![]() It could be due to action priority lists being rigid and not reacting the way humans do to some things lining up or not. Furthermore, just because SimCraft saw such a breakpoint doesn’t mean it really exists. Pushing these very small breakpoints will result in huge stats weights which do not reflect the reality of things or are only true for a very small gain.įor instance, if you’re calculating your stat weight at a point where haste is reaching such a breakpoint, SimCraft will go crazy and tell you haste is 12 times better than any other stat. Of course, if you’d watched a bit further, you’d have seen than in fact it wasn’t, and as soon as you had one extra haste gem SimCraft went back to telling you that haste was not your best stat. Some amount of haste gain could push it to some amount that allows one extra cast during each Serenity, or each momentum window, or each combustion or whatnot. ![]() One other thing worth noting: for gear gain, it is often risky to look at very small gains and take the results as definitive. ![]() Here, our multiple variables are all your different stats and we’re doing partial derivation on one stat. We assume that damage per second is a continuous function of your stats and derive stats weights out of the gains the same why we’d do it for a function of several variables (here, we consider dps as a continuous function of primary stats, versatility, haste, critical chance, mastery ratings.) If you’re into that, look further into partial derivation of a multiple variable function at set values for all variables except one. It is very similar, in that regard, to calculus and the computation of a derivative (): To calculate stats weights, SimCraft basically calculates the gains in dps that would result from a very small increase in each stat, then divides those gains by the amount of stats gained. They are calculated (usually via Simulation tools like SimulationCraft, notably) at one specific gearset, for one specific type of fight (oftentimes single target), duration, etc. If one stat weight is twice as big as another, it means gaining some of that stat will increase the dps twice as much as the other one does. Stats weights are, in essence, local. Stats weights are numbers associated with primary/secondary stats meant to give relative « weights » of importance. Eventually I’ll try to elaborate for those who want to look further into it, explaining those scary words and some advanced things about weights. First, I’ll just give rough information on how stats weights work, how to get them and what to do with it, as well as our simplified stats balancing method. We’d like to enlighten you with some of the information on how it works. However, most people don’t really care: they want numbers telling them what to do and have no way to check whether those numbers are true or not. ![]() The concept itself is not clear and leads to a lot of issues within guides. Most of the terms associated with it are misunderstood or used in the wrong way (diminishing returns, soft cap, hard cap, breakpoints, …). However, “stats weight” is probably the single most misunderstood theorycrafting tool laying around. With Legion and how easy to come by the gear is and how easily you can tailor your perfect set of stats, more and more people have been coming in and asking about gearing and, specifically, stats weights. “Follow Up” Article slightly more updated. ![]()
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