Stat Diminishing Returns (2024)

The scaling of secondary stats and their diminishing returns underwent several changes after Battle for Azeroth, primarily due to the borrowed power system at the end of that expansion, which allowed players to stack enormous amounts of secondary stats. To address this, Diminishing Returns were introduced for Haste, Crit, Versatility, and Mastery. To learn more about each Stat click here.

Mastery in itself is a special case since every Class converts Mastery rating at a different ratio depending on the class specialization.

Secondary Ratings

Patch 11.0 - The War Within

Resources

Below is the amount of rating needed for each secondary stat to achieve a 1% flat increase before any diminishing returns or penalties are applied at level 70 and 80.

StatEffectRating needed at Level 70Rating needed at Level 80
Haste1% Haste170660
Crit1% Crit180700
Versatility1% Damage done
0.5% Damage taken reduce
205780
Mastery1% Masteryvaries by specializationvaries by specialization

Brackets

Previously, stats grew linearly, meaning a 1% increase would directly add 1% to your current percentage. Nowadays, there are different brackets that serve as diminishing returns to all secondary stat increases depending on the bracket you're in starting at 30% with the exception of Mastery since different specializations use different conversions. These penalties range from 10% less stats from rating to up to 50% less.

The penalty brackets displayed in absolute rating look like this:

Level 70

Level 80

StatPenalties and absolute ratings at level 70
-10%-20%-30%-40%-50%-100%
Haste5100 - 68006800 - 85008500 - 1020010200 - 1190011900 - 34000>34000
Crit5400 - 72007200 - 90009000 - 1080010800 - 1260012600 - 36000>36000
Versatility6150 - 82008200 - 1025010250 - 1230012300 - 1435014350 - 41000>41000
Mastery5400 - 72007200 - 90009000 - 1080010800 - 1260012600 - 36000>36000
StatPenalties and absolute ratings at level 80
-10%-20%-30%-40%-50%-100%
Haste19800 - 2640026400 - 3300033000 - 3960039600 - 4620046200 - 132000>132000
Crit21000 - 2800028000 - 3500035000 - 4200042000 - 4900049000 - 140000>140000
Versatility23400 - 3120031200 - 3900039000 - 4680046800 - 5460054600 - 156000>156000
Mastery21000 - 2800028000 - 3500035000 - 4200042000 - 4900049000 - 140000>140000

Note that each diminishing return or penalty for secondary stats is only applied to the rating that crosses each threshold.

Percent gains from spells like Berserking, Bloodlust, or Heroism don't count towards the penalty. Only raw rating gains are affected. Which means that anything that gives you raw rating gets penalized.

Example

At Level 70, 1% Haste is equivalent to 170 rating. This means you can have up to 5100 Haste (30%) without any penalties. If you now equip an item that would normally increase your Haste by 1020, your actual Haste percentage would only go up to 35.4% instead of the expected 36%.

Tertiary Ratings

Patch 11.0 - The War Within

Resources

Below is the amount of rating needed for each tertiary stat to achieve a 1% flat increase before any diminishing returns or penalties are applied at level 70 and 80:

Level 70

Level 80

Tertiary StatEffectRating needed at level 70
AvoidanceReduces AoE damage taken by 1%72
LeechHeals the player for 1% damage and healing done148
SpeedIncreases movement speed by 1%.50
Tertiary StatEffectRating needed at level 80
AvoidanceReduces AoE damage taken by 1%544
LeechHeals the player for 1% damage and healing done1020
SpeedIncreases movement speed by 1%.170

Brackets

All tertiary effects are also affected by diminishing returns that take effect when a specific threshold is crossed. The reduction begins at 10% and ramps up at 15% and 20% and stops at 49%.

The penalty brackets displayed in absolute rating for tertiaries look like this:

Tertiary StatPenalties and absolute ratings at level 70
-20%-40%-60%-100%
Avoidance720 - 10801080 - 14401440 - 3528>3528
Leech1480 - 22202220 - 29602960 - 7252>7252
Speed500 - 750750 - 10001000 - 2450>2450
Tertiary StatPenalties and absolute ratings at level 70
-20%-40%-60%-100%
Avoidance5440 - 81608160 - 1088010880 - 26656>26656
Leech10200 - 1530015300 - 2040020400 - 49980>49980
Speed1700 - 25502550 - 34003400 - 8330>8330

Note that each diminishing return or penalty for tertiary stats is only applied to the rating that crosses each threshold.

Mastery

Patch 11.0 - The War Within

Resources

Mastery rating converts to Mastery points instead of converting to a flat percentage like Haste, Crit or Versatility. The conversion of 1 Mastery point for each specialization ends up being different and looks as follows:

Death Knight

SpecMastery1 Mastery point adds
BloodMastery: Blood Shield+2% increased absorption shield converted from your Death Strike healing.
+1% attack power
FrostMastery: Frozen Heart+2% increased damage by your Frost abilities.
UnholyMastery: Dreadblade+1.8% increased damage done to your Minions and your Shadow abilities.

Demon Hunter

SpecMastery1 Mastery point adds
HavocMastery: Demonic Presence+1.8% increased Chaos damage.
+0.625% movement speed if talented into Pursuit.
Vengeance Mastery: Fel Blood+1.5% increased Armor of your Agility. Doubled while DS is active.
+1% Attack Power.

Druid

SpecMastery1 Mastery point adds
BalanceMastery: Astral Invocation+0.5% increased damage done by Nature spells.
+0.25% increased damage done to targets affected by Sunfire.
+0.5% increased damage done by Arcane spells.
+0.25% increased damage done to targets affected by Moonfire.
FeralMastery: Razor Claws+2% increased damage done by Cat Form bleed abilities and finishing moves.
GuardianMastery: Nature's Guardian+0.7% increased maximum health.
+0.7% increased healing received.
+1% Attack Power.
RestorationMastery: Harmony+0.5% increased healing for each Healing-Over-Time-Effect active on the target.

Evoker

SpecMastery1 Mastery point adds
AugmentationMastery: Timewalker+0.34% increased Versatility granted to allies
+0.5% increase to the duration of Shifting Sands,
Breath of Eons and other helpful auras.
DevastationMastery: Giantkiller+1.5% increased damage threshold based on current health.
Higher health targets take more damage.
PreservationMastery: Life-Binder+1.8% increased healing if allies health is lower than your own.

Hunter

SpecMastery1 Mastery point adds
Beast MasteryMastery: Master of Beasts+1.9% increased damage done by pets.
Marksmanship Mastery: Sniper Training+0.625% increase to the range of ranged abilities.
+1.4% increased damage of all abilities.
SurvivalMastery: Spirit Bond+0.85% - 1.7% damage

Mage

SpecMastery1 Mastery point adds
ArcaneMastery: Savant+1.2% Mana regeneration.
+1.2% maximum Mana.
+0.6% increased Arcane Blast damage per Arcane Charge.
+0.3% increased Arcane Barrage damage per Arcane Charge.
+1% increased arcane damage for all other spells.
FireMastery: Ignite+0.623% additional damage over 9 seconds of the total damage done by various spells.
FrostMastery: Icicles+Damage to Icicles
+1.125 increased damage done by Frozen Orb, Blizzard and Comet Storm
+0.75% increased damage done by Ice Lance, Glacial Spike and Ray of Frost

Monk

Spec Mastery1 Mastery point adds
Brewmaster Mastery: Elusive Brawler+1% increased Dodge chance by successful melee attacks or Blackout Kick casts.
+1% attack power.
MistweaverMastery: Gust of Mists+Healing to Gust of Mists.
WindwalkerMastery: Combo Strikes+1.5% increased damage done by nonrepeating abilities.

Paladin

Spec Mastery1 Mastery point adds
HolyMastery: Lightbringer+1.5% increased healing done based on proximity.
ProtectionMastery: Divine Bulwark+1% Block Chance.
+1% Attack Power.
+0.9% Damage Reduction while inside Consecration.
Retribution Mastery: Hand of Light+1% increased Holy damage done.
+0.5% chance to deal Holy damage.

Priest

Spec Mastery1 Mastery point adds
DisciplineMastery: Grace+1.35% healing and absorption increase to targets
affected by Atonement.
HolyMastery: Echo of Light+0.956% additional healing over time.
ShadowMastery: Shadow Weaving+1% increased damage for each of Shadow Word: Pain,
Vampiric Touch & Devouring Plague.

Rogue

Spec Mastery1 Mastery point adds
AssassinationMastery: Potent Assassin+1.75% increased damage done by poisons and bleeds.
OutlawMastery: Main Gauche+Offhand Damage on proc
RogueMastery: Executioner+2.45% increased damage by finishing moves.

Shaman

Spec Mastery1 Mastery point adds
Elemental Mastery: Elemental Overload+0.56% increased Elemental and Physical damage
+1.88% chance to trigger a second Lightning Bolt or Chain Lightning.
EnhancementMastery: Enhanced Elements+0.2% chance to trigger Stormbringer and Windfury Weapon.
+2% increased Fire, Frost, and Nature damage
+0.83% chance to reset Stormstrike with special attacks.
RestorationMastery: Deep Healing+3% increased healing threshold.

Warlock

Spec Mastery1 Mastery point adds
AfflictionMastery: Potent Afflictions+2.5% increased damage done by Malefic Rapture, Agony,
Corruption, Unstable Affliction and Seed of Corruption.
DemonologyMastery: Master Demonologist+1.45% increased damage done by your demons.
DestructionMastery: Chaotic Energies+1% increased spell damage.
+1% randomly increased spell damage.

Warrior

Spec Mastery1 Mastery point adds
ArmsMastery: Deep Wounds+1.375% increased damage to a target afflicted by Deep Wounds.
FuryMastery: Unshackled Fury+1.75% damage done while Enrage.
ProtectionMastery: Critical Block+0.5% Block Chance.
+1.5% Critically Block Chance (block twice the amount).
+1% Attack Power.

Now you're aware of the Stats and their diminishing returns!

Credits

Written By: Xerwo

Reviewed By: Tenkiei, Wolfdisco, Rycn

Stat Diminishing Returns (2024)

FAQs

How do you solve diminishing returns? ›

The point of diminishing returns can be realised, by use of the second derivative in the above production function. Which can be simplified to: Q= f(L,K). This signifies that output (Q) is dependent on a function of all variable (L) and fixed (K) inputs in the production process. This is the basis to understand.

What is diminishing returns in statistics? ›

The law of diminishing returns says that, if you keep increasing one factor in the production of goods (such as your workforce) while keeping all other factors the same, you'll reach a point beyond which additional increases will result in a progressive decline in output.

How much haste is too much in WoW? ›

The first 300 haste rating you get will give you 30% haste, no penalties. After that, increasing your haste to 310, will only give you 30.9%, because any haste rating beyond 30% has a 10% penalty.

What is the point of the diminishing returns saying? ›

The law of diminishing returns is an economic principle stating that as investment in a particular area increases, the rate of profit from that investment, after a certain point, can't continue to increase if other variables remain constant.

What is a good example of diminishing returns? ›

For example, if a factory employs workers to manufacture its products, at some point, the company will operate at an optimal level; with all other production factors constant, adding additional workers beyond this optimal level will result in less efficient operations.

How to stop diminishing returns? ›

To avoid this, you can invest in innovation, such as research and development, new equipment, software, or processes, that can improve the quality and quantity of your output. Innovation can also create new markets, products, or services, that can increase your demand and revenue.

What is diminishing returns in wow? ›

When an ability with diminishing returns is used against a target in PvP, the first effect has full PvP duration. If the same category of effect (e.g. root) is used on that target within 18 seconds, that effect's duration is reduced by 50%. On the third use, the duration is reduced by 75%.

How much is 1% haste in WoW? ›

For every 32.79 points of haste rating you will have 1% faster attack speed at level 80.

How much faster does haste make you? ›

Haste is a status effect that increases attack speed by 10% per level and increases mining speed by 20% per level. Negative levels decrease mining and attack speed, similar to Mining Fatigue.

Is there a point of diminishing returns? ›

What is the Point of Diminishing Returns? The point of diminishing returns refers to a point after the optimal level of capacity is reached, where every added unit of production results in a smaller increase in output. It is a concept used in the field of microeconomics.

What does this skill has diminishing returns mean? ›

Diminishing returns means that certain spells and abilities become less effective against a target if used frequently within a short period of time. While diminishing returns mostly applies to player characters, some abilities also have diminishing returns in PvE.

What is the opposite of diminishing returns? ›

In Alfred Marshall's theory, the 'Law of Diminishing Returns' is juxtaposed with 'The Law of Increasing Returns', also called economies of scale. Here we find the opposite phenomenon; the larger the volume of production, the cheaper the next unit of production becomes.

What is the formula for diminishing method? ›

The formula for diminishing balance in accounting is: Depreciation Expense = (Net Book Value - Residual Value) * Depreciation Rate. What are the 3 methods to calculate depreciation? The three methods to calculate depreciation are the straight-line method, declining balance method, and sum-of-the-years-digits method.

How do you remove the law of diminishing returns? ›

Yes, one can avoid the effect of law of diminishing return by paying attention to the additional output making it possible by different combinations of inputs, and, for any desired level of output, choose the combination of inputs that produces that desired level of output at lowest cost.

How do you calculate diminishing value method? ›

The annual depreciation expense is the amount of your asset's cost that's deducted each year for depreciation.
  1. Annual depreciation expense = (Cost of asset - residual value) ÷ (asset lifespan)
  2. Depreciation Rate = (annual depreciation expense ÷ cost of asset) × 100%
Jun 25, 2024

How do you calculate diminishing rate? ›

Basically, you take the number 200 and divide it by the item's effective life. For example, 10 years, and express that as a percentage (200/10 = 20% in this example). The depreciation rate applies to the diminished value of the asset after it has been depreciated each year.

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