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Stat Weighting Presets: Post the latest updates here
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Post by
blademeld
Dodge at 100 should be rather obvious for an avoidance set.
Defense and parry both suffer more DR than dodge, parry should be at 53 according to the 1.88 ratio, but you'll have much more dodge from the items in the first place. This should be a number that varies according to your current gear.
The rest are all mitigation and EH stats, 76 stamina works fine because you get 1.5 stamina per itemization, hence it'll still tell you to gem for stamina whereever you can afford it.
Post by
Quest
Stat Weights for Retribution as follows:
Statistic Name | Score | Notes
---------------+-------+-------
Weapon Speed | ~1200 | Every 0.1 second
slower
Pure DPS | 554 | This is pure DPS on the tooltip of the weapon.
Hit | 125 | Caps: 263 PvE & 164 PvP
Strength | 100 | Divine Strength and a 1.1x buff modifier.
Expertise | 83 | Caps: 214 PvE & 492 PvE
Crit Rating | 50 | Agi to crit% ratio when 1.1x mod is in effect
Agility | 48.5 | This number reflects a 1.1x buff modifier.
Attack Power | 39.5 | Relationship to Str, when DS + 1.1x mod to str is active.
Haste | 38 | Make it.
Armor Pen | 27 | Effects roughly 40% of total damage.
Spell Power | 11 | Do not want
Basic reasonings:
I based everything off strength that has been buffed through Divine Sterngth maxxed and any 1.1 buff modifier. Thus Attack Power will reflect that, being 39.5 x 1.15 x 1.1 = 50, or, half as valueable per point as 1 strength.
For Crit Rating vs. Agility, you get 1% crit per 45.91 crit rating and 52.08 agility. Agility will be effected by the x1.1 buff mod and yeild 1% crit every 47.34 agility. Dividing them; 45.91/47.34 you get agility being 97% as effective per point as crit rating. Crit rating being 50 here I let Agility become 48.5.
---
Sources:
http://elitistjerks.com/f76/t68951-retribution_3_2_a/
http://www.wowhead.com/?forums&board=7
actually playing the game as a ret paladin in lategame content . com
Post by
blademeld
Again, I must disagree on the weapon DPS.
(1 strength * 1.1 * 1.15 * 2) / 14 = 0.180714286
1/(0.180714286) = 5.533596838
Which means that you need 5.534 strength for 1 DPS
Which means the maximum weapon DPS can be if strength is 100 is 554.
Take into account that Strength = AP + SP = Judgements, Exorcism, Vengeance damage and it goes down dramatically.
Remember that spreadsheet I did a while ago, I have to say that 500, not 588 is a much better number, and 0.1 weapon speed = 2-3 weapon DPS (1500).
Post by
Quest
Blademeld, thanks for mentioning that I didnt look at dps or weapon speed yet. Your 554 number looks to fit well.
I'll put in WS, but
ive heard
that .1 slower is ~20dps, not 2-3. Are you saying 2-3
pure
dps?
Post by
blademeld
It's ~20 DPS done with a full rotation, 2-3 DPS on the weapon. (via
simulation
spreadsheet, no paper math)
So a weapon with 100 DPS and 2.5 speed is worth the same as a weapon with 75 DPS and 3.5 speed.
Quest: did you take into account the 10% AP buff in any of your stat calculation?
I seemed to have forgotten to in the previous calculation.
1 / (1 * 1.1 (kings) * 1.15 ( Divine Strength) * 2 * 1.1 (AP raid buff) /14) = 5.03054258
Post by
Quest
No, but I could.
This is why I suggested at least two weights per tree. Dungeon and Raid.
Edit:
I'm taking the middle road here until they decide to have one weight for one role. 5 man and casual players would be too misslead if I add in every raid buff.
Post by
AnrDaemon
After a third thought...
It is only me feel that "not capped in any way" weighted stats is rather short-lived?
Reaching hit-cap (for DPS) or uncritability (for tanks) is rather easy, once you put at least a mediocre effort in the area. After that, the stat is more confusing, than helpful. And certainly not usable when looking for upgrades in higher tiers or when looking for enchants to your already somewhat good gear.
Post by
blademeld
Indeed so my boy.
Post by
Quest
After a third thought...
It is only me feel that "not capped in any way" weighted stats is rather short-lived?
Reaching hit-cap (for DPS) or uncritability (for tanks) is rather easy, once you put at least a mediocre effort in the area. After that, the stat is more confusing, than helpful. And certainly not usable when looking for upgrades in higher tiers or when looking for enchants to your already somewhat good gear.
Yes, but its easier to just take the stat out rather than go back and look at what the stats weight was and manually add it in.
I suggested weights be connected to a persons chosen profile rather than be left out in the wild. This was before profiles were even here yet, but not that they are all the functionality is here, and all we'd need is some checks with the chosen profile, known caps, and two new columns; PvP, PvE to make it easy. Where a piece of gear goes over a certain cap in relation to your main profile, it will show a number in red (PvP first) and if it goes over both PvP and PvE caps they both show in red numbers while keeping the full stat of the piece of gear incase you already know youre going to replace hit.
Etc etc etc
Post by
Wyrmnax
... and people say that gaming is bad for your grades...
Anyone who ever tried understanding what rates are and how they work is way past school required math.
Post by
svirve
... and people say that gaming is bad for your grades...
Anyone who ever tried understanding what rates are and how they work is way past school required math.
I have school grade math :<
Post by
blademeld
For future references for myself:
100 Intellect
85 MP5
75 Spell Power
2500 Melee Speed
100 Stamina
90 Melee DPS
69 Expertise (before soft cap)
60 Agility
59 Expertise (after soft cap)
55 Dodge
45 Defense
30 Parry
16 Hit
16 Strength
8 Armour
7 Block Rating
6 Block Value
6 Critical Strike
5 Attack Power
3 Haste
2 Spell Power
1 Armour Penetration
10000 Weapon Speed
500 Weapon Damage
125 Hit
110 Expertise
100 Strength
69 Critical Strike
67 Agility
55 Haste
45 Armour Penetration
40 Attack Power
Post by
PKainus
I know you said it was for personal use, but the Holy stat-weights you posted suggests that 63 SP > 30 int to weapon, which isn't true. Assuming Kings and Divine Intellect, 100 intellect on gear is equal to 121.1 intellect. Through some simple math..:
x / 121.1 * 63 < 30
x < 57.67
x = SP value when intellect is a value of 100
121.1 = 100 intellect w/ buffs and talents
63 & 30 = SP and intellect enchant, respectively
.. we can see that the SP value would have to be
at least
~.57 or lower when intellect represents one value point. Frmorrison lists SP as ~0.37 (when intellect = 1), as shown
here
.
TL;DR: Your numbers are pretty far off. SP isn't very valuable at all.
Post by
blademeld
I know you said it was for personal use, but the Holy stat-weights you posted suggests that 63 SP > 30 int to weapon, which isn't true.
TL;DR: Your numbers are pretty far off. SP isn't very valuable at all.
I said the numbers are for personal use for a reason.
SP is in the meters just for paladins who hit 80, the ones that don't even have 1.5k SP, at which point, you would enchant for SP.
Post by
PKainus
Was just correcting your stat-weights for the public view, then, since you posted in a public thread.
Post by
383613
This post was from a user who has deleted their account.
Post by
571215
This post was from a user who has deleted their account.
Post by
borian
Retribution
stat weights for 4.0.3
taken from EJ
Str 1
AP 0.45
Hit 0.42
Exp 0.27
Crit 0.20
Haste 0.16
Mastery 0.09
Post by
140946
This post was from a user who has deleted their account.
Post by
Squishalot
pbean, I'm surprised nobody's actually replied to you thus far.
The weighting updating was being done a while ago, but I think people have been a lot more concerned with simply updating content in more recent times post Cata being released.
We're currently looking at the way stickies are being developed, and I'm going to suggest that stat weightings are included in all the local stickies, so that you don't need to rely on Wowhead's weightings - you can rely on the regularly updated stickies and flag them for updating whenever you think they're wrong.
Edit: Check out the stat weightings in the first Ret sticky for now.
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