Thursday, July 24, 2008

Electric Tandoor Oven Versus Regular Tandoor

PvE and PvP Stats Stats

Some time ago I've already expressed my opinion that PvE Gear PvP balance has massively damaged. In the case of rogue imho it is one of the reasons why we got not only a nerf, but will continue to scream like crazy after nerfs.

I would like to devote myself to the problem in more detail, when I first time the principle of Blizzard itemization briefly explain.

In principle, an item has a value that is determined by the quality of the item (Epic, Rare, etc.) and the Item level. The S4 has set about Item Level 159, the S1 Set Sell Price 123rd Next is a so-called "slot modifier into the game. The case is a helmet, chest and pants, 0.75 for example, shoulders and gloves, 0.56 eg bracers etc.

The resulting value is the "points" with which an item can be filled with stats. Str, Agi, Int costs such as a point Stamina 0.67 (2 / 3) Points, Attack Power costs 0.5 points, etc, etc. can

Thus, an item that is with Stats "fill" that is added in the end always fixed value result. There are exceptions for small arms (where the DPS of the weapon in the calculation) flows or for the armor value of the items, but we need at this point not to be interested.

The 2 main Defensivstats, which can be found on the PvP items are resilience and stamina. You may contact me correct if I'm wrong, but afaik costs a Itempunkt Resilience, Stamina, as mentioned above 2 / 3.

The problem is the question of how useful this Defensivstats are actually in PvP? Well ... All seem to agree that it is without sufficient stamina or resilience in PvP fix very dead. And there certainly is some truth.

In certain situations, however, both Values useless: Above all, if the player takes no damage. When I walk around as a rogue with about 400 Resi and ungebufft with more than 11,000 HP is using me in a fight where both focused as a hunter my 2on2 partner, a priest, nothing. On the contrary: They are "dead" stat points that are missing me on the offensive to put pressure on my focus target.

but even if I'm in the focus I need to ask how to help my stamina and resilience.

First Stamina: If I get damage and healing, my HP value determined in the first place, when my healer must heal and how much "air" he has when he gets in Crowd Control, not cure otherwise be prevented or at go drink.

are true things not to be underestimated factors, but if we take a long, manalastige fights (in 2on2 about is that in many setups with healer / DD against healer / DD case) reduces the usefulness of stamina to zero: It keeps I always alive, the enemy holds his mate or himself alive and end the arena when one of the healer is oom, since no one has the burst Damage to the CC in a different phase to cut down fixed.

With Resilience is different: The Stat gebalanced is indeed the case that one can say simply: Resilience is what it costs in the itemization, IF you are in focus LIGHT useful than Agi.

Let Key stat in PvP next to the gear and the most important initiatives: Crit Rating - and now it gets interesting. I compare "plump" Crit rating with agility - both cost the same number of points. However, 20 Agi increase my damage by about 1%, Crit rating only 0.71% - and this adds still not even that resilience of the enemy, the usefulness of this value further downward pressure.

would also give me 1% Dodge 20 Agi. That sounds as if 20% would avoid Agi 1% Melee damage, but there is more. At 30 & 5% Dodge and Parry (about my values) 65% of all melee attacks land on me. With a 64% percent more Dodge ice with me. What about 1.5% eingespartem damage equivalent. And the higher my Dodge value, the stronger is this advantage.

To make this clear:

20 Agi = 1% make more damage, 1.5% have fewer
20 Crit Rating: <0,71% mehr Schaden machen, vollen Schaden bekommen

Even if I leave outside, that Agi minimal increases the Armor and I occasionally from behind will hit where it can not escape I would Agility as a PvP stat against melee almost three times as much value as Crit rating. By the way, is even more + hit rating as a pure "DPS Stat" as Crit rating - and there is hardly hit rating on PvP gear.

So if I wear PvE gear, I notice that even in the worst of all cases (that I'm focused) the ratio of damage suffered to rise massively in favor ausgeteiltem to think that if I put items with little crit rating and stamina. I'm not expanded in focus to the list on Stamina, Crit Rating and Resilience stats than sweeping aside in favor of (in order of their usefulness in PvP Spec): Amor penetration, Agility, AP, Hit, Haste and Crit. That's right: Crit rating is in last place.

If I now realize that, all these massive natural ease my PvE stats to kill a target as soon as I'm the healer in the blank, it becomes clear why PvE Gear (even now) sometimes so incredibly strong in the arena.

addition, that even after all the least useless PvP value - Resilience - since S1 is not increased. Only Stamina, and otherwise the Offensivstats. Also, the course has the advantage shifts towards DD classes with CC options.

The solution? NERF ROGUE? - Well, perhaps you will have understood why I think it's neither a solution on the basis of this long text, still think it goes to the heart of the problem.

No. The solution is a change in itemization.

1) crit rating to be revised. Zzt give 22.08 Crit Rating 1% Crit. When it is 15.76 hit rating.
2) More agility on rogue items. Agility is currently the MOST IMPORTANT PvP Stat for Rogues (+ Hit it atm besides Armor Penetration for PvE) skillbar
3) A new stat, the Glancing Blow damage reduced to 0 (similar expertise rating did it before) for PvE items
4) No expertise more, also Parry and dodge even with mobs behind which you stand - but more expertise rating on PvE items.
5) Strong increase in the efficiency of resilience - for example by increasing the treatment suffered by critical hits (so that there is no big bonus effect in PvE). In addition, I would find it even be worth that Resilience reduces to the same extent that it reduces the crit damage, CC, and Silence effects.

Mag drastically all sound, but imho this is the only way to PvP and PvE gear to feed their game by promoting more than ever, without a blunt "one should PvP items may wear only in PvP and PvE items only in PvE" establish the need, which imho the "crowbar variant "would be.

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