Wednesday, June 27, 2007

Theorycraft Part 1

I don't have too much time this morning, but I'm going to have a series where I explain the different parts of theorycraft that can help make you a better player and raid leader.

The first and most important part in my opinion is knowing what stats do what things for you. For example, how many melee classes know exactly what 1 attack power does for them? Anybody?

Without knowing this, how can you make a gear decision between something that gives you 30 AP and something that gives you 20 crit rating?

This part of theorycraft will help you decide how to gear your character. I've learned as a priest that spirit is a key stat and not one to be ignored, despite what the forums priests would say. Sometimes the stats that you need are affected by your playstyle and spec as well. Knowing that 1 spirit actually gives me 1.05 spirit and +.33 healing because of my spec makes a difference.

Learn what stats do for you. It will help you decide on enchants and gems much easier too.

2 comments:

Anonymous said...

Guilty on this one - I don't remember what Attack Power ratings are, aside from the fact that A: the stat has a different impact on each class, B: it has a seriously different impact on bosses (550 AP for us may boost DPS by 40. It may boost them by 1100 or more.), and C: the basic effect is to raise the base damage of abilities and also the max at a particular ratio.

ie - if your weapon has an attack range of 67-93, x amount of Attack Power will raise that to 68-94. It's worth noting that some abilities which do 'base damage+225%' are affected more by AP boosts than abilities that are 'Base damage + 291' as the boost is multiplied in the first part and simply additive in the second. Obviously in the second case, AP boosts are secondary to crit boosts.

One of the big keys therefore is to determine how much you have that works off the first case vs. the second case and consider your gearing accordingly. Of course, another factor is that simply raising your base DPS by a predictable, consistent amount is almost -always- better for PvE due to the mechanics of threat and the randomness of statistical streaking. (Either too many crits in a streak and you pull aggro and we all die - or the flip, no crits and your low AP mean you're beating on the mob like you're a manaless mage who disenchanted their wand 'because it poked their side when they walked.')

Saro

Anonymous said...

1 AP does little. 14 AP adds 1 DPS for a two hander and 8.62 AP adds 1 DPS for dual-wielding. I've been researching and found several articles on damage mitigation and the % gained in stamina vs armor and other articles on str vs ap. I'm on board Trys :-)

Azi