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Milleh

Member Since 29 Mar 2009
Offline Last Active Jun 13 2013 08:05 PM
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#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


#3759651 blizzard mistake[?]

Posted Enteyjin on 04 September 2012 - 05:39 PM

View PostSpawriqt, on 04 September 2012 - 05:38 PM, said:

SACRE BLEU

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***With the release of Patch 6.0 leading up to Warlords, this guide is fully out-of-date, a full re-write is in progress***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

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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.

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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.

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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.

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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


#3749297 That tingling feeling when you get gladiator for the first time

Posted Lowzy on 24 August 2012 - 08:51 AM

awkward turtle time

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#3754998 Starcookie/Shear wintrade(screenshots)

Posted FTRouslan on 29 August 2012 - 11:13 PM

View PostJokerplex, on 29 August 2012 - 11:08 PM, said:

He did

Alright it's your word vs his. Does that really prove anything? At most, he fed a team to rank 1. Anybody could have sniped his team for free points; title shares between two teams of alts aren't uncommon.

I know several teams that intentionally lost games just to get people in PR range or share titles with another team. We should crucify people like Vanguards and shit then (top of my head, dropped rating while at safe safe safe rank 1 on Reckoning to get a team member in PR range back in S9).

I'm done with these lynch mobs and double standards. It's getting old. Too many people caring about stupid shit in a game.


#3754669 PROOF @hydrahacked

Posted Mistyxlol on 29 August 2012 - 05:43 PM

View PostLibyanator, on 29 August 2012 - 01:45 AM, said:

Just wanted to re-post my congrats to ____QULCARK______ for selling his shitty arse to the DDOS/Wintrade Crew (Hevan and Co.)

Rot in fucking hell you massive danish dickhead.
whats wrong with beign danish u swe prick ? :ph34r:


#3754996 PROOF @hydrahacked

Posted rizzy on 29 August 2012 - 11:11 PM

My friend fished up something funny in dalaran. <img>http://i.imgur.com/rv8rG.jpg</img>


#3752273 PROOF @hydrahacked

Posted Zaephyr on 27 August 2012 - 11:11 PM

+rep me if you don't believe him


#3752170 PROOF @hydrahacked

Posted Dizp on 27 August 2012 - 10:34 PM

This violates the European Commission identity theft laws and should therefore be reported to the authorities, even though this might not be the most serious type of violation doesn't make it any less serious, who knows what he could do with his ID the next time?

As I mentioned, it's obviously not that serious, let's be honest, but it's still enough to pretty much ruin the chanses of whoever did this to attend a decent school, or to get a decent job etc. Having identity fraud listed in ur papers is probably one of the worst things that can happen to you, especially if you're in that age where you still havnt gone to a university or gotten that first "real" job.

I hope for Khunas sake Ryan does not press charges even though it's really sick to actually go through all this trouble just to get a title above your head in a video game. Not saying Khuna did it, but seeing as he knew about this and actually had the ID's on his computer _before_ it actually happend and not telling anyone bout it, especially Hydra, doesnt that make him an .... accomplice? Yea, I believe that's the legal word for it.


#3751974 PROOF @hydrahacked

Posted Dakkrothy on 27 August 2012 - 09:25 PM

I am making a thread posting for hydra, I am completely unbiased in this matter but proof speaks for itself. The clip is taken from Khuna VoDs

go to http://www.hydramist.tv for the video


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Update: Posted Image


#3751406 Hydra hacked thread nr 2

Posted infectionx on 27 August 2012 - 10:12 AM

Stop posting,please.


#3745083 Cant get 2200! Been Trying for 2 years now.....

Posted terribleperson on 16 August 2012 - 03:24 PM

Hey man,

I understand your frustration, as all through burning crusade i was stuck at 1800 ratings while I was endlessly pushing toward 2k for shoulders.

I've got 2 different toons i've been 2.3k+ with, the one attached to this account and my ret paladin.I will say that in my limited experience, finding the right people to play with is important. Even if you'e not playing with glad-level players, it's important to find people you realy like to play with and who are positive. These kinds of people tend to use losses as a means to improve rather than shit on you or themselves for making mistakes.

Another important thing to employ is situational awareness. People talk about this all the time, and it's harder to obtain for some people than others. A few things you can do to pratice it are:

1) always use a focus frame.
2) force yourself to watch that focus frame like a goddamn hawk (or owl, whatever)
3) dont allow yourself to be quiet during matches.

In the 2's game i noticed a couple things that i would have handled differently. Perhaps they're a matter of a opinion, but i think they could have changed the game for you.

-you should have started peeling for your priest earlier on. disarmed the blade storm, etc. At the end you had that warrior slowed and locked down pretty well, but there were times where it appeared like you were tunneling and saving all your cc's for the paladin when your priest could have used the help.

-in the 3's match i didn't see a focus pane. it's absolutely essential, especially against caster cleaves like MLS. You need to know who they're targeting because mls gets such good pressure they can literally have your entire team as a viable kill target at any time.

- against lock teams in general, you'll have a much easier time sitting on the warlock. This helps your team because you basically counter warlocks. You can stop them from spreading pressure, casting fears, and Ua's. In my experience rogue teams will sit on my 90% of the time, unless it's rmp (because then they're just trying to kill something in an opener/swap).Typically, though, you will want to be on locks stopping their cc from rolling out. Your teammates in first clip said they were feared more than anything else. Plus, locks really on have one solid out, and that's a port once ever 20 ish seconds.

Anyway, that's all i can really think of for now. Remember, just stay positive and try to use your losses as experience. Have fun.


#3744305 S11 2 Week Announcement!

Posted Pattzi on 14 August 2012 - 10:12 PM

So what happens to this?
http://eu.battle.net...v3/on vacation/

Supadogpalawintraderkebabstinkerx is gonna get reset or not?


#3631908 Disc vs DK

Posted Zerud on 02 February 2012 - 01:28 PM

Turn your back to the dk and -ever so gently- spread your cheeks


#3421471 This is how you know the RBG mmr system is good

Posted Ecliptium on 07 August 2011 - 10:08 PM

View PostFilovirus, on 07 August 2011 - 09:58 PM, said:

I seem to recall Maynard Keynes making a similar argument, but with disastrous results. You must be careful when combining the interrogative with the existential; even Socrates himself knew this was dangerous. I think this quotation from the late Kant would accurately support your thesis, "All thought must, directly or indirectly, by way of certain characters, relate ultimately to intuitions, and therefore, with us, to sensibility, because in no other way can an object be given to us".


I find it humorous that you chose a quote from the late Immanuel Kant out of all people. Especially after committing a series of outright obvious fallacies. Kant's categorical imperative would most definitely condemn your actions (the act of committing a fallacy) as wrong. Adam Smith, controversially once said, "Great ambition, the desire of real superiority, of leading and directing, seems to be altogether peculiar to man, and speech is the great instrument of ambition." Clearly you do not have such an instrument, as your speech is horrid and blackened with a long list of fallacies.




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