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Nurfed DKP Rules
1. The following are the rules followed by Nurfed. They are in no way binding to you as a user or to your guild. These are here as a guideline for you in your development of your Guild DKP rules.
2. Zero Balance DKP - No Inflation - NDKP is software support for a Zero balance system, in definition - points spent during a raid is divided by number of participants on that raid equally.
3. Nurfed Mandatory Attendance - Players with less than 50% attendance calculated on a rolling basis over the past 6 weeks may not 'buy' items until everyone passes. If 2 players under 50% want both want an item, the player with higher DKP is awarded said item. In some cases the Officers may ask for a random roll.
4. DKP Awarded - DKP isn't awarded until the end of a raid.
5. Item Pricing - Each item is priced based on its stats. The formula to calculate each price values statistics in terms of a 1% upgrade to your overall character's power. High-end blue items (shadow items) are used to help calculate weapon formulas.
6. Max Cost - When you take an item that can be used by multiple classes, you may be preventing another class from getting 'better' use out of it. As such, items are valued at the maximum possible cost for all classes that can use them.
7. Exceptional Items - Certain items do not follow the 'max cost' ruleset. If an item is deemed to be the best possible item in the game for a certain class to the extent that the class in question gains significantly more power than others, it is only offered to that class first (examples: Spinal Reaper for Warriors, Vis'Kag for Rogues). If your class is forced to pass on an item, you pay the 'secondary dkp value,' which is the actual power increase for your class rather than the max cost of the item.
8. Multi-Slot items - When buying an item in which there are 2 slots available on your character (Rings, Trinkets, 1h Weapons), you pay upgrade cost from the cheaper of the 2 items. This is true for Melee, casters to include Shamans and Paladins will upgrade from one hand weapons to one hand weapons, shield to shields, off hands to off hands etc...
9. Upgrades - When buying an upgrade of an item you have already purchased (eg. you have bought might legs and are buying wrath legs) you pay the difference of the 2 items. Please note that because item values are based on stats, some tier2 may cost less than tier1.
10. Downgrades - If all players pass on an item, any players that have bought a more expensive item of that slot may random 1-100 for it if applicable to their class. If a person is willing to pay full cost for the item, he may opt to do so and receives priority over those rolling for downgrade.
11. Sitting Out - When sitting out, you must be available for the entire night and message an Officer at the conclusion of the evening to receive credit/attendance. Sit-outs may be required to farm for raid required mats or farm to support world event progression. These requirements are at the discretion of the Guild Officers.
12. Option to Pay Full Price - Players may purchase items which are a downgrade to them if they are willing to pay the full price for that item. This has no impact on the secondary pricing rule -- if "full price" for them on an item is secondary pricing, then you pay the full secondary cost.
For example, if you already have a Neck piece valued at 10 DKP, and another Neck drops that is valued at 9 DKP, you can now pay the full 9 DKP to purchase it rather than simply be ineligible for the item due the item downgrade rule.
13. Update to Ranged shadows - All ranged weapons will be shadowed against the same item (crossbows) rather than items of their respective type. This will normalize weapon pricing for items relative in power to one another in this particular slot. Additionally, via the formulae, the benefit which hunters receive from the DPS and top end of such weapons was re-emphasized, resulting in considerably much more expensive ranged weapons. This change was necessary to bring Hunters more in balance with the total item set costs of all the other classes. It is worth noting that they are still the least expensive class with regard to purchases.
14. Two-Hand weapon price modifications - Several two-hand weapon prices were modified in such a way that they are no longer overwhelmingly expensive and crippling to a warrior upon their purchase. This change serves two purposes:
1. Warriors were, and still remain, the most expensive class in terms of sheer cost to obtain a complete set of gear for every slot. This change will palliate that unfortunate fact ever-so-slightly.
2. Warriors will hopefully view the items changed as slightly more desirous now, given their new price tag. The items altered are: The Untamed Blade, Bonereaver's Edge, Spinal Reaper, and Sulfuras.
15. November 1, 2005 NDKP Updates
We did a formula revamp in several areas to improve the scaling of items. Specific areas affected include:
1. Damage and Healing - Increased value placed on +damage and +healing gear.
2. To Hit and Critical Strikes - Increased value on "To Hit" and critical strike gear for both spells and melee (normalized at a value of 1 DKP per crit/hit, except on warriors who are still capped at 5% to hit with 2-handers).
3. Parry - Slightly increased the cost of parry for warriors to offset their cheaper "To Hit %".
4. Defense - Slightly increased the cost of defense to offset the loss of Blizzard cutting it by 1/3rd across the board (should have been done months ago, I know).
5. One-Hand, Fist and Mace - Shadowed the cost of 1-hand fist & mace weapons against swords (rather than inferior weapons of their same type). This change brings their cost directly in line with their relative power.
6. Trinket - Trinkets with cooldowns are utilizing a new pricing formula to balance out the increased cost of +damage and +healing. The formula is as follows: ( 100 + (Usage / Cooldown) ) / 2 = % of total formula cost. To expound: 100 represents PvP value in a percentage (100%), plus the usage time of the trinket divided by its cooldown (which often overlap) which will arrive at the PvE value (often below 20%), then divided by two, totals the raw % of the total formula cost to be used as its pricepoint.
For example: ToEP is determined to cost 42.0 DKP by the formulas. It has a 15 second use time, and a 90 second cooldown. However, its 15 second usage overlaps its cooldown, making its actual recycle time 75 seconds. Therefore, plug in the values and the formula would look like this: 100% + (15 / 75 = .2 or 20%) = 120% / 2 = 60%. 60% of 42.0 DKP brings us to a final cost of 25.2 DKP for the ToEP. I hope your face just melted.
1. The following are the rules followed by Nurfed. They are in no way binding to you as a user or to your guild. These are here as a guideline for you in your development of your Guild DKP rules.
2. Zero Balance DKP - No Inflation - NDKP is software support for a Zero balance system, in definition - points spent during a raid is divided by number of participants on that raid equally.
3. Nurfed Mandatory Attendance - Players with less than 50% attendance calculated on a rolling basis over the past 6 weeks may not 'buy' items until everyone passes. If 2 players under 50% want both want an item, the player with higher DKP is awarded said item. In some cases the Officers may ask for a random roll.
4. DKP Awarded - DKP isn't awarded until the end of a raid.
5. Item Pricing - Each item is priced based on its stats. The formula to calculate each price values statistics in terms of a 1% upgrade to your overall character's power. High-end blue items (shadow items) are used to help calculate weapon formulas.
6. Max Cost - When you take an item that can be used by multiple classes, you may be preventing another class from getting 'better' use out of it. As such, items are valued at the maximum possible cost for all classes that can use them.
7. Exceptional Items - Certain items do not follow the 'max cost' ruleset. If an item is deemed to be the best possible item in the game for a certain class to the extent that the class in question gains significantly more power than others, it is only offered to that class first (examples: Spinal Reaper for Warriors, Vis'Kag for Rogues). If your class is forced to pass on an item, you pay the 'secondary dkp value,' which is the actual power increase for your class rather than the max cost of the item.
8. Multi-Slot items - When buying an item in which there are 2 slots available on your character (Rings, Trinkets, 1h Weapons), you pay upgrade cost from the cheaper of the 2 items. This is true for Melee, casters to include Shamans and Paladins will upgrade from one hand weapons to one hand weapons, shield to shields, off hands to off hands etc...
9. Upgrades - When buying an upgrade of an item you have already purchased (eg. you have bought might legs and are buying wrath legs) you pay the difference of the 2 items. Please note that because item values are based on stats, some tier2 may cost less than tier1.
10. Downgrades - If all players pass on an item, any players that have bought a more expensive item of that slot may random 1-100 for it if applicable to their class. If a person is willing to pay full cost for the item, he may opt to do so and receives priority over those rolling for downgrade.
11. Sitting Out - When sitting out, you must be available for the entire night and message an Officer at the conclusion of the evening to receive credit/attendance. Sit-outs may be required to farm for raid required mats or farm to support world event progression. These requirements are at the discretion of the Guild Officers.
12. Option to Pay Full Price - Players may purchase items which are a downgrade to them if they are willing to pay the full price for that item. This has no impact on the secondary pricing rule -- if "full price" for them on an item is secondary pricing, then you pay the full secondary cost.
For example, if you already have a Neck piece valued at 10 DKP, and another Neck drops that is valued at 9 DKP, you can now pay the full 9 DKP to purchase it rather than simply be ineligible for the item due the item downgrade rule.
13. Update to Ranged shadows - All ranged weapons will be shadowed against the same item (crossbows) rather than items of their respective type. This will normalize weapon pricing for items relative in power to one another in this particular slot. Additionally, via the formulae, the benefit which hunters receive from the DPS and top end of such weapons was re-emphasized, resulting in considerably much more expensive ranged weapons. This change was necessary to bring Hunters more in balance with the total item set costs of all the other classes. It is worth noting that they are still the least expensive class with regard to purchases.
14. Two-Hand weapon price modifications - Several two-hand weapon prices were modified in such a way that they are no longer overwhelmingly expensive and crippling to a warrior upon their purchase. This change serves two purposes:
1. Warriors were, and still remain, the most expensive class in terms of sheer cost to obtain a complete set of gear for every slot. This change will palliate that unfortunate fact ever-so-slightly.
2. Warriors will hopefully view the items changed as slightly more desirous now, given their new price tag. The items altered are: The Untamed Blade, Bonereaver's Edge, Spinal Reaper, and Sulfuras.
15. November 1, 2005 NDKP Updates
We did a formula revamp in several areas to improve the scaling of items. Specific areas affected include:
1. Damage and Healing - Increased value placed on +damage and +healing gear.
2. To Hit and Critical Strikes - Increased value on "To Hit" and critical strike gear for both spells and melee (normalized at a value of 1 DKP per crit/hit, except on warriors who are still capped at 5% to hit with 2-handers).
3. Parry - Slightly increased the cost of parry for warriors to offset their cheaper "To Hit %".
4. Defense - Slightly increased the cost of defense to offset the loss of Blizzard cutting it by 1/3rd across the board (should have been done months ago, I know).
5. One-Hand, Fist and Mace - Shadowed the cost of 1-hand fist & mace weapons against swords (rather than inferior weapons of their same type). This change brings their cost directly in line with their relative power.
6. Trinket - Trinkets with cooldowns are utilizing a new pricing formula to balance out the increased cost of +damage and +healing. The formula is as follows: ( 100 + (Usage / Cooldown) ) / 2 = % of total formula cost. To expound: 100 represents PvP value in a percentage (100%), plus the usage time of the trinket divided by its cooldown (which often overlap) which will arrive at the PvE value (often below 20%), then divided by two, totals the raw % of the total formula cost to be used as its pricepoint.
For example: ToEP is determined to cost 42.0 DKP by the formulas. It has a 15 second use time, and a 90 second cooldown. However, its 15 second usage overlaps its cooldown, making its actual recycle time 75 seconds. Therefore, plug in the values and the formula would look like this: 100% + (15 / 75 = .2 or 20%) = 120% / 2 = 60%. 60% of 42.0 DKP brings us to a final cost of 25.2 DKP for the ToEP. I hope your face just melted.