Ol' Grumpy and the grimoire of gear inflation

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.
What got us here
Gear inflation in the current game is the legacy of Wrath of the Lich King's runaway success and its extrapolation of the BC model of badge gear. BC introduced the badge system with badges of justice, which served as a form of currency allowing people running heroic mode 5-man dungeons and later raids (badges were originally only found in 5-mans but were later also given to raid bosses) to purchase items to supplement or even replace their current gear. It was intended to help players who simply couldn't get a specific piece to drop, but as new tiers of raiding were released and new item vendors were placed into the game, badge gear itself became a means for players to leapfrog content. Many guilds farmed Karazhan and ZA for badges they used to buy gear in order to raid Mount Hyjal, Black Temple and Sunwell, bypassing previous raids like Tempest Keep and SSC. (This was made viable by the removal of raid-wide attunements.)
By the end of The Burning Crusade, the system was fairly well established, but Wrath of the Lich King went further in making raiding accessible with both 10- and 25-man versions of every raid while also creating the first heroic mode raiding. When this was first implemented, it took the form of the infamous Sartharion encounter. You could go into the Obsidian Sanctum, clear all the adds and the three mini-boss drakes, and engage Sartharion for a fairly straightforward fight. Or you could leave the three drakes up, engage Sartharion, and fight each of the drakes as they added to the fight. You could do the fight with one, two, or all three drakes alive and get progressively better loot and a chance at a mount.
Rough beasts, heroic modes, and spiralling upwards
The inclusion of heroic modes in a similar vein in Ulduar (including Algalon, WoW's first heroic-only boss) marked the point where the game's itemization really started to inflate. Raids started to progressively produce higher and higher ilevel gear. Vendors also continually spawned, carrying gear on par with the raids. Finally, heroic 5-mans with increasingly better gear were successively introduced. Both the Trial of the Crusade and Icecrown Citadel launches were accompanied by 5-man dungeons (one for TotC, three for ICC) with gear on part with older raids, while each new raid effectively had three tiers of loot (10-man normal, 10-man heroic/25-man normal, 25-man heroic), which meant that by the end of Wrath we were looking at ilevel 284 gear from the Lich King. Comparing epic weapons from the start of the Wrath era to the end of it gives you an idea. Comparing the Burning Crusade equivalents sets it into stark relief.
The best two-handed weapon you could get in Wrath of the Lich King does nearly twice as much damage as the first epic you were likely to get. Meanwhile, the best two-hander from The Burning Crusade does less than half again as much damage, from 109 to 148 DPS. Believe it or not, Cataclysm actually does its best to combat this trend. However, with damage going up, even just comparing the middle tier of Cataclysm's raid content with the easiest to obtain epic weapon implies that by the end of Cata's life cycle, weapon damage will have nearly doubled again.
And none of this takes into account stat inflation on every upgrade, which is a huge cause of damage inflation. Gear inflation is relative to every statistical upgrade every piece of gear causes cumulatively, and it directly affects the game. The reason bosses have millions upon millions of health now is so they can stand up to 18 or so DPSers who can each do between 20 and 30k DPS depending on fight conditions. This statistical inflation is directly the result of itemizing so many continuous upgrades in Wrath of the Lich King due to the pressure of heroic mode content requiring superior gear as a reward for its superior difficulty.
Why each expansion pushes the next upward
This matters because the legacy of that inflation affects the design of leveling zones: Cataclysm had to provide green leveling gear that approximated that level of power, dungeons and zones that challenged that level of power, and so on. The Burning Crusade solution, where people who raided the upper tier of vanilla content didn't get any upgrades until Karazhan, simply isn't a solution. You can't design content that people who've been waiting for it will breeze through with no upgrades any more than you can design content that demands all people leveling through it go kill the Lich King on heroic first. Content degrades. You have to design for the people who will be running their Deathwing-killer main to 90 in three days and for the one who's going to roll a level 1 monk and may hit 90 by 2013.
Blizzard has been aware of this for years. It wasn't really much of an issue in vanilla WoW or BC because not enough people really got to raid past BWL/AQ, and so the majority of the player base did get upgrades in questing or instancing. And going from BC to Wrath, it wasn't a problem leveling from 70 to 80 because the itemization in Wrath quest zones and dungeons caught up to Sunwell gear by around level 75 or so.
But the Wrath heroic raid and 10-/25-man itemization, combined with the success of the Dungeon Finder system and Emblem of Frost farming and the wide plethora of raid-level gear from vendors (including the first tier of ICC-level item sets), meant that more people were well geared and geared in ever-increasing item levels than ever before. In essence, designing Cataclysm so that there were no upgrades for ICC heroic level raiders until 85 would have meant that even the average player would have had to wait a while before getting one. This is why items dropping in world quests and normal mode dungeons outshone Shadowmourne. It's either that, or don't design upgrades for most players until they're raiding, which runs counter to the idea of getting players to progress through 5-mans to 5-man heroics and then to raiding.
As I said, Cata does its best to combat this trend. Even the new 5-man heroics coming in patch 4.3 only match up with itemization in the current raid; they don't blow past it. But even so, gear inflation continues and will continue until we see numbers like on these two theoretical breastplates. We could see it in patch 5.3, or 6.3, or Blizzard could even slow it to the point where we don't see it until patch 7.2. Eventually, however, we will see it, unless steps are taken to give us an entirely new kind of reset, one that resets us in some manner as well as gear.
There are two solutions mentioned in the Dev Watercooler. They're not the only possible solutions, but they're two potential ones. You can read them in that post fairly easily, I won't belabor them. Either is serviceable.
Mega-damage vs. squish
The mega-damage solution is essentially just a change in notation. Rather than expressing health as 187,999 health for your level 85 tank, it's expressed as 187K. You don't crit for 22,198 damage; you crit for 22K. We do it all the time when talking about these numbers anyway.The downside of this is simply the weirdness factor of telling someone that your level 95 tank has 129M health. The biggest problem with this is that computers (even today's) don't love it when you throw enormous numbers at them all the time.

This also has the effect oif making older content more relevant, because it means that the numbers on the mobs there can and will be adjusted closer to the numbers you'd see in current content. If BC endgame bosses drop ilevel 90 gear, then that gear is clearly superior than most of Wrath gear until you get to Wrath's endgame, and the same for Wrath bosses and Cataclysm-level gear. The squishing effect will lead to rebalancing that brings all raids closer together in terms of numbers dealt and taken across the board. Illidan in Black Temple suddenly looks a lot closer to the Lich King.
Either way, we will need to see some solution proposed and implemented to this issue. Mega-damage may be the way to go in Pandaria while squishing is fully thought out, tested and implemented. In a way, squishing is to ilevels what Cataclysm was to the old world, a vast rebalancing effort that will do more than just compress gear ilevel, it has the potential to greatly extend the life of older content and make it valuable for more players.
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Reader Comments (Page 3 of 3)
Hih Nov 8th 2011 6:56PM
Any "new" comment system we would get would be one that's more similar to the one joystiq.com uses. IE: Basically the same thing and just looks a little different. We wouldn't (unfortunately) get anything like being able to edit or delete posts. Seems silly that we aren't allowed to do so and that they can't get a comment system like that, but that's what they've said in the past anyway.
Baribal Nov 8th 2011 6:32PM
I'm really hoping for the Big Squish and its effects on old school content, probably for the same reason most people are against it. Take Illidan and the Lich King. Arthas beat Illidan in a straight fight before, but not by walking up to him, poking him with Frostmourne once, and saying "lol purples". The squish would help make Lore seem like it matters a bit more. Again, unless Ragnaros did some Super Saiyan training from when we vanquished him back to the Fire realms the first time, he should not be a thousand times harder.
I know this is an incredibly banal and oversimplified way of looking at it, but making older content more accessible means that the ENTIRE GAME will hold meaning to us in a real way, and not just the latest five zones, three dungeons and raid tier.
djsuursoo Nov 8th 2011 6:41PM
i confess i've felt the best idea is to flatten the crap out of the curve.
inflate our numbers still, but NOT exponentially. maybe not even linearly.
set the gear so that while it does increase, it's a much flatter increase. take my 160k blood DK(in ilvl 360ish gear) to oh around 200-220k in the same rough rank of gear in pandaria.
and if you like, flatten the curve still further in the post-pandaren future.
it would beat the squish, it'd keep old old content the way it is, AND would keep content like cata's relevant for part of 5.x, and then continuing the trend would make 5.x gear worth having in 6.x, etc, etc, so on whathaveyou.
nymrohd Nov 8th 2011 6:43PM
The problem I have with both solutions is that they are essentially bandaids. The general assumption is that WoW will keep pumping content, maybe at a decreased rate, as long as the playerbase allows for profitability. And judging from EQ, that will be a very long time. The great item level squish can be done for 5.0, and it will probably last for 6.0 as well. At 7.0 the squish will have to happen again. Will they simply be normalizing past expansions every couple of expacs?
Hih Nov 8th 2011 7:00PM
They could simply squish every expansion to keep the general trend of starting an expansion where you wear gear that has an ilevel of your level (and raids at +13 a tier). Then they'd be free to go for hundreds of expansions before they start getting back to gear where we're at now.
allsopp1 Nov 8th 2011 7:00PM
Nice article Matt. In the end, numbers are just numbers, and no one wants to over-tax their computer, so the squish option to curb inflation sounds nice...
matt Nov 8th 2011 7:34PM
I love the one about computers not being able to handle these HUGE numbers. 1,000,000 is just bigger than most modern computer systems can handle. remember the day when wall street's computers failed because some firm tried to trade $1,000,001? Computers can handle huge numbers, I will defer to the experts like MikeLive to explain exactly how but let's be honest, the idea that the servers will not be able to handle the big numbers is totally BOGUS.
The reason we want to curb the inflation is all psychological, I know people would really like to assign some scientific reasoning to it, at some point we just need to embrace that it just feels weird and that's all.
kkbryan Nov 8th 2011 8:14PM
"the servers will not be able to handle the big numbers is totally BOGUS."
It takes more resources for a computer to add 1,000,000 to 1,000,000 than 1 to 1. In a situation where resources are not unlimited (they aren't yet), you'd prefer that it only be working with smaller numbers.
Monion Nov 8th 2011 8:38PM
As a programmer, this whole hand-wavy computers hate larger numbers is driving me up the wall. While generically true, it's slightly more nuanced than that.
WoW is a 32 bit program. What that means is that the largest amount of data that can sit in a single unit of space is 32 bits (for those slightly more interested in this, I'm referring to registers on your CPU). A 32 bit (signed) number has a range of -2,147,483,648 to 2,147,483,647 (2^31). And that's assuming they haven't stuffed other bits full of other information (each bit used for something other than the number itself halves the maximum value of the number). We already have enemies today with hundreds of millions of health (250,000,000 or so for Heroic Ragnaros), which means that MoP bosses may be hitting the top end of what the devs can fit in a signed integer.
Why is this a problem? Well, if they can't fit it into a single register, or 32 bits, they need extra registers and more operations to do the same math. The next value up is 64 bits (a power of 2). Plenty of space, but it requires 2 registers per number, so much of the math may need to be simulated via software, which is immensely slower, like 10 or more times slower, depending on how it's implemented at the computer instruction level, and even if emulated via hardware is still much slower. When you're crunching as many numbers as WoW is, you can't afford to be 10 times slower. Hence why we need to squish the numbers (or move to a 64 bit only process, which runs only on 64 bit processors, but has 64 bit registers at the hardware level).
Note that it is a complete fallacy to say that 1 + 1 is faster than 1,000,000 + 1,000,000. As long as each number fits in a single 32 bit register, it takes the same amount of time to perform the operation, as it's all done in parallel at the hardware level. While a human will start right to left and add each digit sequentially, the hardware will do it all at the same time with some extra circuits to handle carryovers.
DarkWalker Nov 8th 2011 10:05PM
Keep in mind that GC said that specific numbers in fights (the threat in some raid fights) were hitting a 10-digit cap (I believe he meant that 2^31 value). Increase the numbers, and they will have to start either changing how things work to keep them inside integer numbers, or start using 64 bit numbers in their code, with all the performance issues that will result.
Jawn Nov 8th 2011 9:36PM
Just an idea i had...
But i think Blizz ought to consider how much effect heroic raid gear is having on stat inflation. Here's what i thought:
What if heroic gear only had ~slightly~ better stats that the regular raid gear, but keeping a different color. And by slightly, i mean like... maybe a 10 stat difference at max. It would keep the challenge of the heroic mode, the gear ~is~ an upgrade (but barely) and the gear will still have the "Look at me i'm uber" aspect about it by having a different color, and the annotation "Heroic" to it.
There's something else i'm having a hard time conveying with this... i hope i can do it by addressing it directly. The heroic modes (with this idea) would stay as difficult as they are now, compared to the regular, and not make them easier just because they drop gear with lesser stats. This is to keep them challenging to those that feel the game is too easy.
In other words, your heroic gear will not allow you to breeze through heroic raids just because you're all heroic geared. You will still have a hard time, but your gear will allow you to say "I've been there. I've done that. Many times."
I hope this idea makes sense, the way i described it.
Aids Nov 9th 2011 2:04AM
The problem with that idea is, if there's barely a stat upgrade on heroics as opposed to normals, no one will put the massive time and effort in for such a small reward.
Emophia Nov 8th 2011 9:56PM
I;ve never really disagreed with blizzard much before, but if they reduced my stats this much it would kill the game for it.
Call me shallow but I play for the big numbers, it;s a number game, I get off on my 60k Aimed shots and 50k Eviscerates and my 200k hp tank, lowering those numbers to 6k, 5k and 20k would be like raping my characters for me, I couldn;t live with it.
DarkWalker Nov 8th 2011 10:41PM
If both Blizzard and players are happy with the character's effectiveness still increasing exponentially like before, but the numbers increasing linearly, there is another way to solve the problem: change the math behind the combat systems to take into account the difference between stats, instead of the division of one stat by another.
In math terms, take the logarithm of both the stats and the equations that govern combat, and re-do the combat system around that.
As a simple example, imagine all pieces of gear have the same iLvl (say, iLvl 100), and thus the same stat budget; and the base character's stats are fixed (say, those at level 60). It shouldn't be hard to recreate WoW's combat system for those specific conditions.
Now, imagine that each piece of gear also has an additional stat (let's call it Power) directly related to the level requirement of the gear, or to the tier in the case of Heroic/Raid gear. During combat, the average of the Power stats of each combatant would be compared; if they are the same, no change is made. If the attacker has higher Power, for each 10 points of average Power he has over his target, the damage is doubled; conversely, if the attacker's Power is lower, for each 10 points it's below the target's Power, the damage is divided by 2.
The end result would be a system were the only stat that needs to increase in the gear is it's Power, and even then only linearly; all other stats could be kept, on average, static. And, still, it would result in exponential performance increases as the player gets better gear, just like WoW right now. Also, for same Power combatants, the combat would feel exactly the same as WoW's current combat.
(Keep in mind that it's just a simple example; and that all numbers can be tweaked.)
The disadvantage of such a system is that the damage/healing numbers don't really increase. When attacking a mob of the intended difficulty, the player will keep doing the same damage from level 1 to max level (though, of course, he will do appropriately higher damage if he goes back and beat a lower level mob). It's almost as if, in the current WoW combat system, all damage/heal numbers were expressed as percentages, with no way to see the real numbers.
Nobble Nov 9th 2011 5:26AM
I really think the way forward is to add item deterioration after a certain level.
Similar to what they do with Heirloom items but in reverse.
After a certain level (Max Effective Level, MFL), 85 in the currently expanisons case, items degrade by say 10% per level.
This would mean top tier raid items would still be a big help leveling through the new expansion but you would be forced to upgrade sooner and there would be no way for a t13 equiped raid group being able to pull and kill the new raid bosses as their items would be at 50% effectiveness.
This would allow ilevels to be lower in the expansion but they would have higher MFL, thus being more effective for players than the older tier...
Axezkrav Nov 9th 2011 10:14PM
Maybe then can streamline content all until 85 (like a straight line into 85, with classic blues=BC greens, classic epics=BC blues=Wotlk greens, classic legendaries=BC epics=Wotlk Blues=Cata blues, BC legendaries=Wotlk epics=cata blues, Wotlk legendaries=cata epics; all up to 85, when its like cata 4.3 epics=starting MoP greens and rogue legendaries go up a lil further (not so much)
Which is pretty much what you posted just putting cata the same way as Wotlk and MoP a lil more upwards than Cata
The squish will be good. Dmg started as big as poke current 1-shots,Yu-gi-OH (original egyptian gods) were reached by Wotlk, not sure what damage can be compared to Cata (maybe hardcore player FF dmg). Numbers getting out of control=more lag(even if 0.5 ms)=more delay on rotation=less percentual dps
lornetc Nov 10th 2011 11:41AM
The 64 bit OS thing is hopefully getting close to a non issue at this point, at least I would hope so, since Core2Duo cpus (old stuff here) are 64 bit compliant and I wouldn't want to run wow on anything lower than a Core2Duo at this point.
Dementron Nov 11th 2011 5:33PM
I'm a bit torn here. On one hand, I enjoy soloing old content, and item squish would make that harder. On the other hand, when you start adding suffixes to the all numbers, it just starts getting silly to me. It's one thing to have health end in K or M, but to have to do that to damage or healing just seems weird, not to mention cheap. Oddly enough, I would rather be seeing 2500 damage on a crit than 25k or 25m because seeing the whole number there just makes it *feel* more relevant.