Let's simplify the game

Hey, everyone!

I spent about an hour with AI and calculated what increase (prio. stats, second characteristics and other effects) an item gives for 1 item level, in the end it turned out to be somewhere around 0.93% - 0.9375%… So, I have a question, why complicate it so much, why not just make it 1%, ok, if you think that this will destroy balance in this super balanced game (after all, the ancient Gods balanced this game, or the latest computational artificial intelligence from 2004), or 0.9% then, or 0.95%?

At first I assumed that they took into account the number pi multiplied by 3 (9.42477796077), I was delighted, but alas, no, then I don’t quite understand who came up with these 0.93% - 0.9375%…

Interesting. That means Ion was way closer with his 1% per ilvl statement than I gave him credit for.

And to answer your question…you pointed out multiple variables used in your calculations. There is no way for all of those calculations to always equal a certain % increase. If there was, then stats would be pointless and could be removed.

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Im not sure I understand this statement. Are you asserting that the game was balanced back in 2004?

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You might be surprised, but modern artificial intelligence shows miracles in data processing, and mathematics is such that if there is a certain formula when processing data, it will be found, but now this formula looks more like garbage, it was probably created by artists, advertising managers or even musicians, but certainly not by people who are friends with mathematics.

It was sarcasm, for fanatics who believe that everything is divinely perfect.

AI can be really useful for providing data, but I’m admittedly skeptical of data I can’t see or verify myself. Unfortunately, as much as AI love their data and numbers, they themselves can show some sort of bias depending on who and/or how they are being used.

As far as the real numbers are concerned (whatever they are) I don’t think I have a big enough brain to understand it all at the core. All I need to know is “item level goes up, damage goes up”. :sweat_smile:

I think a big part of the complication comes from the players itself.

People look at a +18 gearing strategy to gear up for KSM content or lower. I have seen players with my own eyes opt for a difficult talent tree with a lot of actives only to not press them or do it wrong. Whereas you can have it wrong talent-wise and sometimes still do better because you’re pressing and using everything you have.

But you’re missing the point of what I said.

There is no way for even AI to guarantee that every 1 ilvl will provide a consistent output increase without eliminating secondary stats. Its just not mathematically possible, even for AI.

For example, there is no way for make 10 mastery equal to 10 haste for every class or gear combination

And removing secondary stats to accommodate it would be a horrible decision

Actually, to get the exact amount of secondary stat, you just need to add all secondary stats into one number and you will get the real number, proportions are not important, since artificial intelligence does not count different items, but the same item and its difference for each IL. Of course, we are talking about current items from item level 529 to 678.

You are mistaken.

Ok, Ill bite. Explain to me how AI would ensure 100 haste will equal 100 mastery (or any other stat) for every class, tier set bonus, and gear configuration so that 1 ilvl will alway equal a consistent increase.

It is literally impossible. But you seem very confident…so explain it

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For what purpose? The main thing for us is to understand what increase it gives in general to the main, secondary characteristics and additional effects of items.

I guess I am not sure what the goal is.

Remove secondary stats and make gear just give you 1% more damage per ilvl?

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But as I keep pointing out, we cant understand that. Not all gear will give the same output increase based solely on ilvl.

That’s why we use sims. Unless your request is for them to add sims to the game. I guess that’s possible…but unlikely to happen

“Let’s be less complicated”

Uses ai to produce numbers that can’t be verified.

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I just want them to stop allowing players to blatantly cheat and throw games in instanced pvp matches…

I dont care about min max non sense. Just remove the cheaters and ban them. RMT is supposed to be a serious offense in WoW, but yet we are allowing players to collaborate and collude within arenas to carry their friends. The game is dead because of RMT not over complications of min maxing gear.

Pce

How does this complicate the game or affect the player experience in any way?

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You and AI did. You said so.

To put it bluntly, that’s not how game dev works. They aren’t sitting there making sure that everything is mathematically precise. They set the stats per item level, most likely at the next tier, and then let the system calculate the middle ground. Then, they iterate from the data, to tweak the stats until there is some semblance of balance. Some teams might go into each item level and set them manually, but that would be very tedious.

They also have to account for class utility, because if everyone had the exact same DPS across the board, people ignore classes with less, or no, utility.

People pretend game balancing is easy, but then prove that they have no idea what they are talking about.

I am fully aware I’m at best an 85% player so I will always go for something passive vs. “on use”. Even using a macro I’ll still misstime something ( stupid concoction stunned me so many times) so I’m almost always better off with a passive effect. At least it means I always have to pick my own trees. :speak_no_evil::see_no_evil::hear_no_evil:

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I also forgot to mention that, since the game does not use decimals in its stats, there is no way to maintain an exact 1% increase every time.

For example, if your stamina is 200, and you gain an item 1 iLevel higher, it could have 202 stamina. Easy, right? Why not do that all the time? Simple. Gear does not use decimals. The next iLevel upgrade would net you 202.02 stamina, which is impossible. The next would be 204.0202, then 206.020202, etc.

Now, this could be the exact math being used per iLevel on the backend, but shaving off the decimals, since, again, WoW does not use decimals for stats on gear.

The numbers you and AI crunched for an hour are likely just the result of using whole numbers on gear instead of decimals.

2-3 item level increase is a significant gain. Both from a raw power perspective and a survivability perspective.

What that is percent wise I have no idea. Anecdotal wise, 2-3 item level (On a single item) takes a hard M+ tier and makes it significantly more doable. Same with Delves.

Likewise. I think I’m a 60% player but I have the full buttons stuff before and it just makes me dizzy. I’d rather not inflict that on myself.

I have also missed my keg explosion before and it does feel rather bad. :dizzy_face: Why did you move out of it monster!

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