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Itsnel

Member Since 12 Feb 2011
Online Last Active Today, 10:39 PM
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#3824626 Healing in arena nerfed to much ?

Posted Peacesells on 20 December 2012 - 03:14 PM

View PostHakasa, on 20 December 2012 - 03:03 PM, said:

....

25% MS from mortal strike
30% MS from healing nerf

= 55%?

idk man idk

Perhaps you should go back to kindergarden


#3820219 The current state of Feral

Posted Guest on 13 December 2012 - 09:10 AM

stop using big words and instead say "they're op" idiot


#3816566 Tehseus Retribution PvP with Austrian accent

Posted Allfinete on 06 December 2012 - 07:06 PM

man, i missed this guy's movies.


#3813969 Icicle New update?

Posted Draakex on 01 December 2012 - 10:27 AM

Here you go, enjoy:
http://www.mediafire...av268wdb6l4b92k


#3808895 Some 5.2 updated addons (AAV, SpellAlerter, Icicle, SpellLock, PAB, Interrupt...

Posted Draakex on 21 November 2012 - 03:18 PM

For those who are interested - i fixed some old addons for 5.2 and wrote small ones for myself:

AAV (Atrox Arena Viewer)
- records and plays arena-matches
http://rapidgator.ne...aav.rar.html
(currently bugged when viewing matches with deathknights - freezes your wow)

PAB (Party Ability Bar)
- shows cooldowns of your party-members
http://rapidgator.ne...PAB.rar.html
http://www.mediafire...134781tocn4r8vj
(if you have the blizzard raidframes enabled, you need to set "Sort By:" to "Role" and mustn't select any role)

InterruptBar
- shows Interrupt (can't differ cooldowns from real counterspell-interrupt or just blanket)
http://www.mediafire...c6zrrcw53fa709z

InterruptTracker
- like InterruptBar but able to show multiple cooldowns of the same interrupt-spell and only shows possible interrupts by the specific classes
http://rapidgator.ne...racker.rar.html

SpellAlerter
- shows notifications on the screen if certain spells/buffs are casted
http://rapidgator.ne...lerter.rar.html

SpellLock
- tracks spell school lockouts on enemy player targets by you or members of your party
http://rapidgator.ne...lLock.rar.html

CombatTimer
- shows a 5sec (+- delay-time) timer for the exact time of when you drop out of combat
http://rapidgator.ne...tTimer.rar.html

ClassColor
- colors the background of the unitframes by class
http://rapidgator.ne...sColor.rar.html

StopWatchTimer
- shows stopwatch when focus active and counts the interrupt-cooldowns (plays "click"-sound when ready)
http://rapidgator.ne...hTimer.rar.html

Icicle
- shows enemy cooldowns over the NamePlates
http://rapidgator.ne...Icicle.rar.html
http://www.mediafire...1jpzjgy10i80g1o

LeaveCanceller
- disables the leave-confirmation when leaving arena
http://rapidgator.ne...nceler.rar.html

If any of the links are not working for you or you need mirrors, just tell me and i'll upload it elsewhere.

If you have any other wishes for addons, you need to be fixed for the current patch, please let me know and i'll try.

+rep would be very appreciated

Edit:
If you notice any .lua-Errors please let me know (and make screenshots of them, so it's easier to find the error-source).


#3812651 Disabling red bars - working method

Posted Thaya on 29 November 2012 - 02:06 AM

f=CreateFrame("Frame") f:RegisterEvent("LOSS_OF_CONTROL_ADDED") f:RegisterEvent("LOSS_OF_CONTROL_UPDATE") f:SetScript("OnEvent",function() for b in pairs(ActionBarActionEventsFrame.frames) do b.cooldown:SetLossOfControlCooldown(0,0) end end)

Choose one:
  • download and install this addon: http://www.mediafire...rstnhs03hiabt2g - it just runs the script above;
  • or put the script above in an addon you always run in its main .lua file;
  • or create your own addon to run the script above - a simple guide is in my signature;
  • or simply /run the script above in-game every time you log in.

Update 1: added a downloadable addon.

Update 2: updated both the script and the download with a more efficient version - it'll run only when you actually do get controlled instead of on every action bar update/event. Save yourself some CPU cycles.
Spoiler

Update 3: a version that hooks into Bartender as well: http://www.wowinterf...rolRemover.html


#3803167 Battle of Gilneas RBG Guide

Posted Jamal on 11 November 2012 - 07:09 PM

I was browsing over this guide and I think you left out the part about how the other team's druid caps waterworks before your team can get there.


#3803218 MMR exploit is back

Posted Ketami on 11 November 2012 - 08:37 PM

View PostAxar81, on 11 November 2012 - 07:02 PM, said:

Again, it is not about starting again, it is about principe... spending my time to get somehwere, and then do it again, beacuse ppl didnt to their job with system (that is old like, what, from TBC, and still doesnt work as it should, gg), or beacuse fucktards who want free t2.

So bottom line, it should not be big problem to get high again, and get where you want to be, just this crap with exploits on ladder lasting for real long time now, ppl losing patience with it.
Exactly... Point is, people that earned rating and was in top from start of the season should not get punish, cos blizzard made mistake AGAIN. They should punish people that abused system. Axar have point. I'm really cba rising rating again from 0. My team was in top of ladder in misery from first day of season... Many of you people have your position on ladder earned already. Season last more then month. And for whiners that SCREAM here for mmr/ladder reset. Well i guess that some people here (x glad ebayers probably scream more then everyone else) cos they can't pass 2000 rating... And they think something will change if blizzard reset ladder. No, it won't change. Blizzard need to fix this mess that started from last night i guess (since yesterday ladder was pretty fine, without crap like this). I'm pretty sure that blizzard will be able to fix this, or otherwise...many people will quit i guess. But honestly i'm pretty sure that some R1 players , already used this bug in this season... And that last night...just... Many idiotic morons got information how to use this exploit... and that result to this situation at ladder. GJ for trying to ruin all ladder for nothing... Hope u will enjoy in your "hard earned" achievement or you won't if blizzard ban your account...Then u will be forced to live your miserable life without playing game...guess it will be very hard for you -> YOU = Idiots that made this situation...


#3799460 PvP Gear upgrades for conquest points on PTR

Posted Kettu on 04 November 2012 - 07:46 PM

View PostWildeHilde, on 04 November 2012 - 09:56 AM, said:

1.) Boosters are are corrupt pieces of s**t. They should be treated as such.

2.) As everyone plays like a Sissie and camps rating the only way to get participation is to force it.

3.) Rating decay is a good choice, but WoW's concept always was to increase and not decrease. I think most of us, at least me, would prefer rating decay and fixed gear for everyone, like on the tournament realm. Combine that with short, region-wide seasons or in other words, make a permanent tournament realm with short seasons.

4.) Until that we have tournaments for competition and live server arena/rbg for the grind.
1. The people whom you fanboy / worship are the most well known boosters in EU. ??? Please start treating them as such if that's your opinion.

2. The people who camp are maybe 0.05% of the overall pvp population. How does forcing that 0.05% to play suddenly increase participation? _Forcing_ people to do stuff is not a solution to anything.

3. I'm quite sure most of us would not want a rating decay system. What do you base this on?

4. People don't play the game to grind afaik. Might be wrong tho. :PPP


#3798563 PvP Gear upgrades for conquest points on PTR

Posted Kettu on 02 November 2012 - 07:02 PM

View PostWildeHilde, on 02 November 2012 - 02:35 PM, said:

Well last season everyone complained about inactive ladders, now everyone whines as there are incentives to play. This very community gave the clear feedback that we want reasons to continue playing and not sit on rating.
How exactly is this supposed to make the ladders more active? (rating inflation+gear change)

-This will just make the ladders even more inactive, as there won't be any point in trying to get high ratings before the last 2 weeks of season because of rating inflation.
-People tend to get their cap from RBGs / 2v2. Having to play those 2 more will lead to less time available for 3v3 -> less activity in 3v3.

The solution to making the ladders more active is to merge the battlegroups and fix the queue system. Simple as that. If there are not many teams playing, how is a change on the rating system supposed to increase activity?

People tend to play arenas for fun. Not because they want to get the best possible gear and then stop. If the change goes live, you'll get the best possible gear maybe 1-2weeks before the season ends. How dumb is that? How can you even defend this change? If someone decides to sit on high rating, it's his own choice. They've propably played well to get that high, they have the right to hang around on that rating if they want to. They have the choice of camping for a title or the choice of playing for fun. It's their decision. Who are you to judge what they are supposed to do? From what I've heard, you've only got experience from the spectator side of arena. Sure, as a spectator you might think that this change brings more competition and action into arena. But it simply doesn't.

And what comes to boosting. The same people who bought the 2.2k boosts will just end up buying 2.4k 2.7k 3k 3.3k 3.6k 3.9k boosts etc. You really think this change will stop people from buying boosts?

Changing the rating system midseason would be dumb. Changing the rating system without testing the new system properly beforehand is even more dumb. The rating system has been changed a few times before, and every single time there were plenty of bugs and problems.

TLDR: The change would:
-lower overall arena activity
-remove competition from arena apart from last 2 weeks of season
-increase gear differences between players (There should be no gear differences in pvp expect for visual differences)
-make it mandatory to play RBGs if you don't want to fall too far from others on gear
-make gearing more than 1 alt pretty much impossible for normal people
-fuck up arena statistics (inbefore lolwhocares) Skilled 3.9k exp'd warrior LF team!11! etc. (atm it's pretty easy to check if people are terrible or not just by glancing through their achis / statistics / gems / enchants / reforges
-Won't affect the boosting business much of at all
-Current rating system is shit, but the change would make it even more shit.
-You are an idiot.


#3797578 Cant rapid fire and use on use trinketssd at same time?

Posted Kettu on 31 October 2012 - 07:34 PM

Don't question him plz, he plays with Hydra.


#3790186 Real men play rogue or priest

Posted Evolute on 13 October 2012 - 03:13 PM

Why is this news? This is not news. This should not be in news. What the fuck?

I mean, you could at least format it properly, but you just basically 'call out' people in quotes and post a video with little backstory beyond 'people say rogues and priests suck, but heres a 2v2 video'.

Uhm, hello, they do suck. They're subpar. Just because exceptional, arguably best in the world players succeed in the 2v2 bracket does not mean they don't need some tune ups.

As posted below, why is this not in videos? AJ PLIS.


#3774784 ArenaJunkies Ghostcrawler interview - post your questions

Posted Vengeance on 19 September 2012 - 03:27 PM

Not trying to be a dick, but the whole way this has happened seems a bit.. under-planned?

ArenaJunkies has a chance to interview WoW's lead systems developer, Ghostcrawler.  The community isn't really included, we're told about the interview's existence a day before it happens and are told to post some questions we might have, but a list of questions has already been predetermined and we are told that there are no guarantees that any questions will be added.

Now, how could it be a bad thing for us to have been given more notice about the interview, leading to more questions being thought of by the community as a whole, instead of an individual(or group of them) deciding the questions?

I really feel like this had a lot of potential, but that the whole situation was handled pretty poorly.

Just my two cents.


#3772950 European tournaments - assembling a team

Posted Kreeds on 17 September 2012 - 12:03 PM

Goodluck with the event, nice to see a post from you without licking khunas arse :P


#3758088 5.4 PVP Power and Resilience Guide

Posted Eldacar on 03 September 2012 - 01:00 AM

***With the release of Patch 6.0 leading up to Warlords, this guide is fully out-of-date, a full re-write is in progress***



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




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