To that end, there have been many easy-to-use tools developed in order to simplify the aspects of theorycrafting into a practical application that players can use. Things such as Rawr or Simcraft have become a very popular source of information regarding theoretical data and how it can be used within the game, giving access to information such as talent spec choices and gearing upgrades. Even still, such programs are not without their flaws, and often the theoretical mechanics used by such programs can be rather confusing to follow. It's my wish to bring theorycrafting to the general population in a different approach. Instead of merely tossing out information at random with the hopes that someone out there will grasp the concept, I wish for people to understand the basics that fuel theorycrafting by presenting it in such a way that is easy to understand.
To that end, I wish to present the theory behind the mathematical calculations for spellpower. How does spellpower scaling function? What effect does the stat really have for increasing a player's power? Why does spellpower behave the way that it does? These are all questions that form the basic principles behind theorycrafting, and it is the allure of figuring such things out that draws people to theorycrafting. As the game becomes more accessible to more people, so too should the theory that drives it.