed value can bug when doing it, the one case I know of it happening is when switching similar socketed items.

So this does mean STR and AGI classes can use INT gear without scaling enemy mobs. This probably makes TWing https://www.wowhead.com/item-set=81/the-postmaster the best drop to get outside of TBC socketed INT gear.
 
Could collecting TW gear as a healer pally then running as a tank pally with healing plate gear work well? Also, could a healing specced pally trade with a warrior (within the dungeon F2P can trade drops within the party).
 
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Could collecting TW gear as a healer pally then running as a tank pally with healing plate gear work well? Also, could a healing specced pally trade with a warrior (within the dungeon F2P can trade drops within the party).
It wouldn't work, plate gear has both INT and STR on it.

You would need to trade with a class that wears mail/leather/cloth for stuff that doesn't have STR.
 

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