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#3892908 Discipline Priest Basic Guide

Posted Nokilolz on 29 May 2013 - 07:57 PM

Saltyz Discipline Priest Guide

Introduction:

Hey guys my name is Phil and I've been playing wow since season 3 back in The Burning Crusade but more of a raider. I never took arena to serious til end of season 5 going into season 6 playing only rogue. I achieved gladiator season 6 on rogue playing RMP. I decided to switch mains to priest during wotlk as I enjoyed the playstyle. I got Gladiator on disc priest during season 10, as well as resto shaman season 10 and 11. ( I used Jonte's guide as a outline to write my own, so shout out to jonte!)

Talents :

Tier 1-

Psyfiend - Right now with tremor being such a short CD, have more fears more often is a really good thing, can also be used to eat traps vs hunters if timed right ( Hydra skill points).

-Alternatives- Dominate Mind – I choose this a lot in 2s more so than 3s. You can use dominate mind for long CC chains with your partners such as a hunter, feral, or mage. You can potentially use Dominate Mind to set up a 30+ sec long CC chain to set up a kill!

-Alternatives- Void Tendrils – Of all three this is the one I use less, It has it's situations where it could be potentially used such as vs melee cleaves when your playing a comp that doesn't have heavy snare peels such as something without a mage.

Tier 2

Body and Soul – This is the clear cut choice for this Tier now that Phantasm got the nerf where it doesn't make you untargetable anymore. The combination of Body and Soul is really good with the Tier 4 talent Spectral Guise to set up sneak fears and potentially avoid CC!

Tier 3 -

Mindbender – I use this talent majority of the time because of the short CD as a resource of getting more mana back, and also because you can also align it with your partners to burst damage. The cooldown of Mindbender being 1 minute compared to shadowfiend's 3 mins opens up the possibility for you play a little bit more offensive with your team being able to use more globals on offensive dispels, rather than playing Cataclysm style sit 40 yards and heal.

From Darkness, Comes Light – I've never really been a fan of RNG talents or spells that rely on luck or random events to occur so having a proc chance heal at only 15% doesn't really interest me enough to choose it over such a talent like Mindbender.

Solace / InsanityThis talent is really useless for discipline priests, and never bothered to even play with it.

Tier 4 -

Spectral GuiseThis is the only choice for this tier than I would ever choose, it's TOO good to not select otherwise. You can use Spectral Guise in so many situations that it's such a valuable talent. Spectral Guise gives you that brief invisibility to where you can use the combination of Spectral Guise & Body and Soul to sneak into the enemy teams for fears that could have been preventable otherwise. Not only can you use Spectral Guise offensively but you can do some creative things as well such as invising right before a hunter might scatter you so you can get your image to eat the trap for you, or use Spectral Guise to juke the enemy player to avoid a potential CC such as a priest running at you to fear you. I would never not take this talent over the other two in any situation.

Tier 5

Power Infusion – Just like Tier 4, this is the only choice I would ever take out of this tier. Power infusion does so much for a disc priest offensively, and defensively that it's impossible to not take. Using power infusion offensively can be used for faster offensively dispels, or even faster defensively dispel on your team mate to continue pressure. Defensively this talent is just as good, because getting off faster heals is just as important, even though disc priest casted heals are weak and we rely more on Shields, Prayer of mending, renew, and Spirit Shell for most of our healing in the current state.

Tier 6 -

Divine Star – This choice is rather obviously now too because of the mana cost alone. Anything that costs 20k+ mana in arena is going be very hard to want to choose to use frequently. Divine Star does heal in a forward direction in front of you so you can use it to heal more than one target at a time which is very useful vs dots and spread pressure teams. It's the only viable choice from the last and final tier.

Glyphs:

Major Glyphs:
  • Glyph of Penance – This is a new glyph that came out with MOP which gave penance a cool utility of being able to be channeled while moving. You can use this to juke interrupts easier, and also heal behind line of sight starting the casting in the open and then walk behind the pillar.
  • Glyph of Mass Dispel – This glyph is a priority vs teams that have shield immunities such as Mages and Paladins, with the recent nerf in 5.3 in order to remove their shields with mass dispel you need this glyph to do so.
  • Glyph of Shadow Word: Death – This glyph is as one of the ways priests can get out of CC based on using Shadow Word Death at the correct time to where the dmg from death breaks the CC on you just as it lands.
  • (Alternative Glyph) Glyph of Prayer of Mending – If your not fighting a team where shadow word death actually can come to use of breaking CC, I would swap that glyph out for this one. It really does increase your heals from Prayer of Mending to a noticeable amount, such as trying to live vs a team like enhance feral if their swapping to you.

Minor Glyphs :
Honestly there isn't any minor glyphs that change any gameplay for pvp, all of the minor glyphs are more RP based and visual changers, so choose whichever you enjoy! :)

Gemming / Reforge / Enchants

Gemming:
Red Gems: +160 Intellect
Yellow Gems: If your trying to match for bonus + 80 int + 160 Mastery, if not and your going for best in slot stat use +160 Intellect
Blue Gems: +80 Intellect + 160 Spirit
Meta Gem: Use the Burning Primal Diamond ( +216 Intellect + 3% Critical Effect) meta until you can get the Tyrannical Primal Diamond ( +665 pvp power + 775 pvp resilience)

Reforging:
As a discipline priest your most valuable stat priority is spirit, majority if not all the pieces of gear that you will get has spirit on them so reforging is very limited after that. I like to reforge pieces that has second stats along with spirit to mastery to maximize the use of your shields, so your reforge priories should go a little like this;
Sprit > Mastery > Haste > Critical Strike

Enchants:
The enchants that you choose are the generic healing enchants that pretty much all Resto / Holy / Disc talents choose. Enchants like:
-Greater Crane Wing Inscription
-Enchant Chest – Glorious Stats
-Enchant Wrists – Super Intellect
Greater Pearlescent Spellthread
Enchant boots – Pandaren's Step
Enchant weapon – Jade Spirit
Enchant Gloves – Superior Mastery

Common Comps to play as Disc Priest as of 5.3

Priest Hunter Death Knight- The goal of the priest in most of these comps are relatively the same, in the beginning build up your spirit shells on your partners so they can create the most pressure possible without having to worry about falling behind early and playing defensive. Try to build pressure early with your team with offensive dispels and fears ASAP.
Priest Hunter Ret -
Priest Hunter Feral -
Priest Ele shaman mage – I think this is going to be a popular comp coming out soon, i've seen people like Jahmilli and Porkz play this comp very succesfully, and will become more seen.

Workable Comps -
Priest Mage Rogue – I feel like this comp if played right is relatively always viable and fun to play. It is by far my favorite to play when it's very strong for sure!
Priest Mage Feral – Just like RMP this comp is viable majority of the time, and can be played as a tier 2 comp.

Key-binds -
I would never recommend anyone to copy anyone’s key-binds. The key-binds that you create should be comfortable for you and you alone. Having key-binds that you can comfortably press without having to think about all the time is what makes you react faster in every situation!

Conclusion
I know I’m not a well known player or a top tier player along the likes of Sodah, Hydra, Fuzionn, Zunniyaki, or Mackenziee but I tried to release a guide that's easy to read for any beginning disc priest that's interested in getting into the class like I was when I was watching hydra and those players back in the day. I hope to use my previous gladiator knowledge and constant gladiator rankings to try and supply some knowledge in the community through the guides and forums!

If you have any interest please check out my stream at www.twitch.tv/saltyz

Thanks!


#3888523 Ret sustained dmg comparison live/ptr

Posted Askin on 18 May 2013 - 12:32 PM

I did a small test on a target dummy, mainly for myself, here is what I got. Thought I could share it, maybe someone is interested.

Gear was full tyrannical 493 on live and full tyrannical 496 on ptr, no procc trinkets/enchants on a belf. These numbers are without on-use trinket/wings/guardian/avenger. Inquisition was used. The sample size was big enough for me to draw a conclusion.


Live / PTR:

Damage

Melee:

smallest hit:19699 / 21697
largest hit: 26099 / 29386
average hit: 22667 / 25842 (+14.00%)

smallest crit: 41000 / 45467
largest crit: 53807 / 61049
average crit: 47461 / 54404 (+14.62%)


Templar's Verdict:

smallest hit: 55101 / 62005
largest hit: 71316 / 81169
average hit: 62407 / 70957 (+13.70%)

smallest crit: 112980 / 139341
largest crit: 147988 / 167540
average crit: 132987 / 155361 (+16.82%)


Crusader Strike:

smallest hit: 24798 / 28065
largest hit: 32492 / 37275
average hit: 28684 / 33046 (+15.20%)

smallest crit: 51317 / 61437
largest crit: 66512 / 76380
average crit: 60710 / 67056 (+10.45%)


Hand of Light:

smallest hit: 8296 / 7864
largest hit: 58579 / 61025
average hit:19582 / 20959 (+7.03%)


Judgement:

smallest hit: 24613 / 21886
largest hit: 24614 / 28453
average hit: 24614 / 28066 (+14.02%)

smallest crit: 39003 / 45085
largest crit: 50705 / 58612
average crit: 50089 / 57710 (+15.21%)


Censure (DoT):

smallest hit: 4037 / 4124
largest hit: 8653 / 8937
average hit: 8748 / 8813 (+0.74%)

smallest crit: 13862 / 18409
largest crit: 18021 / 18410
average crit: 17932 / 18410 (+2.66%)


Seal of Truth:

smallest hit: 3092 / 3151
largest hit: 4744 / 5392
average hit: 4154 / 4700 (+13.14%)

smallest crit: 6573 / 7268
largest crit: 9681 / 11101
average crit: 8471 / 9893 (+16.78%)


Exorcism:

smallest hit: 24947 / 25191
largest hit: 32732 / 33252
average hit: 31766 / 32214 (+1.41%)

smallest crit: 65488 / 66716
largest crit: 67404 / 68513
average crit: 66569 / 67596 (+1.54%)


Holy Prism:

smallest hit: 43762 / 44430
largest hit: 47307 / 47628
average hit: 45721 / 46081 (+0.78%)

smallest crit: 91889 / 93338
largest crit: 94216 / 95615
average crit: 93062 / 94505 (+1.55%)


Healing (without battle fatigue)

Flash of Light:

smallest hit: 60819 / 69188
largest hit: 62249 / 70689
average hit: 63717 / 72231 (+13.36%)

smallest crit: 125074 / 140230
largest crit: 127297 / 148990
average crit: 129493 / 144129 (+11.30%)


Word of Glory (3 HP):

smallest hit: 51834 / 54420
largest hit: 54420 / 61760
average hit: 53144 / 60384 (+13.62%)

smallest crit: 108584 / 120001
largest crit: 109587 / 125989
average crit: 109177 / 123233 (+12.87%)


Holy Prism (AoE):

smallest hit: 25512 / 28713
largest hit: 27936 / 31321
average hit: 26834 / 30075 (+12.07%)

smallest crit: 53314 / 59503
largest crit: 56572 / 64678
average crit: 55035 / 61531 (+11.80%)


As a side note:
  • ​Players seem to have less resilience than in 5.2 (assuming you have full gear and gem for resilience) *needs additional testing to know how much would be possible -> Tyrannical Primal Diamond may fix it

  • Players will have a smaller % dmg increase through PvP Power than in 5.2 (which eventually negates the sword of light buff)

  • Battle Fatigue causes Rets to heal less than in 5.2 in a PvP environment (even with healing buffs)



#3884486 Weekly Helpful Posts 3

Posted Pritchard on 06 May 2013 - 01:25 AM

ardnutt going 2 weeks strong with the same helpful post.


#3874666 Using fear to your advantage in arena

Posted Guest on 13 April 2013 - 04:26 AM

Hey all, I've been thinking about a certain topic the past couple days and I would like to share it with you guys here. First of all, this topic is not about fear as an ability or a crowd control, but as an emotion.

To start, let's talk about what is scary in arena. There are a couple things that are really scary in arena. One is losing control of your character at a time where you think someone might die. The other is taking a large amount of damage in a short period of time. Emotions play a big factor into how well one plays in arena. If you are frightened you are likely to use cooldowns before they are necessary. If you are angry, you are likely to be too busy being angry to remember to use a cooldown or help out a teammate. *Keep in mind something that is NOT scary is doing skilled fancy things. No one is scared of you trying to shadowmeld their scatter shot, but they are scared of high burst damage.*

I think fear is one of the most difficult emotions to deal with. It causes you to use stuff before necessary AND when you let your emotions in the way important parts of the game start to become less important to you. The first one to go is always your positioning. When I'm scared of dying I'm generally playing way back by my healer just kiting away from the enemy. Working towards a kill becomes less important than trying to survive the next burst or whatever might kill me. Next I feel a team's offensive pressure drops when fast kills happen to them. They start to think defensively and forget about going for the kill.

What makes things scary? I think surprise plays a big role in making something scary. Also, when something feels insurmountable and you feel helpless it becomes scary. Taking 2 back to back Eviscerate crits for 130k, 130k is something that comes to mind as scary. Dying in a single deep freeze when you still had cooldowns is scary.

Most of this is obvious, so let's talk about the more interesting part. How can you use fear to your advantage in arena? I think there are certain players whose success has been fueled by fear. I will use the Mage class as an example. There are many good mages I play against on the ladder and the top few of them all have a completely different playstyle. One of them (namely, Watchmeblink) has a playstyle that is feared by many players that fight him. He is absurdly aggressive and willing to sacrifice any defense as offense to get to you and kill you. I remember when I first fought his RMP in Cataclysm. My playstyle changed so much against RMP after a few matches - simply because they were killing us in the opener nearly every time. Because of how scary those games were, I started playing really defensive against them until their pressure went down and we could get pressure and get a kill. The game isn't in a state where I feel waiting for the enemy to run out of pressure in the opener matters anymore, so that strategy has died now.

Anyway, point being: Watchmeblink is a great example of someone who uses fear to his advantage in arena. I guarantee you any healer that fights him thinks real hard about trinketing the first Deep Freeze or first Polymorph that he lands in the opener where against most Mages it wouldn't even be a question to sit. As soon as someone dies in a scary manner they are going to change how they play next time to try to stop that from happening again. Generally this means they will be more defensive and use cooldowns much earlier than needed, and in some rare cases they will play recklessly aggressive because they have come up with no other solution.
*Here's a couple VoDs I found of Watchmeblink doing Watchmeoneshotpeople things if you don't know of him*
http://www.twitch.tv/reckful/c/2129793
http://www.twitch.tv/reckful/c/2129730

In my own games throughout the years I've detected this fear happening with teams that I've faced a bunch of times and beaten as well as after losing a bunch of times with my own teams. Sometimes I'll lose a few times and then lose harder the next 5 games because I'm too worried about defensive and not about getting a kill. I'm sure this has happened to other teams/players as well. I can't say I've really taken advantage of knowing my team is instilling fear in our opponents, but it is an interesting topic to consider.

This was quite a long-winded idea, but I thought it was worth sharing with you guys. What I'm looking for from you now is to tell me how you think fear plays a role in arena and how you think fear has affected your play over the course of the game.


#3873970 Tosan 7 - Hunter Arenas

Posted Tosan on 11 April 2013 - 05:11 PM

http://www.warcraftm...w.php?id=230349





Hey guys, here's my latest Hunter Arena video, hope you enjoy!

Music:
felxprod - interstellar journey
bassfly - house idea (draft)
dotEXE - 38 degrees
Sirensceol - roundabout
urbanstep - breaking illusion
urbanstep - unreachable
nyctophobia - lost man's compass

If you enjoyed it and want to see more stuffs, follow me at these things:


http://www.youtube.com/tosantribe
http://www.twitch.tv/tosantribe



Thanks for watching :)


#3842648 Hildegard's video thread

Posted WildeHilde on 30 January 2013 - 11:48 PM

Always looking to improve. Feedback and critique are welcome.





#3758088 5.4 PVP Power and Resilience Guide

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:

Posted Image


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.

Posted Image


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.

Posted Image


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.

Posted Image


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.

Posted Image


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.

General Notes
-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


#3757349 Looking for 3 Scripts! - 1 Found, 2 Left!

Posted Prozaak on 02 September 2012 - 05:00 AM

FrameList = {"Player", "Target", "Focus"}
	 function UpdateHealthValues(...)
for i = 1, select("#", unpack(FrameList)) do
local FrameName = (select(i, unpack(FrameList)))
	 if UnitHealth(FrameName) < 1000 then
local Health = UnitHealth(FrameName)
local HealthMax = UnitHealthMax(FrameName)
	 else
local Health = (UnitHealth(FrameName))/1000
local HealthMax = (UnitHealthMax(FrameName))/1000
local HealthPercent = (UnitHealth(FrameName)/UnitHealthMax(FrameName))*100
	
	 if UnitHealth(FrameName) < 1000 then
_G[FrameName.."FrameHealthBar"].TextString:SetText(Health.." / "..HealthMax.." ("..format("%.0f",HealthPercent).."%)")
	 else
_G[FrameName.."FrameHealthBar"].TextString:SetText(format("%.0f",Health).."k / "..format("%.0f",HealthMax).."k ("..format("%.0f",HealthPercent).."%)")
	
end
	 end
			 end
	 end
	 hooksecurefunc("TextStatusBar_UpdateTextStringWithValues", UpdateHealthValues)

This works as a addon, i dont have any idea how to use this on /run, hope it helps


I did a buff watcher for me, i dont know if is what u want, but u can test:
BuffFrame:ClearAllPoints();BuffFrame:SetPoint("TOP", 650, -15);
ConsolidatedBuffs:SetAlpha(0); ConsolidatedBuffs:EnableMouse(false)
ConsolidatedBuffsTooltip:Show()
ConsolidatedBuffsTooltip:SetScale(1.5)
local b = _G.ConsolidatedBuffsTooltip
b:DisableDrawLayer("BACKGROUND")
b:DisableDrawLayer("BORDER")
ConsolidatedBuffsTooltip:EnableMouse(false);ConsolidatedBuffsTooltipBuff1:EnableMouse(false);ConsolidatedBuffsTooltipBuff2:EnableMouse(false);ConsolidatedBuffsTooltipBuff3:EnableMouse(false);ConsolidatedBuffsTooltipBuff4:EnableMouse(false);ConsolidatedBuffsTooltipBuff5:EnableMouse(false);ConsolidatedBuffsTooltipBuff6:EnableMouse(false);ConsolidatedBuffsTooltipBuff7:EnableMouse(false);ConsolidatedBuffsTooltipBuff8:EnableMouse(false);
ConsolidatedBuffsTooltipBuff1Label:Hide();ConsolidatedBuffsTooltipBuff2Label:Hide();ConsolidatedBuffsTooltipBuff3Label:Hide();ConsolidatedBuffsTooltipBuff4Label:Hide();ConsolidatedBuffsTooltipBuff5Label:Hide();ConsolidatedBuffsTooltipBuff6Label:Hide();ConsolidatedBuffsTooltipBuff7Label:Hide();ConsolidatedBuffsTooltipBuff8Label:Hide();
ConsolidatedBuffsTooltipBuff1:ClearAllPoints();ConsolidatedBuffsTooltipBuff1:SetPoint("TOP", UIParent, "TOP", 506, -10)
ConsolidatedBuffsTooltipBuff2:ClearAllPoints();ConsolidatedBuffsTooltipBuff2:SetPoint("TOP", UIParent, "TOP", 506, -30)
ConsolidatedBuffsTooltipBuff3:ClearAllPoints();ConsolidatedBuffsTooltipBuff3:SetPoint("TOP", UIParent, "TOP", 506, -50)
ConsolidatedBuffsTooltipBuff4:ClearAllPoints();ConsolidatedBuffsTooltipBuff4:SetPoint("TOP", UIParent, "TOP", 506, -70)
ConsolidatedBuffsTooltipBuff5:ClearAllPoints();ConsolidatedBuffsTooltipBuff5:SetPoint("TOP", UIParent, "TOP", 527, -10)
ConsolidatedBuffsTooltipBuff6:ClearAllPoints();ConsolidatedBuffsTooltipBuff6:SetPoint("TOP", UIParent, "TOP", 527, -30)
ConsolidatedBuffsTooltipBuff7:ClearAllPoints();ConsolidatedBuffsTooltipBuff7:SetPoint("TOP", UIParent, "TOP", 527, -50)
ConsolidatedBuffsTooltipBuff8:ClearAllPoints();ConsolidatedBuffsTooltipBuff8:SetPoint("TOP", UIParent, "TOP", 527, -70)

It uses the new consolidate frame to watch my buffs.


#3742373 Free stream overlays and "currently playing" guide

Posted Chromix on 11 August 2012 - 02:24 PM

Some people may have seen these currently playing overlays that specifically Dakkroth and Minpojke are using (I'm obviously using it aswell but who the hell cares).

Anyhow, so I've been getting some questions about it, if I can send people the files because they want to use it aswell, so I decided to create a new couple of overlays that are easier for the user to implement and that also looks pretty cool (imo).

Download link to the overlays (zippyshare)

My overlays are optimized for players who use a UI scale of 1.0 and a XSplit resolution with a ratio of 16:9 (1920x1080, 1600x900 i.e).
However, you can obviously scale the overlays to fit your UI scale. If you do, please inform me of what measurements were used so I can inform other people.
I will provide you with a fitted "middle" overlay for 16:10 users later, possibly one for 4:3 users aswell but you deserve some punishment for still not using widescreen monitors.

Here's an example of what your stream can look like and will also act as your go-to if you want to know how to set it up.
Posted Image

All you have to do is drag the Media files of your choice in to your XSplit scene and make sure that the element in XSplit fills up the entire scene.
Make sure layer 2 is located "above" layer 1, and whatever content you wish to have inside between them both.

If you wish to use the side overlays I'll recommend that you use MoveAnything or similar functioning scripts to remove the blizzard artwork.

Here's an example of how to implement the side overlays, this will also give you a greater idea of how to set it up, if this wasnt easy enough.

Posted Image

You're by all means welcome to edit all these overlays as you wish.

All you need to do if you have a UI scale of 1.0 is to fill out your entire XSplit with the files of your choice and they should be fitted perfectly.


How to fetch what song you're currently listening to with spotify:
I use a program called "Song Parser" to fetch whatever song I'm listening to in spotify, which was made by a guy who call himself Bananashell.

You can go to the programs download site by clicking here

Bananashell already made a detailed guide on how to use it which you can find here.



If you have any questions such as "lol y r u such a nerd" or if you're just having troubles implementing these, ask and I'll respond as soon as I can.


#3713064 Vanguards 7 - That Wings 3000+ Ret PvP Arena

Posted Sherpdawerp on 12 June 2012 - 01:25 AM

Was very nice, liked the no over the top editing and full interesting games


#3713106 Vanguards 7 - That Wings 3000+ Ret PvP Arena

Posted Phillol on 12 June 2012 - 04:36 AM

View PostMinpojke, on 12 June 2012 - 04:16 AM, said:

Vanguards the new diablous, new movie everydayyy

at least its good


#3662995 r1 rps

Posted Donald on 15 March 2012 - 05:52 AM






#3645627 NAO Invitational Live Update and Discussion

Posted Ctuhlu on 20 February 2012 - 12:01 AM

wintrading at NAO, pretty good


#3635563 I whish i can be a retpala <3

Posted Jacob_a on 06 February 2012 - 11:42 PM

View Posttrolololz, on 06 February 2012 - 07:22 PM, said:

Pretty op damage - Yes.
Best healer in the game - Prove i'm wrong and tell me which healer can do 120k instant heal ?
3 binds - ret pala is the easiest class in the game atm, just like frost dk, ok 5 binds, happy ?
Ret damage is fine.

A ret can do a 120k instant heal on somebody with increased healing taken when the ret has all his shit popped thus wasting burst to heal and WoG has a 20 sec cd. Try bringing a ret to solo heal hc ultraxion. That should be enough proof for you.

3 binds? You mean 3-4 seals, wog, crus strike, temp verdict, 4 auras, hammer, hoj, rep, rebuke, zealotry, holy wrath, consecration, inquisition, judgement, freedom, bop, sac, bubble, wings, and i most likely forgot some. That list contains 25 binds, then you add party member binds, arena1-2-3 binds, focus binds etc etc, and I'm sure I forgot some. At least I'd say at least 30-35 binds are needed as ret, most likely more.

Now how many binds do you have and why do you lose to rets? Do you feel that your class is underpowered compared to rets?


#3634018 I whish i can be a retpala <3

Posted Jacob_a on 05 February 2012 - 02:49 AM

pretty op damage - wrong
best healer in the game - wrong
3 binds - wrong

Troll or just stupid beyond infinite stupidity?




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