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DraaxMember Since 15 Dec 2009
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Posted Sweatyfingrs on 24 October 2013 - 08:16 PM
Posted Braindance on 07 August 2013 - 05:58 PM
Purpose: Enumerate the weaknesses of Arms damage-wise, and provide potential solutions.
I am convinced that Arms is bound to receive some PvE damage buffs, since we remain the lowest dps spec on the PTR, and the premier DPS comparison sites (worldoflogs, raidbots etc), SimCraft simulations and advanced theorycrafting sites like elitist jerks, point to arms being one of the weakest dps specs in the game. My purpose is to direct some of those potential buffs to being meaningful in PvP.
Purpose: To increase warrior damage significantly and provide burst windows
Issue: Arms PvE dps is designed around doing tremendous damage while CS is up. However, this creates the following problems
- Our PvE damage is condensed in the duration of this debuff, which is approximately an 80% damage increase vs boss armor
- However since it’s only 50% armor reduction in PvP, this translates to 10-17% damage increase vs players of varying armor. Therefore, we do not reap the large benefit that it provides in PvE, and because our damage is balanced around this debuff (i.e. significantly lower outside of CS), our PvP damage is not as strong as it’s supposed to be
1) Make CS 50% both in PvE and PvP – increase duration to xx seconds
2) Make CS 50% both in PvE and PvP – recalibrate damage of other DPS abilities (overpower, mortal strike etc)
3) Make CS a passive buff, similar to Tiger Palm for monks, with an increased duration and reduced effect (30-40%)
Purpose: High uptime (PvE) buff that increases damage by a flat 10%
Issue: PvE gear provides warriors with a high enough crit chance, that this buff has a high uptime. However, in PvP warriors can barely achieve ~23% crit chance (full crit gems, reforges etc), limiting the uptime severely. High uptime is also achieved with the use of berseker rage, which however cannot be done in PvP, since berseker rage is 99.9% of the time used as a fear breaker, and not as a dps increasing ability.
1) Charge increases critical strike chance of Mortal Strike by 100% (similar to how it was in Ulduar tier). This way, the buff will have a significant uptime in PvP, and will only be a marginal DPS increase in PvE
2) Make Enrage proc from other attacks with a lower chance of procing (overpower, deep wounds etc)
3) Make enrage proc from non-crits of MS and CS
Purpose: Three extremely potent cooldowns (recklessness, avatar, skull banner), binded into one macro, with the purpose of dealing tremendous (often lethal) damage
1) If you do not manage to get a kill during the above cds your damage suffers greatly
2) The long cooldown on all three of them, makes it hard for warriors to play in teams that rely on steady pressure (warrior/lock etc). Instead, it forces warriors to team up with a class that does similar burst (but almost always has superior sustained compared to the warrior like hunters/ferals etc), and hope to win in the first few seconds of the match
Solution: The only way out, is to significantly reduce the cooldown of the above abilities, and give them a reduced effect. Eg recklessness grants 20% crit on abilities down from 30% - cooldown reduced to 1.5 minute. Avatar increases all damage by 15% - duration reduced to 15 seconds from 24, cooldown reduced to 1.5 minute etc. This way, PvE dps will remain the same, but the PvP warrior will have a more meaningful role in the team, and he/she will be able to create more kill opportunities outside of once every 3 minutes
Purpose: Different stances for different modes of combat
1) With burst being extremely high, defensive stance is the premier stance for PvP
2) Berserker stance does not have a strong niche, and it’s not useful in PvP, since to have a rage gain comparable to battle stance you must be taking ~24k dps of damage, in which case you would want to be in defensive stance
3) Our damage is designed around being in battle stance. However most of the time we are in defensive stance significantly crippling our damage in PvP. Dks (who have a similar playstyle to ours), do not have this problem, since staying in blood presence most of the game does not limit their damage as severely as ours
1) Allow some rage regeneration to continue in defensive stance for arms and fury only. Eg you gain 6 rage per autoattack while in defensive stance through Unbridled Wrath
2) Make Unbridled Wrath, grant you will Enrage every time you are hit with a critical strike. This is in my opinion the best and easiest solution since it would provide 0 buffs in PvE, but it would significantly help arms in PvP since:
a. Gives our old niche back of gaining rage and doing more damage while being trained
b. Makes training the warrior for the entire game a less viable strategy. Even now, with the defensive stance buff, training the warrior is foolproof, since it forces the warrior to stay in defensive stance completely crippling his damage3) Make berserker stance the premier PvP stance, by adding bonuses such as the ones mentioned here http://www.arenajunk...rserker-stance/
4) Give battle stance some passive damage reduction of the order of 10% (perhaps through the pvp 4 set bonus)
Purpose: The most used dps ability of Arms
Issue: While overpower is a significant portion of our sustained damage, the fact that it does 105% weapon damage, even with a high crit chance (+60%) makes it hit like a wet noodle in PvP. This leads to damage that is not meaningful (i.e. cannot force cooldowns, cannot force casted heals, cannot force mana usage). This is a more complicated problem since Cataclysm, where warrior damage moved from a few strong hits and empty globals, to being completely global capped and spamming many small hits (mastery procs, deep wounds, overpower, auto-attacks).
1) Move damage away from overpower to Mortal Strike
2) Make slam consume thirst for blood procs for a lower rage cost and slightly increased crit chance, making slam and overpower interchangeable
3) Buff overpower damage?
The last candidate that, unfortunately, no longer feels Mortal. It could use a damage buff and/or an increase in the Mortal Wounds debuff (only for warriors), increasing our usefulness and providing us with a meaningful PvP niche once again
Posted Athlete on 29 July 2013 - 09:40 AM
Posted Guest on 24 March 2013 - 02:05 PM
Throughout the years I've been asked questions from players about how to improve and what they should be doing. Just by the wording I can detect how motivated they actually are. There are clear signs that someone has hit a wall they refuse to try to break down. For instance, I've seen tons of questions worded like this: (this was a question I received last week)
"yo talb ;d we playing same comp as u atm iam full t2 on my sp but mates are just t1 upgraded so we have hit a 2k wall we think is due to everyone having t2 atm!! esp vs KFC (still) and also alot of trouble vs shadowcleave (dk affi) how u think we can counter these or u think its just a gear problem we aint losing that much to skill imo but say KFC on zoo sham dies even if i root all pets lol and vs dk affi he just aint dispelling enough imo but cant tell him this any help would be great man keep up the good work ill be donating when i get payed next week "
I replied with this.
"I would first try to change your perception of the situation. Ignore the fact that you guys are missing tier 2 weapons because you'll end up scapegoating yourselves with that instead of looking for ways to improve. Also, try to look mostly at what you could be doing better instead of your partners. Blame game doesn't help you get any higher! You can try going body and soul to help your shaman escape if he's being tunneled. Maybe it's worth using double death grip on the warrior when he's connecting so that he has no way of getting back. If you are ever stabalized vs the comp (aka you just used a major cooldown or they ran out of pressure) you need to make a swap to the healer with asphyx into silence. Land that a couple times and you'll win. DKLS I would watch our vods against that comp that we played yesterday."
Basically, unmotivated players immediately look towards disadvantages they have when they lose instead of looking into what they could have done better themselves. Try to get your teammates out of the disadvantaged mindset and more into the improving their own play mindset. If players are not on the same level of motivation as you or have short-winded motivation then it's time to look for new partners. I think motivation is much more of a factor in finding proper teammates than experience is.
Posted GrieverZ on 24 March 2013 - 05:31 AM
So, i'm playing with friends atm, both great guys i have fun with but without much experience at the higher end of the arena pole (their higher point was 2300ish in S8 where glad was like 2600-2700ish).
Always seem to see the same trend when i play in this kind of teams tough, first people are all pumped up and pretty much end up generating ridiculous expectations out of it "yeah gonna be nice gonna get glad easy blablabla".
Then we play and build our MMR and all is great again until we hit "that wall" where we actually need to start working towards improving as a team, ours was around 2k this season (wich is like top 50ish on our bgroup) atm. We were rank 35ish at some point so i don't think we were doing awefull for a new team working together.
Personally i try to be positive and i'm sure we can keep going if we work towards it and try to have fun and think its kinda pointless to worry too much about rating 2 weeks into the season, i try to spark some discussions, try out new strategies, try different calls etc to improve our chances while also listening to their opinions etc, to try to spark some teamwork.
Sadly most of those team i've been on always reach a point where people either cares way too much about rating or w/l while i don't feel its relevant or just feel discouraged at making no progress and just want to quit, or just complains about game balance non-stop or find a new team or whatever. I feel my current team has reached that point again and i'm really fucking tired of dealing with this, its not the first time and i don't feel it will be the last
How should i deal with it? Is 2 week as a new team enough to reach the top 0.5% of the ladder, if it doesn't work just call it quit or am i actually right to try and work for it? I just feel people always expect instant success and i'm sick of it.
Maybe its my attitude thats wrong? Maybe i should expect success faster like them?
I mean i want to keep playing with them, i know they're great players, one of them was Grand Master in SC2 at some point and the other is just really fun to have around, i'm just really tired of dealing with emo bullshit anytime there's a stone in the way.
Idk, only times i reached high points in the ladder was playing with past season's glad, experience goes a long way i guess.
The ladder being completly deflated doesn't help, they seem to make a big deal we're stuck at 1900-2k when by some of earlier season's standards we would be 2400+ judging by the rankings.
How do you deal with that kind of things, if some of you remember some of your first glad pushes, or even Rank 1 pushes, or things like that, is it normal? How should i try to motivate them again? Should we just chain reroll teams until we get a result that seems to satisfy them? Out of ideas.
Posted Braindance on 31 December 2012 - 02:36 AM
CS>OP>MS>Slam. Always try to keep TfB for cs - don't spam heroic. You use CS in CS if you have neither MS or OP and less than 40 rage. DO NOT use hs if someone is less than 35% hp and you have less than 80 rage. DO NOT use hs for 9 seconds before dc. ALWAYS make sure you have AT LEAST 60 rage before DC. Do not spam heroic mindlessly - your rage bar is your friend. Do not allow yourself to drop bellow 15 rage because you will need it and you won't have it.
And btw sudden death procs should be consumed as fast as possible. CS and MS give you enrage if they crit and you really want that.
Posted Reckful on 22 December 2012 - 12:25 AM
it's a montage not a video okay
Posted bobjob1 on 17 December 2012 - 11:25 AM
First Game: Dogshit Warrior/Mage/Druid loses to DISCpriest/Feral/Mage.
Next game: Dogshit Warrior/Mage/Druid meets DISCpriest/Feral/Mage again but the Feral Disconnects, so the Priest/Mage offers a 2v2 vs the Warrior/Shaman or w/e since they are from the same Guild.
But the Dogshit-Mage who was streaming decides to go in now since its 3v2 and says shit like "GG NO RE" while having his fucking gladiatorlossa addon on.
TL;DR Most deserved Guildkick ever.
Oh and for US PEOPLE Gladiatorlossa seems to be a standart Addon implemented into the Game, LOL
don't think the US thing was really needed, but I guess that's AJ
Posted majorblood on 09 December 2012 - 07:53 PM
Posted Saikx on 14 November 2012 - 04:44 PM
72h bans ? don't care too.
Fuck yes, thank you blizzard for being so stupid, i was already excepting this, that's why i left all of my teams yesterday and i have now, 12 different character (on different account) with 3200 mmr. Free rank one/gladiator for me and my friends.
This is just a big gift for us (exploiters), not a sanction at all for me
Posted Eldacar on 03 September 2012 - 01:00 AM
Eldacar's Guide to PVP Power & Resilience
Hello PVP'ers! For those of you that don't know me I go by Eldacar and I am a long time PVP'er and PVP Theorycrafter, as well as a member of Blizzard's forum MVP program. I write PVP focused guides and do everything I can to help the PVP community grow and prosper, which is why I wrote this PVP Stats Guide. You can find me on twitter as @EldacarJS and on the US Official Forums as Eldacar@Boulderfist. This guide goes into a lot of detail and gets into some complex stuff in a few places, if you have questions leave them in the comments and I will answer them as best I can.
** PATCH 5.4 CHANGES**
- The base damage reduction of Resilience was increased to 72%.
- The Resilience rating to damage reduction conversion formula was altered.
Summary & Key Points:
-Resilience has linear returns, +100 Resilience rating increases your effective health by 1.235% relative to displayed health.
-PVP Power has linear returns, +400 PVP Power gives you +1% damage or healing in PVP (before spec modifiers).
-The latest season's PVP gear is generally the best gear for instanced PVP, however in world PVP players with heroic raiding gear will have an advantage.
-PVP Power does not cancel out a target's Resilience but it will still help you hit them or heal them harder.
-It is generally ineffective to gem for PVP Power, gemming for primary stats is more effective in most cases.
-The PVP trinket set bonus offers roughly 8.25% effective damage reduction and will always increase your effective health by 32.11% of your displayed health.
Table of Contents:
Section 1 - Resilience
1A - The Exponential Returns of Damage Reduction
1B - The Diminishing Returns of Resilience Rating
1C - Baseline Damage Reduction
1D - Effective Health
1E - The Full Scale of Resilience
1F – Resilience on Items
Section 2 - PVP Power
2A - The Absolute vs Relative Returns of PVP Power
2B - PVP Power's Interaction with Resilience
Section 3 - Gemming for PVP
Section 4 - Closing Thoughts and Remarks
Section 5 - Appendix
Appendix A - Valuation and Frame of Reference
Appendix B - Formulas
Section 1 - Resilience
Everyone reading this likely already has at least a general understanding of how Resilience works; its fundamental purpose is to provide percentage based damage reduction against all damage done by players, the more Resilience you have the less damage you take. That is fairly straightforward and easy to understand; however understanding how the stat scales and all the factors at work is more complicated. There are three main factors that go into how Resilience scales, first is the exponential returns of percentage based damage reduction, second is the diminishing returns of Resilience rating, and third is the baseline 72% reduction that all players have in PVP.
Section 1A - The Exponential Returns of Damage Reduction
The effects of percentage based damage reduction scale exponentially, the more you have the more valuable additional damage reduction becomes. For example, let's say someone is hitting you for 100 damage, if you have 0% damage reduction and you add 1% that 100 damage is reduced to 99 damage, a 1% effective reduction. However if you already have 90% damage reduction and you add another 1% that 100 base damage which was already reduced to 10 is now further reduced to 9. That change in incoming damage from 10 to 9 is a 10% reduction in actual damage taken by adding just 1% of damage reduction.
Here is a graph that shows how the value of damage reduction increases as you gain more:
As you can see at 50% damage reduction additional reduction is worth twice as much as normal, at 90% its worth ten times as much as normal. This kind of scaling isn't unique to Resilience, armor and any other percentage based damage reduction (even in other games) function the same way. Games control the overall scaling of these mechanics by manipulating how fast you are awarded the damage reduction.
One additional note on this, in World of Warcraft different damage reduction mechanics have multiplicative relationships NOT additive, what that means is that the value scaling for any one of these mechanics is only accurate within that one mechanic. At 50% damage reduction from Resilience an extra 1% from Resilience is effectively worth 2%, however none of this has any bearing on the value of additional damage reduction from say armor, that scales totally independently but in a similar fashion. Because these defensive stats scale independently from each other and have a multiplicative relationship they can each be examined and valued independently.
Section 1B - The Diminishing Returns of Resilience Rating
For Resilience the main factor that counters the exponential scaling of percentage based damage reduction is the diminishing returns on Resilience rating. The more Resilience rating you have the less damage reduction is awarded by each additional point of rating, as shown in the graph below. This is how Blizzard controls the overall scaling of Resilience as a whole, and it is what they change when they want to alter the way Resilience scales.
As you can see in the graph, the amount of additional damage reduction provided by additional Resilience gradually declines as Resilience rating increases.
Section 1C - Baseline PVP Damage Reduction
Mists of Pandaria added a new factor to the way Resilience scales, the baseline PVP damage reduction that all players have which was increased from 65% to 72% in patch 5.4. What this has effectively done is significantly shrink the damage reduction gap between under geared players and fully geared players. This combined with the limited availability of Resilience on gear and through gems has significantly lessened the impact of resilience as a stat at level 90. The difference in damage reduction between a fresh level 90 and someone in the best possible pvp gear is now relatively small.
Section 1D - Effective Health
Effective Health (or EH) is perhaps the most critical metric for measuring survivability. Effective health is essentially how much pre-mitigated damage it takes to kill you. If you have 100k health and 0% damage reduction your effective health is just that same 100k. However if you have 100k health and 50% damage reduction your effective health is 200k, because someone would need to do the equivalent of 200k pre-mitigaged damage to kill you.
It is also important to note that more than just increasing the size of your effective health pool, damage reduction also increases the relative effectiveness of heals on you. With 50% damage reduction a 1k heal actually restores 2k of effective health. This is one of the reasons why increasing your effective health through damage reduction is better than increasing your effective health an equivalent amount through raw stamina.
Effective health is really the stat that best indicates the value you are getting from Resilience and it is the stat you need to be paying attention to when evaluating the survivability of your character. Effective health is displayed on the graphs below as a percentage relative to displayed health, an effective health (EH) value of 150% for a player with a 100k displayed health pool would mean that player has an effective health from just Resilience of 150k. When you factor in other effects like armor and damage reduction from talents your EH is higher but we are just looking at Resilience by itself here.
Looking at effective health over the full scale of resilience as shown below illustrates how the exponential returns of damage reduction and the diminishing returns of Resilience rating combine to cancel each other out and generate perfectly linear returns.
As you can see the effective health returns of resilience are perfectly linear, adding 100 Resilience rating will always increase your effective health by 1.235% relative to your displayed health.
Section 1E - The Full Scale of Resilience
This next graph brings it all together displaying both the scaling of damage reduction and effective health based on Resilience rating at level 90 in patch 5.4.
This graph should drive home once again that although the damage reduction you get from additional Resilience diminishes the more you get your effective health continues in a linear fashion anyway thanks to the increasing relative value of that damage reduction.
Section 1F - Resilience on Items
At this point you may be thinking "I want to get as much resilience as possible and become totally unkillable!" which sounds great, but unfortunately it is a bit impractical. Although there is no Resilience cap you are extremely limited in the amount of resilience you can get in game on current season items. Most fully geared players will have around 3375, which is what you get from the PVP trinket set bonus and the PVP meta gem. The lack of resilience on gear is not a big issue because currently a player with nothing but the baseline 72% reduction already has 357% effective health, which is more than most fully geared players had at the end of Cataclysm.
For those of you contemplating using a PVE trinket or two here are some facts to help you make your decision. The 2600 Resilience offered by the PVP trinket set bonus provides roughly 2.31% additional damage reduction from baseline, which is about 8.25% effective damage reduction after factoring in the value scaling. Furthermore the set bonus will always increase your effective health by 32.11% relative to displayed health, so if you are currently at baseline you would go from 357% EH to 389% EH.
Section 2 - PVP Power
PVP Power is a relatively new stat introduced to the game in Mists of Pandaria which acts as the offensive compliment to Resilience. The idea behind this new stat is to encourage players to use PVP gear in PVP by putting major PVP-only offensive gains onto PVP gear (or in the case of healers, healing gains). PVP Power increases all damage done to players (under all circumstances), and healing done (while outside PVE-instances), by a percentage that increases based on how much PVP Power rating you have. The amount of each bonus you get is also dependent on your class and spec.
-Healing specs receive 100% of the healing bonus but 0% of the damage bonus
-All other specs receive 100% of the damage bonus and a partial healing bonus depending on class.
-Damage specs for Druids, Monks, Paladins, Priests, and Shamans receive a 70% healing bonus.
-All other specializations and classes (including tanking) receive a 40% bonus to healing from PvP Power.
PVP Power is currently the primary differentiator between PVP gear and PVE gear. It is a "free" stat on PVP gear, meaning it is not factored into the item's stat budget. As a result when comparing PVP items to PVE items of the same item level all the general-purpose stats should be equivalent but the PVP gear will have PVP Power on it as well making it a better choice for PVP. This fact is particularly important due to the presence of item level limits in all instanced PVP. The item level limits change with each season, but their purpose is to limit the item level of PVE gear to be equal to or lower than the item level of the current season's PVP gear. These two factors together generally ensure that the current season's PVP gear is always the best gear for instanced PVP. However the item level limits do not function in the open world, so in world PVP a player in the latest heroic raiding gear will likely (and unfortunately) have a large gear advantage.
Section 2A - The Absolute vs Relative Returns of PVP Power
PVP Power's scaling is very straight forward; it has linear returns when looking at it in an absolute sense, adding 400 PVP Power will always give you another +1% damage or healing in PVP depending on your spec. So every additional point of PVP Power will increase your damage/healing by the same amount. However I have seen some players around the forums describing PVP Power as having diminishing returns, and they are correct to an extent.
If you evaluate the returns of PVP Power in a relative sense it does have diminishing returns, going from 0%-1% will give you the same absolute damage increase as going from 30-31%, but in the latter case that damage increase is smaller relative to the damage you are already doing. Virtually everything in the game operates the same way. Think about primary stats for example; +3000 strength would give a warrior a pretty nice bump in damage right now. However if Blizzard said "Hey we like you random warrior!" and bumped their strength up to 100,000 then that +3000 strength would suddenly be worth a lot less to them even though it would still increase their damage by the same amount. The reality is that in order for a stat to offer you consistent relative gains as you gear up the stat would need to have increasing absolute returns, in other words it would need to give you more and more damage or healing the more of it you got. (For more info on absolute vs relative valuation see Appendix A)
Now it is time to look at the actual scaling of PVP power, which is shown in the graph below.
As shown in this graph PVP Power's returns are perfectly linear. You gain either +1% damage or healing for every 400 PVP Power you have, this is also the “baseline” upon which the reduced healing bonuses for non-healing spec are based. The red line shows the healing bonus for hybrids (70% of baseline), and the yellow line shows the healing bonus for everyone else (40% of baseline).
Section 2B - PVP Power's Interaction with Resilience
The most common misconception that most players seem to have about PVP Power is that it acts as a kind of "Resilience Penetration" which counteracts the target's damage reduction 1 for 1, that is simply not true. PVP Power increases your damage by the percentage shown in your stat panel, it always increases it by that same amount regardless of how much damage reduction the target has. Your outgoing damage is calculated first, then the target's damage reduction mitigates that damage according to their stats.
Take for example a warrior who's swing always does 100 damage in PVE. This warrior gets a +50% damage increase from PVP Power in PVP, so that 100 damage get's increased to 150 damage in PVP. This warrior has now decided to attack a paladin that looked at him the wrong way. Lets say the paladin has +50% damage reduction; so when the warrior's 150 damage hits him it is reduced to down to 75. That is how PVP Power and Resilience interact, the outgoing damage is boosted up by PVP Power, then the total incoming damage is mitigated down by Resilience.
Section 3 - Gemming for PVP
One of the most popular questions I get is "What should I gem for?" Unfortunately I cannot provide a clear cut answer to that question. The answer is dependent on your gear level, class, spec, play style and more. My recommendation is to check how the pros of your class/spec are gemming, and then experiment to see what works best for your personal play style. However I will say that it is typically ineffective to gem PVP Power at level 90, gemming primary stats is generally more effective for damage or healing.
Choosing the best gem for survivability is significantly more complicated. Stamina gems will almost always provide you with more effective health, but Resilience gems don't lag too far behind in the effective health they add. Additionally Resilience gems scale up in value proportional to the amount of healing you receive because they increase the amount of effective health restored by that healing. For now I recommend gemming for resilience if you are looking to increase your survivability, but I will look at this topic in more depth in a future guide.
Section 4 - Closing Thoughts and Remarks
I hope that this guide has been illuminating for everyone that has taken the time to read it, I have tried to provide as much accurate and detailed information as possible about the way these stats work. If you have questions about these stats or about anything written here feel free to ask and I will do my best to get you an answer.
I error checked this guide many times however I am still human, so if you believe you see an error please let know and I will look into it. I also want to make it clear that although I am a member of Blizzard's Forum MVP program I am NOT a Blizzard employee and nothing in this guide is based on any kind of inside information. All the data in this guide was all generated based on direct in-game observation and calculations based on that observed data.
-This guide is written for level 90 players, the numbers are different at lower levels
-This guide just underwent a major update and revision, if you notice a typo please let me know!
-Some of the graph types from previous versions of the guide have been removed to reduce the complexity of the guide, but may return in the future.
Section 5 - Appendices
This is some additional information about some of the ideas, concepts, and data discussed in this guide. Additional appendices may be added over time as needed.
Appendix A - Valuation and Frame of Reference
Absolute valuation compares numbers based on addition and subtraction, IE going from 30% damage reduction to 60% damage reduction is an absolute gain of 30%. Relative valuation compares numbers using ratios, IE going from 30% damage reduction to 60% damage reduction is a relative gain of 100%. Why is this important? Because taking the example a step further, going from 60% to 90% is an absolute gain of 30%, exactly the same as before, but it is a relative gain of 50%, half as much as before. So if this trend were to continue, it would signify linear absolute returns but diminishing relative returns. This guide primarily uses absolute valuation because it is much easier to understand and work with when comparing a large number of data points to a common baseline.
Frame of reference is another critical concept for evaluating data, particularly when most of the data is in percentages. There are two basic methods that can be used to evaluate a string of data points; constant frame of reference, or progressive frame of reference. Constant frame of reference uses one common baseline value as a reference point, every data point is compared to that baseline. In contrast a progressive frame of reference compares each data point to the data point before it. Take for example this set of data points: 1, 2, 3, 4, 5. On a graph using a constant frame of reference they would be displayed as 1, 2, 3, 4, 5 (all data points were compared to a baseline of 0). However on a graph using a progressive frame of reference they would be displayed as 1, 1, 1, 1, 1 (each data point was 1 larger than the number before it).
Using a constant frame of reference makes it much easier to evaluate the actual changes in the progression of a data set, where as using a relative frame of reference allows you to better evaluate changes in the rate of change over the progression of a data set. Since we are more interested in the actual changes than the rate of change when viewing the scaling of stats I chose to use a constant frame of reference for the graphs in this guide.
Appendix B - Formulas
The formula I use to calculate damage reduction from resilience in patch 5.4 is:
Reduction % = ((28900*0.72)+x)/(28900+x)
x represents resilience rating.
The formula I use to calculate damage increase from PVP is:
Damage increase % = x/400
x represents PVP Power rating
Posted sikemu on 07 November 2012 - 05:51 PM
It is very easy to watch the TFB stacks and that is something my team checks up on in arena very often, we all make a small effort to watch taste for blood whenever we get a chance and we do this magical thing called cc and rooting the warrior if he starts go get around 3+ stacks.