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Theory Idea: Percentage Improvement Grind
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596086
This post was from a user who has deleted their account.
Post by
Axyn80
Just to note: This should be under the theorycrafting section of the Wowhead forums. However, I believe it's interesting and will answer it.
It's not a bad idea. There are flaws to it, yes, as there are flaws to everything in the world, and it works for low levels (to a point). Let me explain.
For a level, say, 60 character, they only have around like 300 of a stat, so for a hunter, 300 agility. Every month your plan would give them 1% to that stat. Therefore, 303 agility. Then about 306, then 310. Slow increase, and for that level it can get to be pretty gigantic.
As for a level 85, where you have 5500 points or so in Agility. Next month, it's up to 5555. Over time, this leads to a large increase.
For almost any level, the 1% is almost an equivilent to a piece of gear for that level. As well as the fact that everyone would nearly reset each expansion. Say you earned 24% increase over the 2 years they had an expansion (semi-random numbers). Then the next one releases, and the stat numbers increase, leading from 800 to 5000, in which 24% of 800 (cumulated) is changed, and you'd end up with a number similar to 5215, up from 1015, which as compared to before, decreases in value quite largely.
Now another issue with it is the fact that one could put on PvP gear for increased Agility gain, whilst losing the gain from Crit or something, but then they have to choose which gear set they want to become prominent, for choosing PvE means that Crit, Haste, Agility, Mastery go up, while choosing PvP means that Agility, Resilience, maybe some crit, and others go up. You gain more on each end, but it forces you to choose, otherwise you grow weak on both sides instead of stay strong on one.
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