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Diminishing Returns on Secondary Stats in World of Warcraft
來自 Anshlun
已更新:
2026/03/04
In World of Warcraft each character is subject to stats that define how that character performs. Primary stats include Agility, Intelligence, and Strength, while secondary stats include Critical Strike, Haste, Mastery, and Versatility. Learn about how diminishing returns on secondary stats affect Critical Strike, Haste, Mastery, and Versatility as you upgrade your gear.
The base mechanic of secondary stats in WoW is stat ratings. Most pieces of gear in the game provide a given amount of rating for some secondary stats, which, when equipped, get converted into some secondary stat percentage for a character. For instance, when you equip a piece of gear that gives a 1320 Haste Rating, you will get +2% Haste on your character sheet.
These secondary stats on your gear,
Critical Strike
,
Haste
,
Mastery
, and
Versatility
, are subject to diminishing returns as you increase their
ratings
. What this means is, after reaching 30% of a secondary stat on your gear, it takes increasingly more rating to increase another % of that stat from your gear. This applies to the secondary stat rating from stats native to your gear, enchantments, gems, etc. In addition, there is a
cap
on how much of a single secondary stat you can obtain from gear. This cap is set to 126% right now; everything beyond that is ignored and wasted.
Your stats ratings on your Character pane
This change only happens with stats gained from Rating conversion, so flat gains from spells like
嗜血術
and
英勇氣概
aren't affected by this.
Detailed Explanation of Diminishing Returns in World of Warcraft
Before Shadowlands, secondary stats grew linearly. This means that if you increased your haste rating by X amount, you'd always increase your haste gained from rating by Y%, no matter how much haste you previously had. In Shadowlands, Blizzard moved away from this model, adding
diminishing returns penalties to Critical Strike, Haste, Versatility, and Mastery
. Note that for Mastery, we are talking about Mastery Points instead of percentages, since every class has a different conversion of Mastery Points to Mastery%.
This penalty is as follows:
From
0 to 30%
, there's
no penalty
.
From
30% to 39%
, there's a
10% penalty
.
From
39% to 47%
, there's a
20% penalty
.
From
47% to 54%
, there's a
30% penalty
.
From
54% to 66%
, there's a
40% penalty
.
From
66% to 126%
, there's a
50% penalty
.
You can't get more than
126%
from gear rating.
These rating penalties work similarly to how progressive tax ratings work. The penalties are only applied based on the stats gained from rating. That means you won't receive any extra penalties by using, for example,
嗜血術
or
英勇氣概
. Only secondary ratings contribute here. Effects that are penalized by this change are trinkets like
喚醒者蕨葉
when you are already inside or near a penalty zone.
To illustrate how this works, let's assume 10 haste rating gives you 1% haste.
The first 300 haste rating you get will give you 30% haste, no penalties.
After that, increasing your haste to 310, will only give you 30.9%, because any haste rating beyond 30% has a 10% penalty.
This 10% penalty means you'll need 400 haste to get 39% haste, instead of needing only 390.
Increasing your haste to 410, will increase it to 39.8%, because any haste rating beyond 39% has a 20% penalty.
Below you can see the change in red, from the older linear scale in blue. You can see that while the red and blue lines start together, the more rating you get, the lower the red line is compared to the blue one.
Zooming out, you can also see the hard limit in action for gear rating conversion.
Note that this limit only affects stats received from rating, so you will still get benefits from effects that give flat % increases, like
嗜血術
and
英勇氣概
, even when maxed out at 126% haste from gear ratings.
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評論
評論來自
mysticalos
if only there was a system that let us reforge stats to make managing this much easier...
評論來自
Gavitas
So nice to have stats that scale like taxes do.....it’s super easy to understand and plan around. Haha This was really helpful in any case. Thanks.
評論來自
killdashian
The not-so-bursting patch.
評論來自
jimonzo
WTB reforging <3
評論來自
Disturbd
Why do we need reforging if you can literally have gear crafted to fit your exact needs?
評論來自
Taintedone
This makes siming your characters even more important to make sure you are not stacking a stat too much. Atleast before you knew the you wanted to stack a certain 2 stats. You knew as a Spriest that if an item has crit/haste you want it and mastery/vers is trash. Now its more like crit is not worth it once you reach X% so how can I get as close to that % without crossing it. Obviously there will still be those 2 stats that your spec favors. Also along with this change, Main stat, and therefore ilvl, will be king for specs that secondaries are close in importance.
評論來自
Draugor
sooo quick question: as for mastery diminishing returns only affects rating -> points conversion. Does that mean instead of at 30%, DR sets in at 30 Points or is there an other value of points where DR starts ? (e.g. 38, 30+8 base)
that would mean for an affliction warlock DR for mastery would set in at 75% (30 points * 2,5%) or is it at 95% (30 points * 2,5% + 8 "Base" points * 2,5%) ?
評論來自
electrocatalysis
This is a good try to complicate calculations for players who balance their stats. But actually makes no sense at all.
There is already diminishing returns in the stats by default because every next increment (for instance, 1%) gives less and less in relation to current stats so you
should
always calculate which stat is next to increase and keep all the stats in balance.
Well, I'd say that they've just "compressed" stats further with unknown reason... Looks like another try to balance "everything and everyone", but in this case with unnecessary complication...
評論來自
Neipas09
Do these numbers still hold true in Dragonflight?
評論來自
kain78
Currently anything over 39% master for Demo locks is a FLAT ZERO GAIN, had to drop a ring with 988 mastery cause it was giving 0 power to me or my pets.
評論來自
Trilogy
Question when looking at % that pertains to diminishing returns.. what % do i look at? the % on the Character Screen? or the one that you Hover over the tells me the % in for exmaple:
1) Haste: 7,206 16%
or, am i looking at
2) Haste: 7,206
if say my diminishing returns are at 30% do i look the the 1st example or second?
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