In this World of Warcraft Attribute and Stat guide we examine the five core stats - Stamina, Strength, Agility, Spirit, and Intellect. Stamina is the simplest stat, being directly related to nothing but Hit Points (health). Stamina converts to HP at a 1 to 10 ratio. Agility is a primary DPS stat, especially for Rogues, Hunters, Feral Druids and Enhancement Shamans. Agility is very important. DKPminus is an enthusiast site for fans of legacy versions of World of Warcraft. We’ve compiled up to date and accurate information for WoW private servers, we have a robust list of compatible WoW addons, and a list of comprehensive World of Warcraft guides! You can also keep up to date and participate in news from across the private server scene. Looking at various classic websites either through web.archive or ones that still exist today (or may have been created from private servers), this is all the information I could really find that has to do with auto attack damage:-Each pet has a DMG / Armor / HP percentage increase or decrease. Scorpids -6% DMG, 10% armor, 0% HP). Just because we might not be top overall damage next raid, doesn’t mean hunters are bad. We will still have excellent priority damage and 0 damage loss for dealing with mechanics (It’s a shame Dark inquisitor has a 99% DR for those knocking the orb, BM would excelled here). The Beast and Its Master - Classic WoW Hunter PvE Guide Hunters, like all of the other classes, have a role to play in every guild's raid team. There will never be a time where a raid team does not need at least one hunter. Not only can hunters do some great early-game DPS, but can kite troublesome trash pulls, laying traps. Apr 19, 2019 Does it seem to be thrill is bad as it only effects certain things and it does NOT apply to your pet. If it was flat crit it would likely be good. Yea wondering if that build shifts the dmg to the hunter rather than pet. Probably only good single target. Tho i must say that the highest rated BM hunters are still using the 3 Primal.
These rankings are created using SimulationCraft, a program that is highly tested and trusted for simulating in-game encounters with characters.
We use SimulationCraft because simulators permit a high degree of control by allowing us to use specific talents, rotations, gear, possible boss mechanics, etc. to arrive at repeatable results that can be compared across specs and time. Also, simulators allow us to average out results from thousands of fights to get a feel for how a spec performs all of the time and not in one amazing fight.
If you are curious to learn about the simulation fight encounters of Max and Real, we recommend to read our past articles that describe them in Part I and Part II.
The damage meters for my boss fights look very different than these rankings. Why?
There are any number of reasons why in-game results will differ from simulated (or log based) results. A few common differences include the following.
How do these rankings compare to other sources that use raid logs to show spec comparisons?
Raid log sites offer a perspective on how some of top players are performing with each spec. These rankings can be helpful to understand how specs are faring in the current raid tier and often reveal unexpected synergies between specific specs and boss encounters. However, log based sites are subject to their own data problems including players who artificially boost their DPS by employing technical or social exploits, changes in popularity of specs, uneven sample sizes, and generally unrepeatable or uncontrolled results.
While simulators allow us to get a feel for how a spec performs all of the time through averaging out thousands of fight results, it is important to note that simulators are generally weak when modeling specific fights in a raid tier, and additionally they rely on data that is as good as the theorycrafting community is able to produce.
Overall, no single DPS ranking is perfect and they should all be considered when evaluating specs. Simulators and log based solutions both offer value to the WoW community.
Attack power (AP) is a physical damage attribute derived from strength and/or agility and character level, that serves to increase your base weapon damage by an amount relative to this statistic. There are two forms of attack power: Melee attack power, and Ranged attack power. These can be found on your character sheet in the Melee and Ranged sections, and each form only affects the related type of weapon damage.
By increasing the player's base weapon damage, attack power improves the player's auto-attacks. Many abilities also add some percentage of attack power to the damage they deal (the attack power coefficient).
Although characters of every class will have a listed amount of ranged attack power, the statistic is wholly meaningless to all except Hunters, Rogues and Warriors, as these are the only classes that can use ranged weapons other than wands (wands do not benefit from attack power). Hunters benefit greatly from ranged attack power, while rogues and warriors' benefit is marginal, affecting only a few abilities such as [Heroic Throw], [Shattering Throw] and [Deadly Throw].
Likewise, both types of attack power can be considered irrelevant for priests, mages, warlocks, and is generally not acquired by these specs due to gear and talent choices.
Attack Power | ||
---|---|---|
Class | Melee Base | Ranged Base |
Death knight | (Level x 3) + (Strength x 2 - 20) | |
Druid | (Level x 3) + (Strength x 2 - 20) | |
Druid (Bear) | [(Level x 3) + (Strength x 2 - 20) + (Agility x 2 - 20)] x 125% | |
Druid (Cat) | [(Level x 3) + (Strength x 2 - 20) + (Agility x 2 - 20)] x 125% | |
Hunter | (Level x 2) + (Strength - 10) + (Agility - 10) | (Level x 2) + (Agility x 2 - 20) |
Mage | Strength x 2 - 20 | |
Paladin | (Level x 3) + (Strength x 2 - 20) | |
Priest | Strength x 2 - 20 | |
Rogue | (Level x 2) + (Strength - 10) + (Agility x 2 - 20) | Level + (Agility - 10) |
Shaman | (Level x 2) + (Strength - 10) + (Agility x 2 - 20) | |
Warlock | Strength x 2 - 20 | |
Warrior | (Level x 3) + (Strength x 2 - 20) | Level + (Agility - 10) |
Attack power can be obtained from a number of sources:
Attack power from gear, items and permanent enchantments contributes equally to melee and ranged AP. Most buffs, talents and enchantment procs either increase melee and ranged attack power separately, or only increase one kind.
With patch 4.0.1, AP is no longer found on gear, instead being provided via the items' agility and strength bonuses. However, pre-4.0.1 gear often provides attack power bonuses.
The base DPS of your auto-attacks (including ranged attacks made using Shoot or Auto-Shot) is increased by 1 for every 14 attack power you have. For example, an AP of 28 will give you 2 DPS. Your DPS is then multiplied by weapon speed to give the real per-attack melee or ranged damage:
If dual wielding, an off-hand weapon will also receive DPS from AP with the normal damage penalty of 50% by default. Disregarding dual wield specialization talents, the offhand damage is then:
The bonus from attack power uses the weapon's base speed, not your attack speed (which is often faster because of haste). Thus, attack power and haste will give a greater DPS increase together than separately.
Mobs have different attack power formulas than players. Damage done per second of mobs is given by:
For most mobs, attack power is about 30% of total damage; bosses have higher multiplier than trash mobs. That means -attack power debuffs have significant effect on raid mobs. The -AP debuff is capped at -30% total damage effect, as the formula suggests.
Before patch 2.0.1, hunters received 2 Ranged AP per agility, whereas now they receive 1 RAP per agility. Some of this loss was made up for in AP increases from items. The reason given for this change was to keep agility from being the be-all and end-all of hunter stats, allowing for flexibility into intellect or stamina without sacrificing a large amount of AP. However, this is slated to be changed back to 2 AP along with the release of Cataclysm.
After Patch 3.0.2, hunters can gain RAP from intellect or/and stamina by Survival and Marksmanship Talent. (See [Careful Aim] and [Hunter vs. Wild])
As of Patch 4.0.6, hunters receive 2 Ranged AP per agility again. Beast Mastery hunters gain a 25% bonus (was 15% with Patch 4.0.1) to their total AP through the summary talent [Animal Handler].
Before Patch 3.0.2, shamans received 2 AP per strength. This was changed in 3.0.2 in preparation for Wrath of the Lich King. Shamans now received 1 AP from strength and 1 AP from agility.
With Patch 4.0.1, AP calculations changed again; like in Patch 3.0.2, this was in preparation for Cataclysm. Shamans now gain 2 points per level, 1 point per strength, and 2 points per agility.
The Enhancement passive ability [Unleashed Rage] improves attack power by 10% for all party and raid members within 100 yards.
Before Patch 3.0.8, many weapons listed feral attack power, making these weapons highly tailored to druids and making other weapons unusable for druids. After the patch, specific feral attack power bonuses were removed. Instead, all weapons with more than 54.8 DPS grant feral attack power equal to [(DPS - 54.8) * 14], rounded down. Only druids see feral attack power in weapon tooltips.
Druids now gain feral attack power from both agility and strength, whether in cat or bear form. This means that agility is always preferred over strength, even for a bear, which is ironic considering that the 'of the Bear' suffix denotes strength and stamina. Agility gives dodge which is essential for a bear, given that a bear cannot block or parry.
Cat feral attack power can be increased further with the [Heart of the Wild] talent by 10%.Feral druids gain a 25% bonus to their total Attack Power due to the Aggression talent acquired as part of the Feral Combat specialization.
댓글 영역