A Short Rant About Stat Weights
September 28, 2016 8 Comments
Everyone likes their stat weights. The problem is that the way stat weights are used doesn’t actually match up with how they’re generated.
For starters, weights generated by simulation tools are all about adding a set amount of a stat & working out the damage gained. So if Versatility is valued higher than Crit it means you should add more Versatility to your current gear rather than equipping, gemming & enchanting for lots of Versatility. Generally theorycrafters will publish massaged stat weights that don’t match anything that can be generated but will be usable by players in addons like Pawn.
Secondly, if anyone talks about “stack X up to Y%” then unless there’s specific breakpoint stuff going on (which is a rarity these days as it was primarily a DoT/HoT thing with haste) they’re probably either completely mis-interpreting stat weight changes or are talking out of their ass.
This is because stat weights will always change, and stacking more of one stat will cause the others to increase in value to a point where an absolute “C>H>V>M” type priority will change.
Lets just focus on 2 of the 4 secondaries for a minute. Crit involves occasionally doing bonus damage, while Haste is about doing more things that cause damage. As you increase your crit chance it means the average damage of abilities will increase, which means that the value of using more abilities also increases. The reverse also applies. It’s like a sea-saw or scales: increasing the weight on one side lifts the other side up higher.
Balancing all four secondary stats is like having 6 overlapping scales between 4 points with complicated relationships defining how they affect each other, and the perfect balance is only really found when your secondary stats all have roughly equal stat weights.
- Know your general priorities (eg: Ele in 7.1 is C>H~=V>M)
- Items with +10 ilvls will generally be better (+5 can depend on secondaries)
- There are no magic “stack until X%” numbers