cyfir
09-04-2008, 03:13 PM
EDIT 9/4 to unstupid my math.
This a breakdown of return on investment (ROI) for the various Renown Masteries(RMs).
Note: To the best of my understanding, the base critical strike bonus for all abilities is 50%, which is the bonus used in calculations. Tactics and abilities that proc on crits are not factored into these conclusions. All conclusions were calculated assuming a Rank 40 player fighting another Rank 40 player.
General
- With the exception of Armor and Resist RMs(Fireproof I (http://www.wardb.com/spell.aspx?id=14076), Unbending Will I (http://www.wardb.com/spell.aspx?id=14073), Resilient I (http://www.wardb.com/spell.aspx?id=14070), Arcane Protection I (http://www.wardb.com/spell.aspx?id=14114), and Reinforcement I (http://www.wardb.com/spell.aspx?id=14067),) all RMs provide the same ROI at all ranks.
- Armor and Resist RMs suffer from diminishing returns with each additional rank, with Rank II being 2/3 as effective as Rank I, and Rank III being 1/3 as effective as Rank I.
Base Stat RMs
-All RMs that increase one or more base stats (except Vigor I (http://www.wardb.com/spell.aspx?id=1000619),) yield 3 points for each Renown Point (RP) spent. Vigor increases Wounds by 1.5 for each RP spent.
-Tier I has a RM to improve each base stat except wounds. At Rank V, Tier I RMs yield a total 102 points at a total cost of 34 RPs.
-Tier II has RMs that improve two base stats at once (Discipline I (http://www.wardb.com/spell.aspx?id=1000673), Skirmisher I (http://www.wardb.com/spell.aspx?id=1000667), Sage I (http://www.wardb.com/spell.aspx?id=1000661), Sharp Shooter I (http://www.wardb.com/spell.aspx?id=1000655), and Assault (Str/WS)). At Rank V, these RMs yield a total of 54 points to each of two stats (108 total,) at a total cost of 36 RPs.
-Tier II also has Vigor I (http://www.wardb.com/spell.aspx?id=1000619), which increases Wounds. At Rank V, Vigor yields 54 Wounds (540 HP) at a total cost of 36 RPs.
**Vigor appears generally useless - I find it difficult to imagine that 540 HP would ever be worth almost half the RPs you can possibly obtain.
Armor and Resist RMs
-These resists (see above,) increase your Armor or Resist values by a percentage of their total value.
-At Rank I, you get +0.6% per RP.
-For Rank II, you get an additional +0.4% per RP spent.
-For Rank III, you gat an additional +0.2% per RP spent.
**Since these increase by a percentage, they will only be as valuable as your current totals for these stats. I do not anticipate Reinforcement being of any value to non-tanks.
Avoidance RMs
-Each located in Tier III, Arcane Dismissal I (http://www.wardb.com/spell.aspx?id=14142), Agility I (http://www.wardb.com/spell.aspx?id=14138), Reflexes I (http://www.wardb.com/spell.aspx?id=14134), and Defender I (http://www.wardb.com/spell.aspx?id=14130) each increase one avoidance ability by 0.4% per RP spent.
**Accounting only for value to avoidance, each one of these provides more avoidance per RP (0.4%) than their equivalent base stat RMs (0.18%). Defender is the only way to increase block chance through RMs.
Crit RMs
-Each located in Tier III, Spiritual Refinement I (http://www.wardb.com/spell.aspx?id=14091), Focused Power I (http://www.wardb.com/spell.aspx?id=14087), Sure Shot I (http://www.wardb.com/spell.aspx?id=14083), and Opportunist I (http://www.wardb.com/spell.aspx?id=14079) each increase one type of crit by 0.4% per RP spent.
**You would need a total crittable DPS of 450 to make Sure Shot I (http://www.wardb.com/spell.aspx?id=14083) and Opportunist I (http://www.wardb.com/spell.aspx?id=14079) generate more damage than spending RPs on BS and STR, respectively. This does not factor in the unknown avoidance reduction values noted in the tooltips of BS and STR.
**You would need a total crittable DPS/HPS of 300 to make Spiritual Refinement I (http://www.wardb.com/spell.aspx?id=14091) and Focused Power I (http://www.wardb.com/spell.aspx?id=14087) generate more damage/healing than spending RPs in WIL/INT, respectively. This does not factor in the unknown avoidance reduction value noted in the tooltip of INT.
Autoattack
Natural Fighter I (http://www.wardb.com/spell.aspx?id=14095) increases your auto-attack damage by 0.4% per RP spent.
** You would need a total auto-attack DPS of 75 to make this RM generate more damage than spending RPs in BS or STR. This ability would count towards the 450 crittable DPS needed to make crit RMs worthwhile.
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Boring Calculation Stuff:
Physical Crit Rate
-1 point of STR/BS provides 0.1 DPS to auto-attacks and 0.2 DPS to abilities. Under ideal conditions, these would work simultaneously without interruption, for a gross DPS gain of 0.3 DPS/stat.
-2.5 RPs worth in crit RMs provides 1% crit. 2.5 RPs in stat RMs provides 7.5 stat, or 2.25 DPS.
-1% crit = +0.5% total crittable DPS.
-At 450 total crittable DPS, 0.5% = 2.25 DPS.
Magical/Healing Crit Rate
-1 point of INT/WIL provides 0.2 DPS/HPS to abilities.
-2.5 RPs worth in crit RMs provides 1% crit. 2.5 RPs in stat RMs provides 7.5 stat, or 1.5 DPS/HPS.
-1% crit = +0.5% total crittable DPS/HPS.
-At 300 total crittable DPS/HPS, 0.5% = 1.5 DPS/HPS.
Auto Attack DPS
-1 point of STR/WS provides 0.1 DPS to auto-attack.
-2.5 RPs worth in NF provides 1% auto-attack DPS. 2.5 RPs in stat RMs provides 7.5 stat, or 0.75 DPS.
-At 75 auto-attack DPS, 1% = 0.75 DPS.
This a breakdown of return on investment (ROI) for the various Renown Masteries(RMs).
Note: To the best of my understanding, the base critical strike bonus for all abilities is 50%, which is the bonus used in calculations. Tactics and abilities that proc on crits are not factored into these conclusions. All conclusions were calculated assuming a Rank 40 player fighting another Rank 40 player.
General
- With the exception of Armor and Resist RMs(Fireproof I (http://www.wardb.com/spell.aspx?id=14076), Unbending Will I (http://www.wardb.com/spell.aspx?id=14073), Resilient I (http://www.wardb.com/spell.aspx?id=14070), Arcane Protection I (http://www.wardb.com/spell.aspx?id=14114), and Reinforcement I (http://www.wardb.com/spell.aspx?id=14067),) all RMs provide the same ROI at all ranks.
- Armor and Resist RMs suffer from diminishing returns with each additional rank, with Rank II being 2/3 as effective as Rank I, and Rank III being 1/3 as effective as Rank I.
Base Stat RMs
-All RMs that increase one or more base stats (except Vigor I (http://www.wardb.com/spell.aspx?id=1000619),) yield 3 points for each Renown Point (RP) spent. Vigor increases Wounds by 1.5 for each RP spent.
-Tier I has a RM to improve each base stat except wounds. At Rank V, Tier I RMs yield a total 102 points at a total cost of 34 RPs.
-Tier II has RMs that improve two base stats at once (Discipline I (http://www.wardb.com/spell.aspx?id=1000673), Skirmisher I (http://www.wardb.com/spell.aspx?id=1000667), Sage I (http://www.wardb.com/spell.aspx?id=1000661), Sharp Shooter I (http://www.wardb.com/spell.aspx?id=1000655), and Assault (Str/WS)). At Rank V, these RMs yield a total of 54 points to each of two stats (108 total,) at a total cost of 36 RPs.
-Tier II also has Vigor I (http://www.wardb.com/spell.aspx?id=1000619), which increases Wounds. At Rank V, Vigor yields 54 Wounds (540 HP) at a total cost of 36 RPs.
**Vigor appears generally useless - I find it difficult to imagine that 540 HP would ever be worth almost half the RPs you can possibly obtain.
Armor and Resist RMs
-These resists (see above,) increase your Armor or Resist values by a percentage of their total value.
-At Rank I, you get +0.6% per RP.
-For Rank II, you get an additional +0.4% per RP spent.
-For Rank III, you gat an additional +0.2% per RP spent.
**Since these increase by a percentage, they will only be as valuable as your current totals for these stats. I do not anticipate Reinforcement being of any value to non-tanks.
Avoidance RMs
-Each located in Tier III, Arcane Dismissal I (http://www.wardb.com/spell.aspx?id=14142), Agility I (http://www.wardb.com/spell.aspx?id=14138), Reflexes I (http://www.wardb.com/spell.aspx?id=14134), and Defender I (http://www.wardb.com/spell.aspx?id=14130) each increase one avoidance ability by 0.4% per RP spent.
**Accounting only for value to avoidance, each one of these provides more avoidance per RP (0.4%) than their equivalent base stat RMs (0.18%). Defender is the only way to increase block chance through RMs.
Crit RMs
-Each located in Tier III, Spiritual Refinement I (http://www.wardb.com/spell.aspx?id=14091), Focused Power I (http://www.wardb.com/spell.aspx?id=14087), Sure Shot I (http://www.wardb.com/spell.aspx?id=14083), and Opportunist I (http://www.wardb.com/spell.aspx?id=14079) each increase one type of crit by 0.4% per RP spent.
**You would need a total crittable DPS of 450 to make Sure Shot I (http://www.wardb.com/spell.aspx?id=14083) and Opportunist I (http://www.wardb.com/spell.aspx?id=14079) generate more damage than spending RPs on BS and STR, respectively. This does not factor in the unknown avoidance reduction values noted in the tooltips of BS and STR.
**You would need a total crittable DPS/HPS of 300 to make Spiritual Refinement I (http://www.wardb.com/spell.aspx?id=14091) and Focused Power I (http://www.wardb.com/spell.aspx?id=14087) generate more damage/healing than spending RPs in WIL/INT, respectively. This does not factor in the unknown avoidance reduction value noted in the tooltip of INT.
Autoattack
Natural Fighter I (http://www.wardb.com/spell.aspx?id=14095) increases your auto-attack damage by 0.4% per RP spent.
** You would need a total auto-attack DPS of 75 to make this RM generate more damage than spending RPs in BS or STR. This ability would count towards the 450 crittable DPS needed to make crit RMs worthwhile.
---
Boring Calculation Stuff:
Physical Crit Rate
-1 point of STR/BS provides 0.1 DPS to auto-attacks and 0.2 DPS to abilities. Under ideal conditions, these would work simultaneously without interruption, for a gross DPS gain of 0.3 DPS/stat.
-2.5 RPs worth in crit RMs provides 1% crit. 2.5 RPs in stat RMs provides 7.5 stat, or 2.25 DPS.
-1% crit = +0.5% total crittable DPS.
-At 450 total crittable DPS, 0.5% = 2.25 DPS.
Magical/Healing Crit Rate
-1 point of INT/WIL provides 0.2 DPS/HPS to abilities.
-2.5 RPs worth in crit RMs provides 1% crit. 2.5 RPs in stat RMs provides 7.5 stat, or 1.5 DPS/HPS.
-1% crit = +0.5% total crittable DPS/HPS.
-At 300 total crittable DPS/HPS, 0.5% = 1.5 DPS/HPS.
Auto Attack DPS
-1 point of STR/WS provides 0.1 DPS to auto-attack.
-2.5 RPs worth in NF provides 1% auto-attack DPS. 2.5 RPs in stat RMs provides 7.5 stat, or 0.75 DPS.
-At 75 auto-attack DPS, 1% = 0.75 DPS.