Gear-inflation

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  • Ol' Grumpy and the grimoire of gear inflation

    by 
    Matthew Rossi
    Matthew Rossi
    11.08.2011

    Hello again, everybody. I'm Ol' Grumpy. You might remember me from such posts as Ol' Grumpy and the Goblet of Firelands adjustments or Ol' Grumpy's guide to outdated content and you. This time, we're going to be talking about what gear inflation is, how it happens, and why something eventually has to be done about it. Gear inflation has actually been a concern of mine since about halfway through Wrath of the Lich King's expansion cycle. Back then, it was armor penetration that really set off my gear inflation warning bells, a stat that's since gone the way of the dodo. If you remember ArP, you remember that it start acting extremely weird at higher gear levels and often had to be adjusted and capped to keep it from doing things like reducing target armor into the negative. In essence, for a brief period after Ulduar dropped, ArP could actually cause your target to have negative armor values so that their damage taken was increased by a percentage instead of just reduced by a percentage. This was very wonky. It was quickly capped and the stat adjusted. But by ICC levels of gear, it was possible again to reach 100% ArP, and doing so was absolutely your best bet as a melee DPS. Now, let's be honest: Gear inflation is the inevitable by-product of a game where one increases in power via leveling and gaining new gear. It must happen. If you simply look at gear from original World of Warcraft's 1 to 60 game, you'll see that gear steadily increases in power and that raid gear from MC to BWL/AQ and to the now-vanished Naxxramas-40 steadily increases in power. Indeed, Naxx-40 gear was such an upgrade in power that it was roughly as strong as blue drops from level 70 instances. You could raid Karazhan in Naxx-40 gear. The Burning Crusade dealt with gear inflation differently than its successors did because it could.

  • The great gear explosion

    by 
    Matthew Rossi
    Matthew Rossi
    03.15.2010

    Gear is fairly easy to get at this point in the expansion life cycle of Wrath. That's not a flaw. That's actually how things should be: there shouldn't be too many artificial limitations keeping you from jumping into the newest content and getting a chance to at least see, if not down it. With the rise of 10 and 25 man versions of every raid and heroic modes, however, we are looking at something fairly unique to this expansion, a somewhat drastic power curve to gear scaling. This isn't a new idea, and it's not one Blizzard themselves haven't commented on. It's one thing to be aware of it in a general way, however, and another to sit back and look at it. That's a comparison of itemization on select 2H weapons from the first crafted epic (equivalent to a Naxx 10 drop) up to hard mode Ulduar 25, which puts it squarely in the middle of the current expansion cycle. What you're looking at is a steady gain that leads to a nearly 60 DPS increase between the starting weapon (Titansteel Destroyer) and the last one compared (Voldrethar).