QuoteCombat Rating System Explanation
With the upcoming release of the Burning Crusade, we thought we would take the time to explain more on a new stat that we are introducing: Combat Ratings. These ratings are being used for any combat stat that previously was percentage-based such as: critical strike chance, hit chance, dodge chance and defense skill. Combat ratings are only used with effects generated by items and do not apply to effects that are generated by spells and talents which will continue to work the same.
The following combat ratings are currently in use: weapon skill, defense, dodge, parry, block, hit chance, spell hit chance, critical strike chance, spell critical strike chance, resilience, haste, and spell haste.
*We may introduce others at a later time.
Combat Skills
Unlike fixed percentages such as 2% critical strike chance, combat ratings diminish in potency as your character increases in level. 2% crit is the same at every level, while 28 critical strike rating grants 4% crit at level 34, 2% crit at level 60, and 1.27% crit at level 70. This allows us the ability to create and add new and better items to the world without eventually reaching a point where every character has a 100% chance to critically strike.
Below is the level 60 conversion for combat skills:
Weapon Skill Rating
2.5 rating grants 1 weapon skill
Hit Rating
10 rating grants 1% hit chance
Spell Hit Rating
8 rating grants 1% spell hit chance
Critical Strike Rating
14 rating grants 1% critical strike chance
Spell Critical Strike Rating
14 rating grants 1% spell critical strike chance
Haste
10 rating 1% haste
Spell Haste
10 rating grants 1% spell haste
Defense Skills
The impact on the defense skill and weapon skill systems is slightly more complicated. Many people do not realize these skills actually grant percentage-based benefits already. For example, every 25 points of defense skill grants a 1% dodge chance, 1% parry chance, 1% block chance, 1% increased chance to be missed and 1% decreased chance to be critically hit by physical attacks. Weapon skills have a similar effect for the attacker. Items will now grant skill rating rather than skill directly, and that will convert to an actual skill increase.
Below is the level 60 conversion for defense skills:
Defense Skill Rating
1.5 rating grants 1 defense skill
Dodge Rating
12 rating grants 1% dodge
Parry Rating
20 rating grants 1% parry
Block Rating
5 rating grants 1% block chance
Resilience
Resilience is a special new rating which we have created to reduce the effects of critical hits against your character. It has two components; it reduces the chance you will be critically hit by X percent, and it reduces the damage dealt to you by critical hits by 2X percent. X is the percentage resilience granted by a given resilience rating.
Below is the level 60 conversion for resilience:
Resilience
25 rating grants 1% resilience
Each time you go up a level, the amount of rating needed to get the same benefit will increase. An example of the scaling involved would be the current implementation of Agility which has always worked this way in the live game, requiring more agility for the same critical strike chance as you go up in level.
Let's get used to new stats :woot2:
Thread Link (https://beta.worldofwarcraft.com/thread.html?topicId=291965&sid=2)
Yeah again Blizz shows us how they like to complicate things...:taz:
Well its great! else you would seriously see rogues with close to 100% crit :/
Lol, I admit its gonna be kinda confusing and take a while to get used to, but it does prevent the chances of people getting insanely high crit, hit, defense etc... will just take a bit of getting used to is all.
would be cool to have a 100% crit rate though ^_^
soo, whereas i do 1337 dps now, each time I level i become less effective, until at lvl 70 I do pally dps?, awww
you probly get better gear when you hit 70.... though... so that would compisate that.
yes but that wont happen instantly, so lets say we're in an aq40 run when i level to 61, will the overall effect be an improvement or not? cos it sounds like levelling is detrimental on it's own, unless the increase in stats due to levelling helps alot.
So as an example, we all bust our balls to get to huhuran on the day BC comes out, no-one has any new kit yet right? just before we get to her, (let us postulate we have been grinding that day) we all hit lvl 61, gratZ? hmm, will that not reduce raid effectiveness since we haven't got any funky new kit yet to compensate for the fact that our levelling has for some reason reduced our crit and defense rate etc?
if your fighting a 2 or 3 lvl higher target than you (i.e. bosses), gaining 1 lvl beats the crap out of even 5% crit. i think. (glancing blows)
i dont think thats the case. if so its kinde strange.
but mebey the stats that you get from dinging will compensate that.
IF they chance all the gears in one blink of an eye, im sure they will more or less still have the same effect,
i would asume if your belt has +1% crit on it, you get enough rating to get +1% crit at the end to
but lets see what blizzard does, and hope it will be an improvement :)
well yes the item stuff is the same but like atm i have 28-32% crit, as soon as i level since I won't yet have any of the new gear, or unlikely anyway. my crit% will drop due to the rating system, but will the increase in stats account for it or not, am I to expect a net drop in effectiveness or a gain, albeit smaller than if they kept the current system. If you drop effectiveness until you get lvl 61 gear i'm not going to be impressed.
I don't mind alterations that give diminishing returns, but to actually reduce something seems rude. If I go from a lvl 60 attacking a lvl 60 mob to a lvl 61 attacking a lvl 60 mob, *nothing* should reduce, since I've not lost anything.
I suppose I'm saying, is the decrease in stat effectiveness (agi->crit conversion etc) less than, greater than or equal to the increase in stat due to levelling. If with the same gear, and increased stats, my output drops due to gaining a level I'll be a grumpy ho
well, from some lvling i done on my rogue,i found out you already decrease chance to crit/dodge/parry every level you ding
so this is not what you call exectly new
Quote from: Gorion;157349well, from some lvling i done on my rogue,i found out you already decrease chance to crit/dodge/parry every level you ding
so this is not what you call exectly new
That's because the tooltip indicates your chance to crit/dodge/parry/... vs an equal leveled mob. When you go level up, your weapon and defense skill are then 5 skill points more removed from the maximum for that level then there where before you dinged.
What Umbra means is that the agi->crit calculation scales with your level. For example (I don't know the exact numbers for lvl 60+, this is just an indication of what it could be like):
-You have 200 agi.
-At level 60, 20 agi = 1% crit. (200 / 20 = 10% crit).
-At level 61 it might be 21 agi = 1% crit. (200 / 21 = 9.52...% crit).
So when you go level up the crit% you received from agi will decrease vs any mob, regardless of their level.
But I think we can reasonably expect that the crit% you receive from your +5 weapon skill from the level up will compensate for this. It's probably just a way to prevent people from having an insane crit chance against lower level mobs.
Quoteyes but that wont happen instantly, so lets say we're in an aq40 run when i level to 61, will the overall effect be an improvement or not? cos it sounds like levelling is detrimental on it's own, unless the increase in stats due to levelling helps alot.
Your +hit rating will be better, :P
And your gear will be upgraded and fitted for the new system. So im guessing a no. And the lvl will only help because of hits against you and given will be far more succesfull.
i think it will only affect mobs teh same lvl as you.
i.e. if your crit % vs a lvl 60 mob atm is 32, it will still be 32 (or even a little hgiher due to slightly higher weapon skill) when you hit 61, but your %crit vs lvl 61 mob will be a bit lses.
maybe.
so your saying with that system you would have close to a 100% crit chance in deadmines with menedil :)
sounds nice :P
Think I get the picture.
and neff what i was trying to get at is that they shouldn't instantly penalise you, upon levelling, by not instantly upgrading your gear.
Either way I'm looking forward to it :D
Actually, u are penalised today with the current system. If you level from 50 to 51, you'll see that your crit rating drops untill you max your weapon skill.
Quote from: Marduk;157436so your saying with that system you would have close to a 100% crit chance in deadmines with menedil :)
sounds nice :P
well not quite.
but i do know that my crit chance IS considerably higher in DM. 305 weapon skill vs 100 defense skill mobs or so... kekekeke
Quote from: Zabard;157455Actually, u are penalised today with the current system. If you level from 50 to 51, you'll see that your crit rating drops untill you max your weapon skill.
Like I said above. You don't lose anything when you level up in the current system. The tooltip just indicates your crit chance vs an equal leveled mob. So when you go level up it will display 0.2% crit chance less (5 weapon skill * 0.04). Effectively your crit chance will remain unchanged, it's only the tooltip that changes.
And natually you will crit a lot more on DM mobs :narnar: . The difference is about 8.4% crit (((60 lvl * 5) - (18 lvl * 5)) * 0.04). Which is about a 25% increase in crits for a rouge, so it's clearly noticable (((30~35) + 8.4)) / (30~35)).
But I have to agree with Neff. Stuff like +hit rating will be better, so you probably won't get 'weaker' by leveling.
I'm pretty happy with the new system. Gear upgrades will remain usefull and there won't be a problem with everyone becoming 'all powerfull' after a few more expansions and gear upgrades. If the current system would have remained in place, in the end, everyone would have ended up with 100% dodge, parry and crit chances :narnar: .