I am currently in the process of developing an item valuation tool. The tool is not intended to make suggestion whether an item is an improvement for you... it is there to analyze whether an item has received favorable rolls that could benefit a certain class/build.
This tool will be able to analyze an item based on a combination of the following points:
- Item Type
- Item Level
- Rolled Affixes
- Rolled Affix values (compared to their min/max values)
Based on this input it can give an estimate on the quality of the item. Currently I have the tool working and my intention is to share this with the community as I think it will make life a whole lot easier when you're doubting to vendor/ah an item.
Let's for instance look at some random item that I can plug into the tool:
Once plugged in the tool it will tell me that it has a 58,64% quality indicator for these affixes, based on the “completion percentage” per affix (str: 37,47%, vit: 82,61%, GF: 50% and AR 63,77%). There is some more logic as to the number of affixes on the item but I’ll leave that out to keep the discussion focused J. This in itself is a pretty good indicator, however I would like to take this a step further.
So what?
This is where you (the community) come in. I would like to ask every class/build to provide a rating to the below affix list in order to determine weights for each affix per class combination. Since each class/build will weight affixes and their respective values differently I would like the tool to give a quality indicator on a class/build basis. Since it will take a lot of work determining these weights I thought it would be a better and more reliable way to “crowdsource” this to the community.
If you would be so kind and awesome to fill in the list of all the different affixes and give a rating between zero (0) and one (1) where 0 is not important and 1 is the most important then we’d be well underway in making all our lives a little bit easier . I would like to ask you to fill in from which build perspective you have filled in this list. Thanks for the feedback!!!
The list can be found in the following google spreadsheet:
Mind the following things:
- please fill in your ratings in the appropriate class sheet (found at the bottom of the docs) since we don't want barbarians preferring int for instance
- please fill in the name of the build for which you filled in the ratings
I've been thinking about something similar, but since i have no idea how to program or even use excel i thought i'd wait till someone else did, so thanks! What i would like to mention though, is i was thinking of rating each stats maximum value against the max value of each other stat. So it would be like, 80All Rez vs 300 armour. Obviously 80 All rez is better as its pretty much equivalent to 800 armour before modifications. So then you could calculate like 34All Rez is (34/80)x(points for max All Rez) points.
Just a thought, and it sounds easier to theorize these values than it does to theorize the worthfulness of a single AR vs a single Life on Hit, for example.
One way to help finding the worth of a stat would be to check AH trends for a stat, though they're based on what will sell, not on what is actually good (not always the same thing)
If attacks per second = 1, 1 LOH = 1 LPS
If attacks per second = 2, 1 LOH = 2 LPS
LOH = Life on hit
LPS = Life per second
at least, that's how i value it, but that is just through SINGLE target attacks, not aoe with revenge/overpower etc etc and not taking into account frenzy speed increase.
This is something I've been thinking about as well, however mapping each affix against every other affix would yield an incredible amount of calculations (82!, and no the exclamation mark is not there because 82 is a high number, lol) where the amount of logic behind it is mindboggling to say the least. Plus there would be the factor of these differing between classes and even between builds... So let's see how this goes before we start that kind of work
As for using the AH as basis for stat weights I don't think that would be very reliable. Like you said what people are paying for items vs. what items are actually good is extremely variable. Plus retrieving this data from the auction hous is currently only possible through manual actions. So this would be a no go.
Thx for the reply, don't forget to fill in the list
It's difficulty to give stats a value since you want a certain balance between offense and defense and depending on your spec and the group you play with you might want more defensive or offensive stats. Also the value of the stat depends on the amount of stats you already have.
Might be an idea to have stats valued based on itemslot? Sockets are worth more on helm/weapon for example and not all items can have crit/critdamage which are the 2 main dps stats beside strength.
I'll leave out the worthless stats and most weapon affixes since you just want high dps mainly.
Armor_Bonus_Item 1
Resistance_All 1
Hitpoints_Regen_Per_Second 0.2
Gold_PickUp_Radius 0.1 (I just like 1 item with it)
Strength_Item 1
Dexterity_Item 0.1
Intelligence_Item 0.1
Vitality_Item 0.9
Crit_Percent_Bonus_Capped 1
Sockets 0.7
Damage_Percent_Reduction_From_Melee 0.5
Attacks_Per_Second_Percent 0.8
Crit_Damage_Percent 1
Hitpoints_Max_Percent_Bonus_Item 0.7
Damage_Percent_Reduction_From_Elites 0.5
Hitpoints_On_Hit 1
Block_Chance_Bonus_Item 1 (depends if you use a shield or not, only a few items that are not a shield have it)
I am currently in the process of developing an item valuation tool. The tool is not intended to make suggestion whether an item is an improvement for you... it is there to analyze whether an item has received favorable rolls that could benefit a certain class/build.
This tool will be able to analyze an item based on a combination of the following points:
- Item Type
- Item Level
- Rolled Affixes
- Rolled Affix values (compared to their min/max values)
Based on this input it can give an estimate on the quality of the item. Currently I have the tool working and my intention is to share this with the community as I think it will make life a whole lot easier when you're doubting to vendor/ah an item.
Let's for instance look at some random item that I can plug into the tool:
Item Type Belt, Ilvl 62
Strength: 150
Vitality : 186
Gold find: 15%
All resistances: 50
Once plugged in the tool it will tell me that it has a 58,64% quality indicator for these affixes, based on the “completion percentage” per affix (str: 37,47%, vit: 82,61%, GF: 50% and AR 63,77%). There is some more logic as to the number of affixes on the item but I’ll leave that out to keep the discussion focused J. This in itself is a pretty good indicator, however I would like to take this a step further.
So what?
This is where you (the community) come in. I would like to ask every class/build to provide a rating to the below affix list in order to determine weights for each affix per class combination. Since each class/build will weight affixes and their respective values differently I would like the tool to give a quality indicator on a class/build basis. Since it will take a lot of work determining these weights I thought it would be a better and more reliable way to “crowdsource” this to the community.
If you would be so kind and awesome to fill in the list of all the different affixes and give a rating between zero (0) and one (1) where 0 is not important and 1 is the most important then we’d be well underway in making all our lives a little bit easier . I would like to ask you to fill in from which build perspective you have filled in this list. Thanks for the feedback!!!
The list can be found in the following google spreadsheet:
https://docs.google.com/spreadsheet/ccc?key=0AgW_oxdCKqchdDZlSmREUkJSLU90cUs2SnZHWnZLT3c
Mind the following things:
- please fill in your ratings in the appropriate class sheet (found at the bottom of the docs) since we don't want barbarians preferring int for instance
- please fill in the name of the build for which you filled in the ratings
Hoping we can make somethings awesome together!
Kind regards,
Staalie
Just a thought, and it sounds easier to theorize these values than it does to theorize the worthfulness of a single AR vs a single Life on Hit, for example.
One way to help finding the worth of a stat would be to check AH trends for a stat, though they're based on what will sell, not on what is actually good (not always the same thing)
If attacks per second = 1, 1 LOH = 1 LPS
If attacks per second = 2, 1 LOH = 2 LPS
LOH = Life on hit
LPS = Life per second
at least, that's how i value it, but that is just through SINGLE target attacks, not aoe with revenge/overpower etc etc and not taking into account frenzy speed increase.
Armor_Bonus_Item 0
Armor_Item_Percent 0
Gold_Find 0
Magic_Find 1
Experience_Bonus 0
Health_Globe_Bonus_Health 1
Resistance 0
Resistance_All 1
Hitpoints_Regen_Per_Second 0
Thorns_Fixed 0
Resistance_Stun 0
Resistance_Root 0
Resistance_Freeze
Resistance_StunRootFreeze 0
Gold_PickUp_Radius 1
Damage_Percent_Reduction_Turns_Into_Heal 1
Strength_Item 1
Dexterity_Item 0
Intelligence_Item 0
Vitality_Item 1
Item_Level_Requirement_Reduction 0
Item_Indestructible 0
Movement_Speed 1
On_Hit_Immobilize_Proc_Chance 0
Crit_Percent_Bonus_Capped 1
Sockets 1
On_Hit_Knockback_Proc_Chance 0
Damage_Percent_Reduction_From_Ranged 1
Damage_Percent_Reduction_From_Melee 1
Attacks_Per_Second_Percent 1
Crit_Damage_Percent 1
On_Hit_Stun_Proc_Chance 0
On_Hit_Slow_Proc_Chance 0
Hitpoints_Max_Percent_Bonus_Item 1
On_Hit_Chill_Proc_Chance 0
On_Hit_Freeze_Proc_Chance 0
Power_Damage_Percent_Bonus 1
Power_Resource_Reduction 0
Power_Crit_Percent_Bonus 1
Skill (Barbarian)
Resource_Max_Bonus 0
Steal_Health_Percent 1
Damage_Percent_Reduction_From_Elites 1
Resource_Regen_Per_Second 0
Skill (DemonHunter)
CrowdControl_Reduction 0
On_Hit_Fear_Proc_Chance 0
Power_Cooldown_Reduction 0
Skill (Monk)
Skill (Wizard)
Spending_Resource_Heals_Percent 0
Resource_On_Crit 0
Health_Globe_Bonus_Chance 1
Attacks_Per_Second_Item_Bonus 1
Damage_Delta 1
Damage_Min 1
Damage_Bonus_Min 1
Resource_On_Hit 1
Resource_On_Kill 1
Hitpoints_On_Hit 1
Hitpoints_On_Kill 1
On_Hit_Blind_Proc_Chance 0
Block_Chance_Bonus_Item 1
Damage_Percent_Bonus_Vs_Elites 1
Weapon_On_Hit_Fear_Proc_Chance 0
Weapon_On_Hit_Stun_Proc_Chance 0
Weapon_On_Hit_Blind_Proc_Chance 0
Weapon_On_Hit_Freeze_Proc_Chance 0
Weapon_On_Hit_Chill_Proc_Chance 0
Weapon_On_Hit_Slow_Proc_Chance 0
Weapon_On_Hit_Immobilize_Proc_Chance 0
Weapon_On_Hit_Knockback_Proc_Chance 0
Weapon_On_Hit_Bleed_Proc_Chance 0
Weapon_On_Hit_Bleed_Proc_Damage_Base 0
Weapon_On_Hit_Bleed_Proc_Damage_Delta 0
Power_Duration_Increase 1
Attacks_Per_Second_Item_Percent 1
Damage_Weapon_Percent_Bonus 1
Damage_Weapon_Delta 1
Damage_Weapon_Bonus_Delta 1
Damage_Weapon_Min 1
Damage_Weapon_Bonus_Min 1
This is something I've been thinking about as well, however mapping each affix against every other affix would yield an incredible amount of calculations (82!, and no the exclamation mark is not there because 82 is a high number, lol) where the amount of logic behind it is mindboggling to say the least. Plus there would be the factor of these differing between classes and even between builds... So let's see how this goes before we start that kind of work
As for using the AH as basis for stat weights I don't think that would be very reliable. Like you said what people are paying for items vs. what items are actually good is extremely variable. Plus retrieving this data from the auction hous is currently only possible through manual actions. So this would be a no go.
Thx for the reply, don't forget to fill in the list
Might be an idea to have stats valued based on itemslot? Sockets are worth more on helm/weapon for example and not all items can have crit/critdamage which are the 2 main dps stats beside strength.
I'll leave out the worthless stats and most weapon affixes since you just want high dps mainly.
Armor_Bonus_Item 1
Resistance_All 1
Hitpoints_Regen_Per_Second 0.2
Gold_PickUp_Radius 0.1 (I just like 1 item with it)
Strength_Item 1
Dexterity_Item 0.1
Intelligence_Item 0.1
Vitality_Item 0.9
Crit_Percent_Bonus_Capped 1
Sockets 0.7
Damage_Percent_Reduction_From_Melee 0.5
Attacks_Per_Second_Percent 0.8
Crit_Damage_Percent 1
Hitpoints_Max_Percent_Bonus_Item 0.7
Damage_Percent_Reduction_From_Elites 0.5
Hitpoints_On_Hit 1
Block_Chance_Bonus_Item 1 (depends if you use a shield or not, only a few items that are not a shield have it)
Thanks for this inititial input
Let's try to get this back on track with the people who are willing to contribute. This would mean the following.
1.Read the first post to see what the tool is about
2.Post your list of weightings between and make sure to mention from which class/build perspective you are weighting it
3.When you have critique please make sure that it is constructive
4.If you have any questions please ask them, this tool is still under construction and any new insight would be welcome
Thanks for contributing once again!
Kr,
Staalie