Custom Stat Weights

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So, I’m a little confused as to why they are not reducing their weight even by the pawn string generated once close to the desired number when I have custom stat weights picked out. I also have the sim set to fully favor ilvl over secondaries. And, strength alone is just over half the value of haste in my current setup which makes little sense to me. I really would love to be able to have a bit more control over the stat weights of my character, like not being able to set mastery to 0 is kinda rough as I want 0 as the goal for my protection warrior. May want to consider a new input method or something that allows a little more control but warning users that toying with custom stats is their potential for mistakes.

Also a little confused at why the Sikran neck, the very rare, is not being recommended and saying it is a massive decrease for me in upgrade finder, but I know it is bis, and even your own bis tool says it is bis based on my current settings.

The only way that the upgrade finder and the stat weights seem to “behave” is when you use a default overall setting that’s in the AMR slider bar that matches your stats closest. Which is a little hard to do. I noticed that by changing one talent on my build the entire stat priority shifts. If you change from the additional haste to the shield block uptime ability on the left side of the prot-specific tree.

Firstly, ignore the generated pawn weights. They are never used by the optimizer and don’t reflect anything about what the optimizer is actually doing under the hood. They are created using a simple linear interpolation method to try and come up with some numbers that might lead your next few items in the general direction of your current gear.

We stopped using stat weights many years ago because of how many problems they caused. We are considering changing how we generate the pawn weights from optimization results in a future update, but I can’t say when that change will be ready.

The secondary start target does not allow zero of a stat by design. Doing so causes really strange results in a lot of cases. Requiring that each secondary stat gets at least a small value works out way better. This also reflects the actual state of the game better: no stat is so bad that it should be completely avoided in all situations.

Also keep in mind that the secondary stat target is a “ratio”, not “weights”. We did it like this to more accurately reflect how the game works: the secondary stats interact with each other such that you end up wanting a ratio of those stats, not some fixed amount of each.

The upgrade finder can get a little tricky once you enable a custom secondary stat ratio. This stems from the fact that once you have a custom secondary stat target… you are essentially telling us to ignore our model that can predict performance, and instead shoot for an arbitrary secondary stat goal.

Think of how an item is scored in the upgrade finder as comparing your current stat ratio to your goal, then swap in the new item and compare the new stat ratio to your goal: which one looks more like your pie chart? (There are numerical methods for calculating how similar they are that we use.) That particular item moves you further away from that goal. If you adjust your goal to favor haste a bit more, you’ll see that eventually that item shows as an upgrade.

The upgrade finder can be very sensitive to this secondary stat ratio, especially with jewelry items that move your secondary stats around in larger chunks.

In your particular case… you don’t need to fight so hard against the optimizer. What you are trying to do looks very much like what our calculations would do by default. Try disabling your custom secondary stat ratio, disable “force tier set”, set the strategy slider to somewhere around “Some TUF” to “Mostly TUF”. You’ll see that the result is extremely similar. We have a slightly larger emphasis on crit, but not enough to really change how your gear/play would feel in-game.

And one last note… that particular necklace has benefits that are not personal gains (the mana restore and vers to your ally). We don’t give that value by default, we only value the personal gains. You can always change this though: in the customization settings, you can multiply the value of the special effect on that item to more heavily favor it (e.g. set it to 2.0 to double how valuable the special effect would be). Those settings also apply to the upgrade finder.

So, this does leave me unable to do my custom stat weights which sucks. Because I sometimes prefer different stat weights from what AMR recommends in its preset types. I also do not know how to maximize trinkets for dmg while having the defense-based AMR preset without going to another source and locking them manually.

So in theory… one should think about their gear as a whole, not “do one thing with my trinkets and another thing with the rest of my gear”. By saying you want to use some damage trinkets but then go all defense with the rest of your gear… you’re really saying that you want to do a “mostly defense” strategy.

The idea is that the slider on our site will let you do that. Now it might not use your trinkets to get a little damage… maybe it uses your stats and keeps defensive trinkets. Or maybe it does swap in a good damage trinket that you have – it all depends on the settings and what gear you have available.

This is of course just one way to approach gearing, but we think it is a good way. While we do offer lots of customization options, the site is not really designed to work in a mode were the core optimization algorithm is completely ignored, and it is not designed to work with an arbitrary range of potential inputs – there will always be limits to how far it can be customized and still function.