Updated Gambling Drop Rates Spreadsheet
We have got a few thousand more items added to the spreadsheet. Make sure to check out the updates and also provide your findings. Remeber this is a massive work in progress, and the %s will not be acurate until a lot more data is collected.
Wyatt Cheng on the Toughness and healing Stats
Originally Posted by Blizzard (Blue Tracker / Official Forums)Thanks for spreading awareness! Great write-up.
Damage, Toughness and Healing are all designed to be rough guides to try and help players make gear choices, but knowledge of the underlying mechanics will always allow players to get the most out of your gear. Savvy players understand that mechanics like "+% damage to skill X" or "Cooldown Reduction %" can provide significant increases to your combat effectiveness. Equipping your character is about much more than just making an abstract number on your character sheet as large as possible.
Healing is currently an estimation of approximately how much Life the game thinks you probably heal per second. Obviously it's just an estimation because mechanics such as Life Per Kill and Life Per Resource Spent don't translate directly into a Life per second value.
We've been talking about changing Healing into a "Toughness healed per second" value. This unfortunately makes it even more of an abstract concept, but it would help take into account that your damage mitigation enhances the value of your Life recovery stats. The ultimate goal of the three summary stats is to provide a "quick gut check" of an item's effect on your character, and making this change to Healing could probably help guide people better.