Cata Stat Weights – It Begins

I see no need for a prelude, as the title is self-explanatory enough, and I’m sure this is the sort of information people are quite eager for (as I know I was). May as well just jump straight into it.

A simple disclaimer: matters could certainly change between now and the expansion’s release. This information is all accurate as of the current beta build, however, and I would be surprised if anything radically shifted (although, as you’ll see, stat balance isn’t too hot at the moment, so it wouldn’t necessarily be a bad thing if weights were to get fairly well tweaked).

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Stats – Scaling Basics

Stat scaling is an interesting, if rarely discussed, subject. It’s the reason why stat weights vary from tier to tier, and why gearing can be such a headache at times.

For the most part, stats actually scale in a very understandable manner: linearly. For the math inept among us, something which is linear is merely a straight line of some sort which can be reduced to the equation y=mx; in this case, with y being dps gained, x being the specific stat in question, and m being some sort of coefficient depending on the stat’s worth. The more valuable a stat is, the greater m will be, and vice versa. M is essentially that stat’s weight – simply normalized depending on the AP:DPS ratio of your spec/gear level. If a stat scales linearly with itself, it doesn’t matter how much of that stat you already have – you’re still going to get Y dps for every X of that stat. Period.

It is important to note that, in this context, we’re talking absolute dps gained, not the relative amount. E.g, if 10 strength gives you 50 dps, and strength scales linearly (it does), then it will give you that same 50 dps regardless of pre-existing strength amount. That said, that 50 dps may be a 1% dps gain when you have 100 strength to begin with, and only a 0.5% dps gain when you have 200 strength to begin with. Just something to keep in mind.

With that out of the way, which stats are linear? Attack power, strength, crit rating, and mastery rating.

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Combat Ratings – Preemptive Theorycraft

Yes, I know it’s early to try and do something like this, but it’s a subject on the minds of many: how will we gear at the level cap? The basics will undoubtedly remain the same; hit cap will be essential, expertise will be middle-of-the-road (assuming we actually have empty GCDs), and it’s a safe assumption that strength will always be a strong stat. But beyond that? With the introduction of mastery, the heavy reworking of haste, and the removal of armor penetration, it’s pretty obvious things will be quite different.

Although I obviously won’t try and give stat weights yet (and probably won’t until beta is officially over), I can try and provide some insight into the relative value of the three important secondary stats – mastery, haste, crit -and ultimately that’s all that matters when trying to decide between them. That is to say, it doesn’t matter if a point of mastery provides X dps. It doesn’t matter if you can even calculate what X is. All that matters is if the same amount of haste or crit provides more than that… and that’s something we can speculate into as is (although, to be very clear, it can certainly change).

Since I’m going to be working with percents as opposed to specifics, just to make sure everyone is clear on how each stat functions:

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