Originally Posted by
Raikh
You basically said it, gear just have less stats. Assuming the item quish occurs in a prepatch 6.0.1. From that point on the numbers are dratsically lower. But in comparison our output will be the same. If you had 25% crit before you will still have 25% crit, if you had 100% mastery you will keep it. As numbers on stats go down the requirements for 1% of a stat do also go down by the same degree.
Your HB will now crit for lets say 60k instead of 600k (the actual output will go down by more, around 95% given blizzcon numbers) so our overall dps will go down by the same degree, instead of 400k, 40k. Now the same applies to a warlock, he does now instead of 500k dps, 50k dps meaning the percentual difference between the classes stay the same.
The squish doesn't change what stats do for us, just the number scale channges, its absolutely an aestehtic change as numbers statrting to look really ridiculous. (I personally have no problem with high numbers but i can imagine that it is irritating for players sometimes.)
If we now look at the stat reset with WoD, now assuming we just would go back in time to hc 5mans/t14 with current class design and how spells work. What would pierce into the eye is, that especially frost dk would be op over the top and has to be adjusted aka nerfed to the ground. If we assume now all classes would start in line with about 10% difference between highest and lowest dps.
Now we start into the content, equal to everyone else or maybe even a bit better. We jump from ilvl 463 to ilvl 496 and are still okay, we got setboni, wepaons trinkets and such. Specs like Firemages, Boomkins, afflis have low haste/crit making the double dipping of sec stats not too strong (having less procs, dot ticks and such).
Now we take 509 heroic gear, 13 ilvls difference. Their stats increase by 1,01^13 which is about 13,8% increase in stats so if we have 10k sec stats in 596, we will have about 13800 in 509.
For it being simple i will just reduce it to only having crit, being considered as the best stat.
The dk now gets 3800 additional crit (500 crit = 1% for this example) He had 20% crit form the former 10k crit, now reaching 27,6% crit. Thats about 6,3% dmg increase.
Caster Class A now gets the same thing, up from 20% to 27,6% getting 6,3% dmg increase. BUT the caster also gets more procs resulting in more dmg from crit, meaning that crit does not only increase the rough dmg but also increases procs which result in higher dmg anyway. This means that A gets actually more than a 6,3% dmg increase but lets say 7%, about 10% more than the dk gets from the gear upgrade.
So the dk had 100k dps with 0% crit, jumping now to 127,6k dps with ilvl 509, A now jumps from the same 100k to 130k dps.
So now we jump into heroic ToT 535 ilvl, being an increase of whole 26 ilvl.
13800 * 1,01^26 ~ 17900 stats now being available.
Both jump from 27,6% crit to 35,8% crit, being a 6,4% increase in dmg. The dk jumps to 135,8k dps and A to 139,4k dps.
Result: A got 3,6k dps more from the gear than the dk and from increase to increase the difference gets bigger, at first difference was 2,4k, at 535 it is already 3,6k being a full 50% increase in difference.
For this example the difference is quite low, in reality it is much higher, especially as we have 3 stats which can work this way. Additional we also have a negative sclaing, due to km procs we don't get the full 1% gain from 0->1% crit but only lets say 0,8%, meaning we wouldn't even jump to 120k, but only to 116k.
If we now take haste in, which increases the number of km procs crit might go even lower, from 0,8 to 0,75 or so, meaning the more of one stat we get, the less we can gain from another. (this is especially for frost 2h, as we can focus km procs on oblit and it makes up for a huge part of our dmg alone)
For A it might be the other way round getting even more out of crit because of getting more chances through more dot ticks which lets them skip weak filler for their oblit equivalent.
We have one stat which works similar, which is haste, but it loses its worth way to early, additionally it potentially hurts the value of another stat instead of increasing it.
So now coming towards the current situation. Lets say at the end of ToT the dk had 200k dps and A 240k dps. Developers now thinking, yea that sucks have to buff dk. They see yeah 20% more needed to be on par with A, so dk gets a straight 20% buff. But we still scale the same way and A scales the same way. We get 20k dps he may gets 25k and the difference increases again.
If we now look back at ilvl 509 at which dk did 127,6k dps and A did 130k dps. Dk got buffed by 20%, so now he's doing 153,12k at 509 being way stronger than A.
This difference shrinks up to being 0 at 353 at the end of ToT (taking the 200k/240k example of course)
So until end of ToT we are stronger than A and since from that we get weaker again.
Now the new expansion kicks in and balances everything back to 100k, including itemsquish it may now be 10k. The dk going up to 12,76k, A going up to 13k etc. With same mechanics its starting over and over and over and over again and we shouldn't expect shit to change.