The recent developer chat on Twitter didn’t give us much information specifically related to guilds, but it did raise further questions about the changes originally announced at Blizzcon related to reforging.
My concern when the changes were first announced was related to the cost and/or priority of reforged items.
For all but completely random or open-bid loot systems, reforging may require you to re-think how you distribute loot. Before we look at how, let’s go into some background on items levels.
The Math Behind Item Levels
The item level is something that Blizzard assigns to an item based upon the stats present. Various attempts have been made to reverse engineer the formula. If you’re so inclined, you can read about the gory details at Elitist Jerks.
Though the formula is stats to item level, it tends to be used in reverse by item designers. A given dungeon at a given difficulty drops items of a given item level. Blizzard throws stats on an item, runs it through the formula, then tweaks the stats until the item level matches the target.
Item level is a fixed attribute on that item, not calculated on the fly. For items with only the standard stats, the formula is pretty simple. Adding sockets or proc effects is where things get a bit more difficult to calculate. Just how much of an item budget is used up by an on-proc effect is based upon some estimation of the value of the proc. Obviously the opinion of Blizzard vs the opinion of the community may differ in this respect.
When people claim on the forums that “item x is under budget”, it’s because the reverse engineered formula says the item level should be lower than the item level in game, suggesting that some of the stats are lower than they should be. When the math behind this is sound, Blizzard often adjusts an item.







