Damien

Combat Ratings in Warlords of Draenor

20 posts in this topic

Level 90

Here are the level 90 combat ratings for Mists of Pandaria. The following table gives you the amount of rating you need for a certain stat to increase that stat by 1% (example: 20 Haste Rating increases your Haste by 1%).

Statistic Amount of Rating for 1% Gain
Haste 20
Critical Strike 23
Mastery Spec-dependent
Multistrike 14
Versatility 27

Level 100

Here are the level 100 combat ratings for Mists of Pandaria. The following table gives you the amount of rating you need for a certain stat to increase that stat by 1% (example: 100 Haste Rating increases your Haste by 1%).

Statistic Amount of Rating for 1% Gain
Haste 100
Critical Strike 110
Mastery Spec-dependent
Multistrike 66
Versatility 130
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Addons will be enabled in the next beta build. That should help.

source

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Finally, I was so tired of the default interface.

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I find it interesting how different Mastery, Haste, and Crit are.

Haste = 500

Crit = 700

Mastery = 350

Wouldn't this make classes who favor Mastery (Demonology Warlocks, Retribution Paladins, Protection Paladins, etc) become much stronger than classes depending on high amounts of crit (Destruction Warlock, Fire Mage, Arms Warrior)? The only way I could see this difference able to be balanced would be if there wasn't a lot of gear with Mastery on it but everything had Crit rating. That doesn't seem to be the case with the gear I see in the WoW databases. I know that they could balance it by making the return on Mastery value a much smaller value, but wouldn't it be simpler to just increase the required rating to gain 1%?

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I agree that it's all a bit weird to us as well Posted Image

Not to mention that on my mage, I have spell_magearmor.jpgMage Armor, which adds 3,000 Mastery Rating, as you can see on the tooltip. So I'm running around with 7,000 Mastery Rating with just my quest reward items at level 90.

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In before this dialogue:

Raid Leader: hey tank, what's your mastery rating?

Tank: IT'S OVER 9000!!!!

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Values changed with the latest build, so I updated the values. I'm still working on the formula for PvP Resilience.

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pfffff that's a lot of hit to get for having 17% wondering how the gear will be then :)

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Indeed, it is a lot but I think it will be easily accessible. Currently, I'm using PvP gear on my mage, as a whole equipment of item level 483 can be bought from a PvP vendor for free (only during the beta). So, my weapon and wand have PvP stats, whereas the rest of the equipment has PvP Power + PvP Resilience + 2 random stats (Hit, Crit, Haste, and Mastery).

Right now, I'm at 1,385 Hit Rating, 4,281 Haste Rating, 3,533 Critical Strike Rating, and 3,233 Mastery Rating. With a bit of reforging, I should be able to get to the 17% hit cap. Also, entry-level raid gear will be item level 489, so it will have higher stats than what I currently have.

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I updated the values for the latest beta build.

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Correct me if I'm wrong, but isn't the spell hit cap now only 15%?

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Correct me if I'm wrong, but isn't the spell hit cap now only 15%?

I've just checked and it turns out that you are right! :)

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Mastery

As you can see, Mastery is now spec-dependent. Here is an example with Mage specialisations.

  • The Mastery of Arcane Mages is spell_arcane_manatap.jpgMastery: Mana Adept. It currently increases all spell damage done by up to 16% + 1% for every 300 Mastery Rating, based on the amount of maan the Mage has unspent

here at the end stands maan that should have to be mana :)

I agree that it's all a bit weird to us as well Posted Image

Not to mention that on my mage, I have spell_magearmor.jpgMage Armor, which adds 3,500 Mastery Rating, as you can see on the tooltip. So I'm running around with 7,000 Mastery Rating with just my quest reward items at level 90.

the mastery you get following the tooltip is now only 3k mastery not 3.5k anymore

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Thank you for pointing out the errors. They have been fixed.

The mastery rating was a little out of date, beta stats changed quite a bit since the post was made.

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Thank you for pointing out the errors. They have been fixed.

The mastery rating was a little out of date, beta stats changed quite a bit since the post was made.

i have readed this post tbh a few times and it's the first time i see the mistake :) and y i heared that earlier on today aswell and that's something you can't do about hé :)

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I have the same problem with this guide as I did with the Frost Mage one in the forum section: the indentation moves te

He text so far to the right it becomes unreadable.

While I understand the many unexpected problems that can occur after a software change, it might be worthwhile for a(n) administrator(s) to check out other guides and significant stickies.

Keep up the good work,

Marley's Ghost

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I have the same problem with this guide as I did with the Frost Mage one in the forum section: the indentation moves te

He text so far to the right it becomes unreadable.

While I understand the many unexpected problems that can occur after a software change, it might be worthwhile for a(n) administrator(s) to check out other guides and significant stickies.

Keep up the good work,

Marley's Ghost

 

Sorry for the late reply, but I've finally fixed it :p

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Ratings for WoD:
(at least for mages specifically)

Due to attunements the convertion ratings of several secondary stats differs by class and by spec.
 

 

This takes raid buffs and attunements into consideration:

6RNAAGb.png

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I'm in the process of updating this post, but I'm archiving this. The math in here may come in handy later on.

The Special Case of PvP Resilience

PvP Resilience is a bit special (PvP Power is not and works like any other stat). The idea is that if you add 310 PvP Resilience, you will reduce the damage you take from other players by 1%, meaning that you will take 99% of what you should normally take.

If you add another 310 PvP Resilience, you will have 620 PvP Resilience and you will take 1% less damage than what you were taking with 310 PvP Resilience, i.e., 99% of 99%, meaning 98.01% (so a 1.99% damage reduction and not a 2%).

The more you stack PvP Resilience, the less value it has. Here are the formulas:

  • If you have R PvP Resilience, then you will obtain P damage reduction (in percentage) by using the following formula:
    • P = 100 - 100 * 0.99 ^ (R / 310), where a ^ b denotes a to the power of b
  • If you want to attain P damage reduction (in percentage), then the following formula will tell you the amount R of PvP Resilience that you need:
    • R = 310 * log (1 - P / 100) / log (0.99), where log denotes the base 10 logarithm operation
Naturally, I didn't figure out all this by myself, and I read what Whitetooth at Elitist Jerks wrote on the subject for Patch 4.1

To sum it up, here is a small table that gives you the amount of PvP Resilience needed to obtain from 1% to 30% damage reduction.

Damage Reduction PvP Resilience Needed
1% 310
2% 624
3% 940
4% 1260
5% 1583
6% 1909
7% 2239
8% 2572
9% 2909
10% 3250
11% 3595
12% 3943
13% 4296
14% 4653
15% 5013
16% 5378
17% 5748
18% 6122
19% 6500
20% 6883
21% 7271
22% 7664
23% 8062
24% 8465
25% 8874
26% 9288
27% 9708
28% 10133
29% 10565
30% 11002

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