On February 01 2017 03:32 Warri wrote:
![[image loading]](https://cdn.discordapp.com/attachments/135842792499838986/276055091713146881/unknown.png)
To add to the previous discussion about low level items :p
![[image loading]](https://cdn.discordapp.com/attachments/135842792499838986/276055091713146881/unknown.png)
To add to the previous discussion about low level items :p
thats a very nice ring.
that level required though
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BfA Community Links: GP : https://www.worldofwarcraft.com/invite/KKMpKPSlgd?region=EU&faction=Horde TLEUH : https://www.worldofwarcraft.com/invite/v9x5bAF3jD?region=EU&faction=Horde TLEUA : https://www.worldofwarcraft.com/invite/ALwgJnC5Wo?region=EU&faction=Alliance TLNAH : https://www.worldofwarcraft.com/invite/vPrmjJxiVnJ?region=US&faction=Horde TLNAA : https://www.worldofwarcraft.com/invite/YeZj7P0SXLn?region=US&faction=Alliance Bnet: Bnet - https://blizzard.com/invite/amvLM0EubJv On November 03 2016 06:57 GTR wrote: I've created a Google Form/Spreadsheet for people to help add eachother. Hopefully this will makes things easier for us to find people for Mythic+ runs and what not as opposed to sifting through 150+ pages of discussion. Form Spreadsheet If a moderator could add this as a moderator note at the top it'd be appreciated. | ||
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xtorn
4060 Posts
On February 01 2017 03:32 Warri wrote: ![]() To add to the previous discussion about low level items :p thats a very nice ring. that level required though | ||
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daemir
Finland8662 Posts
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GTR
51502 Posts
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Stancel
Singapore15360 Posts
and apart from the whole 'well prydaz and sephuz were buffed!!!11one' thing, how apt is it that they're 2 of the 3 legendaries I have, because class/spec specific ones don't exist eh? | ||
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Cyro
United Kingdom20322 Posts
What's the third that you have? | ||
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Stancel
Singapore15360 Posts
my legendaries acquisition order was literally AOTHG (DH) > Sephuz (Mage) > Sephuz (Pally) > Prydaz (Rogue) > Prydaz (DH) before I finally got different ones, ending with my 3rd sephuz today (DH) I'm just being unreasonably salty over those two legendaries, but I'd rather be stuck with different utility legendaries instead of the same shit across 4 characters | ||
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nimbim
Germany985 Posts
It seems pretty accurate for my chars. Note that emmisary chests aren't included in the calculation, just an arbitrary 2 killpoints per day at 110, so it won't be as accurate for alts. | ||
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Cyro
United Kingdom20322 Posts
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akatama
Romania982 Posts
In other news, my Warlock got his second legendary: the destruction cloak, to go nicely with the Gateway legs: both are sitting in my bag since 4pc >>>>>>>>>> stat sticks. | ||
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Redox
Germany24794 Posts
On February 02 2017 20:48 Stancel wrote: first ever 3rd legendary on a main-turned-alt DH which has done significantly less content than my current main, yep and apart from the whole 'well prydaz and sephuz were buffed!!!11one' thing, how apt is it that they're 2 of the 3 legendaries I have, because class/spec specific ones don't exist eh? At least your class actually has legs better than Prydaz. My 2 BIS legs are multi-class legs (Prydaz / healer trinket) and I am glad to have Prydaz / Sephuz since I can not get much better anyway. | ||
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Redox
Germany24794 Posts
On February 02 2017 21:12 Cyro wrote: A guy that recorded a bunch of legendary drops showed ~550 prydaz drops in his sample while the median legendary dropped less than 20 times, the most popular spec-specific ones (on highly popular classes w/ most people playing one particular spec) around 40 times So Prydaz drops pretty much as often as you would expect. If a single spec leg drops 20 times an all spec leg should drop 20*36 = 720 times. | ||
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Seuss
United States10536 Posts
On February 02 2017 21:58 nimbim wrote: Did everyone see this calc already? https://rsuurd.github.io/killpoints/ It seems pretty accurate for my chars. Note that emmisary chests aren't included in the calculation, just an arbitrary 2 killpoints per day at 110, so it won't be as accurate for alts. Something very important to note, the breakpoints for legendaries on that tool are based on very bad math. Realistically every legendary takes roughly 250-300 KP to obtain (with the first being somewhat easier, more like 150-200 KP). There are no diminishing returns on legendary acquisition (not since Blizzard removed the soft cap anyway). If you want a more detailed explanation I've spoiled some math-talk below, but that's the TL;DR. + Show Spoiler + The basis for that tool comes from this MMO-C thread and the spreadsheet therein. The killpoint system itself is very interesting and only has a few minor flaws (mostly related to the difficulty of obtaining useful and accurate information from the Armory). The major problem is that the spreadsheet's calculation for the number of killpoints required per legendary is simply wrong. The obvious, intuitive way to make the calculations would be to average the killpoints of everyone who's gone from N to N+1 legendaries. That is, sum up all the killpoints each player acquired between N and N+1, then divide by the number of said players. If you do that with available data you'll find that outside of the first legendary (which is substantially easier to obtain thanks to a hotfix by Blizzard a while back) all subsequent legendaries take roughly the same number of killpoints (the 250-300 KP I mentioned ealier). The spreadsheet is doing two things beyond a simple average which make no mathematical sense:
Including players who haven't yet reached N+1 legendaries skews the numbers. The flaw in the methodology of adding them becomes obvious if you consider potential data extremes. Imagine you have 1000 people with N legendaries, only one of whom has N+1. If the other 999 all stopped doing anything the instant they got N legendaries (i.e. the number of killpoints they've collected since N is 0) the calculation would erroneously suggest that obtaining the N+1 legendary should only take 1/1000th of the time it took the one player who has one. Simply put, only players who have actually obtained the N+1 legendary should be considered. Dividing the resulting number by the % of all players who have reached N+1 legendaries is similarly fallacious. If this was a calculation of half-life it would make sense, but because players do not start progressing at the same time, do not progress at the same rate, and completion of progress is not the same due to RNG, it's an utterly incorrect model to use. Imagine using that calculation to try to predict how long it takes to finish an Olympic race after 1/10th of the runners had finished. If the 1/10th of the runners took 10 minutes to finish, dividing by the % of all runners would suggest that it normally takes 100 minutes. That's blatantly absurd, but it's how the calculation is being done. Unfortunately despite the fact that the flaws in the math have been pointed out numerous times in both the MMO-C thread and on related reddit threads the author of the spreadsheet has never corrected their math, and while the work done on killpoints is novel the breakpoints provided by the spreadsheet should not be taken seriously. Edit: Also, keep in mind the tool has problems estimating killpoints if you play multiple characters due to how the Armory conflates kills/achievements etc. Your main might be close to correct, but alts will have dramatically inflated killpoint values by virtue of everything you're doing on your main. Case in point, an alt of mine that just hit 110 the other day and hasn't done anything since supposedly has 515 kill points, while my main who I've been raiding on since EN opened has 1024. | ||
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Rebs
Pakistan10726 Posts
On February 03 2017 01:14 Seuss wrote: Show nested quote + On February 02 2017 21:58 nimbim wrote: Did everyone see this calc already? https://rsuurd.github.io/killpoints/ It seems pretty accurate for my chars. Note that emmisary chests aren't included in the calculation, just an arbitrary 2 killpoints per day at 110, so it won't be as accurate for alts. Something very important to note, the breakpoints for legendaries on that tool are based on very bad math. Realistically every legendary takes roughly 250-300 KP to obtain (with the first being somewhat easier, more like 150-200 KP). There are no diminishing returns on legendary acquisition (not since Blizzard removed the soft cap anyway). If you want a more detailed explanation I've spoiled some math-talk below, but that's the TL;DR. + Show Spoiler + The basis for that tool comes from this MMO-C thread and the spreadsheet therein. The killpoint system itself is very interesting and only has a few minor flaws (mostly related to the difficulty of obtaining useful and accurate information from the Armory). The major problem is that the spreadsheet's calculation for the number of killpoints required per legendary is simply wrong. The obvious, intuitive way to make the calculations would be to average the killpoints of everyone who's gone from N to N+1 legendaries. That is, sum up all the killpoints each player acquired between N and N+1, then divide by the number of said players. If you do that with available data you'll find that outside of the first legendary (which is substantially easier to obtain thanks to a hotfix by Blizzard a while back) all subsequent legendaries take roughly the same number of killpoints (the 250-300 KP I mentioned ealier). The spreadsheet is doing two things beyond a simple average which make no mathematical sense:
Including players who haven't yet reached N+1 legendaries skews the numbers. The flaw in the methodology of adding them becomes obvious if you consider potential data extremes. Imagine you have 1000 people with N legendaries, only one of whom has N+1. If the other 999 all stopped doing anything the instant they got N legendaries (i.e. the number of killpoints they've collected since N is 0) the calculation would erroneously suggest that obtaining the N+1 legendary should only take 1/1000th of the time it took the one player who has one. Simply put, only players who have actually obtained the N+1 legendary should be considered. Dividing the resulting number by the % of all players who have reached N+1 legendaries is similarly fallacious. If this was a calculation of half-life it would make sense, but because players do not start progressing at the same time, do not progress at the same rate, and completion of progress is not the same due to RNG, it's an utterly incorrect model to use. Imagine using that calculation to try to predict how long it takes to finish an Olympic race after 1/10th of the runners had finished. If the 1/10th of the runners took 10 minutes to finish, dividing by the % of all runners would suggest that it normally takes 100 minutes. That's blatantly absurd, but it's how the calculation is being done. Unfortunately despite the fact that the flaws in the math have been pointed out numerous times in both the MMO-C thread and on related reddit threads the author of the spreadsheet has never corrected their math, and while the work done on killpoints is novel the breakpoints provided by the spreadsheet should not be taken seriously. Edit: Also, keep in mind the tool has problems estimating killpoints if you play multiple characters due to how the Armory conflates kills/achievements etc. Your main might be close to correct, but alts will have dramatically inflated killpoint values by virtue of everything you're doing on your main. Case in point, an alt of mine that just hit 110 the other day and hasn't done anything since supposedly has 515 kill points, while my main who I've been raiding on since EN opened has 1024. What he said, just because that tool was kinda accurate for some people doesnt mean its good. It just mean it happened to match your rate. For the vast majority its kinda useless. | ||
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Cyro
United Kingdom20322 Posts
Realistically every legendary takes roughly 250-300 KP to obtain (with the first being somewhat easier, more like 150-200 KP). There are no diminishing returns on legendary acquisition (not since Blizzard removed the soft cap anyway). The first ones come quite a bit faster and later ones slower, that quite obviously takes effect on #1, #2 and #3 with getting 6 on one char taking an extremely long time for the vast majority of people. There's no way that it's anywhere near 300kp per legendary forever - the top AP earners in the world were getting 1 legendary per month (Dec-Jan) while earning several thousand KP per month. I earned 2000-3000kp between legendary #4 and #5 and that was 100% after the BLP was re-enabled The math may be useless but it's painfully obvious from other sources that droprates are nonlinear well beyond the first legendary drop | ||
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NonY
8751 Posts
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Cyro
United Kingdom20322 Posts
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Warri
Germany3208 Posts
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NonY
8751 Posts
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chocorush
694 Posts
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NonY
8751 Posts
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