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'''Durability''' is a property of equippable [[item]]s that determines how much damage they can take before being broken. Broken items can always be repaired; gear never breaks permanently. Durability damage is not the same as normal [[damage]].
{{Infobox orc clan
 
|name = Laughing Skull clan
 
|banner = Laughing-skull-clan.jpg
 
|leader = [[Mogor the Ogre]]
 
|pastleader =
 
|color = Yellow
 
|domain =
 
|status =
 
}}
 
   
  +
When using the tracking system with the [[minimap]] NPCs that can repair will appear with an anvil ([[File:MiniIcon Repair.png]]) at their locations.
The '''Laughing Skull clan''' is a very deceptive and treacherous [[clan]] of [[orc]]s that is distrusted by most of the other clans for their kinship of thievery and assassination. Although their loyalty is questionable, their skill and audacity are unequaled.<ref>{{ref book |author=Blizzard Entertainment |authorlink=Blizzard Entertainment |title=[[Warcraft II: Battle.net Edition]] manual |pages=90}}</ref> Their treacherous leader, [[Mogor the Ogre]], and most of his clan remained in [[Draenor]] during both of the crossings.
 
   
  +
All armor slots take durability loss excluding: Neck, Tabard, Back, Finger, and Trinket slots.
==Known members==
 
  +
{|class="darktable sortable"
 
  +
[[Heirloom]] items do not suffer durability loss, making repair bills slightly cheaper for characters with heirlooms.
  +
  +
== Repairing items ==
  +
[[Image:Ability_Repair.png|left]]
  +
Any [[NPC]] who sells [[weapon]]s or [[armor]] (or [[Blacksmithing]] supplies) can repair durability.
  +
* As of [[Patch 2.3]], your pointer changes when you move it over a repair-capable NPC:
  +
*:[[Image:pointer repair on 32x32.png]] ''interact with repairing vendor'' [[Image:pointer repair off 32x32.png]] ''repairing vendor out of range''
  +
* Repair all items (button should look like an anvil with a gold '''<font color="gold">+</font>''').
  +
* Repair a single item (button should look like a hammer).
  +
* The "repair all items" button also repairs items on your inventory. It's useful after you've lost durability on them by resurrecting at a [[Spirit Healer]]
  +
* If you belong to a [[guild]] and have the required access, you can also use your guild's funds to repair (there is a specific button to do this, to the right of the "Repair all" one.
  +
{{clr}}
  +
Item repair is not currently an available skill for [[Player Character]]s, but [[engineering|engineers]] can craft [[repair bot]]s.
  +
  +
== Repair cost ==
  +
The base cost to repair an uncommon armor piece (no weapons or shields) assuming you are neutral with the vendor is:
  +
  +
:Durability points to be repaired * (ilevel - 32.5) * 0.02 silver
  +
  +
The base cost to repair a rare armor piece (no weapons or shields) assuming you are neutral with the vendor is:
  +
  +
:Durability points to be repaired * (ilevel - 32.5) * 0.025 silver
  +
  +
The base cost to repair an epic armor piece (no weapons or shields) assuming you are neutral with the vendor is:
  +
  +
:Durability points to be repaired * (ilevel - 32.5) * 0.05 silver
  +
  +
The reputation discounts are taken from the prices above as follows: 5% for friendly, 10% for honored, 15% for revered and 20% for exalted.
  +
  +
== Durability loss ==
  +
  +
The following situations can reduce an item's durability:
  +
  +
* Being in combat at all will cause all equipped items to gradually lose durability, regardless of whether any damage is taken or dealt.
  +
* There is a small chance with each hit by your [[weapon]] that it will lose 1 durability point. <!-- (''Parry? --[[User:Fandyllic|Fandyllic]]'') -->
  +
* There is a small chance with each spell cast that you will lose 1 durability point to your weapon.
  +
* There is a small chance with each hit absorbed by your [[armor]] that it will lose 1 durability point. <!-- (''Shield block also? --[[User:Fandyllic|Fandyllic]]'') -->
  +
* When you die, 10% durability is lost on all equipped items (that have a durability rating). This is 10% of maximum durability, not remaining durability. You will not lose 10% durability on death if you are killed in [[PvP]] combat by another player (if a PvP flagged guard or other NPC kills you, you still lose durability) or if your death is [[suicide]] through using an item or spell that kills you (this excludes environmental damage, such as falling) or if the death is due to an encounter's mechanic (like tanking [[Steelbreaker]] with him dying as the last member - [http://www.wowhead.com/?spell=61889 Meltdown]).
  +
* When you use the services of a [[Spirit Healer]], you lose 25% durability on all equipped items and items in your bags, on top of the 10% durability loss on your equipped items you already lost when you died.
  +
  +
== Low durability ==
  +
From Blizzard: "Items remain at full effectiveness until they have no durability. Their power does not degrade."<ref>http://www.worldofwarcraft.com/info/items/basics.html</ref>
  +
  +
When the durability on a specific item drops below 25%, a small stick figure (looks like an armored soldier) appears below the [[Mini-Map]] and the corresponding part of the stick figure (head, shoulders, chest, etc.) appears in <font color="gold">yellow</font>.
  +
  +
When the durability on a specific item reaches 0%, the corresponding part of the stick figure (head, shoulders, chest, etc.) appears in <font color="red">red</font>. Once the durability of the item reaches 0%, the player can still wear or wield the item, but he does not receive any stat benefits (stats, resistances or armor). If a weapon breaks though, you fight as if unarmed. Items '''cannot''' permanently break!
  +
  +
''Note: if the broken item is a [[set]] item, the set bonuses will still be active.''
  +
  +
==Maximum durability==
  +
The maximum durability of an item depends on its [[quality]], its type (slot, armor type, weapon type) and for items of level 28 and lower also on item level. The tables below show the durability of items of item level 29 and higher.
  +
  +
{| class="darktable" style="text-align: center; float: left;"
  +
|+ Armor maximum durability
  +
! rowspan="2" | Slot
  +
! colspan="4" | Poor, common, and uncommon
  +
! colspan="4" | Rare
  +
! colspan="4" | Epic
 
|-
 
|-
  +
! Cloth !! Leather !! Mail !! Plate
!Name!!Role!!Status!!Location
 
  +
! Cloth !! Leather !! Mail !! Plate
  +
! Cloth !! Leather !! Mail !! Plate
 
|-
 
|-
  +
| hands/waist/wrist || 25 || 30 || 35 || 40
|{{Combat Icon Small}}{{RaceIconExt|Ogre Male2|Small}} [[Mogor the Ogre|Mogor]]
 
  +
| 30 || 35 || 40 || 45
|Chieftain
 
  +
| 35 || 40 || 50 || 55
|Alive
 
|[[Laughing Skull Ruins]], [[Nagrand]]
 
 
|-
 
|-
  +
| feet || 35 || 45 || 50 || 55
|{{Neutral Icon Small}}{{RaceIcon|Orc|Male|Small}} [[Obris]]
 
  +
| 40 || 50 || 60 || 65
|
 
  +
| 50 || 60 || 70 || 75
|Deceased
 
  +
|-
|[[Black Temple]]
 
  +
| head/shoulder || 45 || 50 || 60 || 70
  +
| 50 || 60 || 70 || 80
  +
| 60 || 70 || 85 || 100
  +
|-
  +
| legs || 55 || 65 || 75 || 85
  +
| 65 || 75 || 90 || 100
  +
| 75 || 90 || 105 || 120
  +
|-
  +
| chest || 70 || 85 || 100 || 115
  +
| 80 || 100 || 120 || 135
  +
| 100 || 120 || 140 || 165
  +
|}
  +
{| class="darktable" style="text-align: center; float: left;"
  +
|+ Weapon and shield maximum durability
  +
! Slot
  +
! Poor, common,<br />and uncommon
  +
! Rare
  +
! Epic
  +
! Legendary
  +
|-
  +
| wand, dagger, fist weapon || 55 || 65 || 75 || ?
  +
|-
  +
| bow, crossbow, gun || 65 || 75 || 90 || 110
  +
|-
  +
| 1h-axe, 1h-sword, 1h-mace || 75 || 90 || 105 || 125
  +
|-
  +
| shield, staff, polearm, 2h-mace, 2h-sword, 2h-axe || 85 || 100 || 120 || 145
 
|}
 
|}
  +
{{clr}}
   
  +
== Calculation ==
==Beyond the Dark Portal==
 
{{WC2-section}}
 
   
  +
The numbers presented in the previous section can also be calculated reasonably well using the following formulae.
===Before the reopening of the Dark Portal===
 
When the elder [[shaman]] [[Ner'zhul]] first began developing his plan to open more [[Dark Portal]]s, he required the knowledge of a specific order of [[Death knight (Warcraft II)|death knights]] who knew how to rebuild the original Dark Portal. [[Mogor]], the renegade [[ogre-mage]] of the Laughing Skull clan, had taken control of this group of death knights and was using them for some dark purpose of his own.
 
   
  +
===Armor===
[[Ner'zhul]] ordered a small force of [[orc]]s, [[ogre]]s, and a [[Death knight (Warcraft II)|death knights]] from the [[Shadowmoon clan]] to attack the Laughing Skulls and subjugate Mogor's death knight, although the death knights were using the color of the [[Shattered Hand clan]], they were secretly manipulated by Mogor. Ner'zhul forces rescued [[Grom Hellscream]], who had been held prisoner by the Laughing Skull clan, and with his help the attack was carried out successfully and Ner'zhul gained the knowledge required to open to portal back to [[Azeroth (world)|Azeroth]] and begin the next stage of his plan.<ref>{{ref game |title=Warcraft II |expansion=[[Warcraft II: Beyond the Dark Portal|Beyond the Dark Portal]] |campaign=Orc|mission=Slayer of the Shadowmoon}}</ref>
 
  +
For all 60 possible combinations of type, quality and armor class, this formula correctly calculates the durability for 57 combinations. For three combinations the predicted durability is either 5 points too high or 5 points too low:
   
  +
:Durability = 5 x round(23 x Cquality x Ctype x Carmor)
===Second crossing===
 
After the reopening of the Dark Portal a group of Laughing Skull warriors crossed it, they established near the citadel of [[Nethergarde]], there they fought against [[Danath Trollbane]] and his army, in this battle all the Laughing Skull warriors on Azeroth were killed by the [[Alliance of Lordaeron]].<ref>{{ref game |title=Warcraft II |expansion=[[Warcraft II: Beyond the Dark Portal|Beyond the Dark Portal]]|campaign=Human|mission=The Battle for Nethergarde}}</ref>
 
   
  +
With Cquality, Ctype and Carmor according to these values:
===The Alliance invasion of Draenor===
 
When the [[human]] armies invaded Draenor, the Laughing Skull clan defended of the [[Alliance Expedition]] with a [[daemon]] and [[skeletal warrior]]s but were defeated.<ref>{{ref game |title=Warcraft II |expansion=[[Warcraft II: Beyond the Dark Portal|Beyond the Dark Portal]]|campagin=Human|mission=Beyond the Dark Portal}}</ref>
 
   
  +
{| class="darktable" style="text-align: center; float: left;"
Then the Alliance Expedition invaded the shipyards of [[Zeth'kur]], with this the clans were driven to new heights of fury, one of the nearby island of Zeth'kur had a Laughing Skull encampment and was destroyed by the Alliance.<ref>{{ref game |title=Warcraft II |expansion=[[Warcraft II: Beyond the Dark Portal|Beyond the Dark Portal]]|campagin=Human|mission=Upon the Shadowed Seas}}</ref>
 
  +
|+ Ctype values
  +
! Slot
  +
! Ctype
  +
|-
  +
| hand/waist/wrist || 0.35
  +
|-
  +
| feet || 0.49
  +
|-
  +
| shoulder/head || 0.59
  +
|-
  +
| legs || 0.75
  +
|-
  +
| chest || 1.00
  +
|}
  +
{| class="darktable" style="text-align: center; float: left;"
  +
|+ Carmor values
  +
! Type
  +
! Carmor
  +
|-
  +
| cloth || 0.63
  +
|-
  +
| leather || 0.76
  +
|-
  +
| mail || 0.89
  +
|-
  +
| plate || 1.00
  +
|}
  +
{| class="darktable" style="text-align: center; float: left;"
  +
|+ Cquality values
  +
! Quality
  +
! Cquality
  +
|-
  +
| epic || 1.37
  +
|-
  +
| rare || 1.17
  +
|-
  +
| uncommon || 1.00
  +
|-
  +
| common || ?
  +
|-
  +
| poor || ?
  +
|}
  +
{{clr}}
   
  +
===Weapons and Shields===
After defeating [[Deathwing]] the Alliance attacked the [[Skeletal Coast]], one of the islands near the coast had another Laughing Skull encampment, the clan's warriors were defeated,<ref>{{ref game |title=Warcraft II |expansion=[[Warcraft II: Beyond the Dark Portal|Beyond the Dark Portal]]|campagin=Human|mission=Coast of Bones}}</ref> however they delayed the Alliance and before they could attack the [[Fortress Shadowmoon]], the Laughing Skull stole the [[Book of Medivh]] from [[Ner'zhul]].<ref name="W2XH11">{{ref game |title=Warcraft II |expansion=[[Warcraft II: Beyond the Dark Portal|Beyond the Dark Portal]]|campagin=Human|mission=Dance of the Laughing Skull}}</ref>
 
  +
There is a similar formula that can be used to calculate the durability of weapons and shields which correctly calculates the durability for all weapons, except for epic two-handers and shields, for which the value is 5 points too low:
   
  +
:Durability = 5 x round(17 x Cquality x Cwtype)
===The betrayal of the Laughing Skulls===
 
When the Alliance Expedition went in search of the Book of Medivh, they sided with Mogor and his clan. In exchange for the dominance over the northern clans of [[Draenor]] and securing the passes across the [[Blade's Edge Mountains]], he promised to deliver to the [[human]]s the [[Book of Medivh]].
 
   
  +
With Cwtype according to these values:
The Alliance forces had now formed a truce with the Laughing Skulls.<ref>[[Excerpts from the Journal of Archmage Vargoth]]</ref>
 
  +
{| class="darktable" style="text-align: center;"
  +
|+ Cwtype values
  +
! Type
  +
! Cquality
  +
|-
  +
| wand, dagger, fist weapon || 0.64
  +
|-
  +
| bow, crossbow, gun || 0.77
  +
|-
  +
| 1h-axe, 1h-sword, 1h-mace || 0.89
  +
|-
  +
| shield, staff, polearm, 2h-mace, 2h-sword, 2h-axe || 1.00
  +
|}
   
  +
== Legendary items ==
Khadgar, Alleria, Turalyon, and their strongest warriors reinforced Mogor and the Laughing Skull clan and stopped the [[Bonechewer clan]], then attacked a stronghold of the [[Thunderlord clan]] (possibly [[Thunderlord Village]]) and destroyed it, gaining the control of the region.<ref name="W2XH11" />
 
  +
At the moment the only [[legendary]] items with durability that are in game are two-handers or one-handed axes, swords, bows or maces. However, using the known durability of these items and the formula in the previous section, it can be determined that the Cquality for legendary items must be approximately 1.68.
   
  +
It is now possible to make a prediction of the durability of armor items of legendary quality, and in the same vein, the durability of the remaining types of legendary weapons:
Mogor was uncharacteristically true to his word, and managed to escape the wrath of the shaman [[Ner'zhul]], when the world of Draenor tore appart, Mogor and his clan went with it.
 
   
  +
{| class="darktable" style="float: left; text-align: center;"
After helping the Alliance obtain the Book of Medivh, Mogor and his clan apparently remained with their newly won lands as the Alliance continued on to the [[Dark Portal]]. While the [[Shadowmoon clan]] fled through one of the newly created portals there is no sign that Mogor and the Laughing Skull clan did the same.
 
  +
|+ Legendary armor predictions
  +
! Slot
  +
! Cloth
  +
! Leather
  +
! Mail
  +
! Plate
  +
|-
  +
| hands/waist/wrist || 45 || 50 || 60 || 70
  +
|-
  +
| feet || 60 || 70 || 85 || 95
  +
|-
  +
| head/shoulder || 70 || 85 || 100 || 115
  +
|-
  +
| legs || 90 || 110 || 130 || 145
  +
|-
  +
| chest || 120 || 145 || 170 || 195
  +
|}
  +
{| class="darktable" style="float: left; text-align: center;"
  +
|+ Legendary weapon predictions
  +
|-
  +
! Type
  +
! Durability
  +
|-
  +
| wand, dagger, fist weapon || 90
  +
|-
  +
| bow, crossbow, gun || 110
  +
|-
  +
| 1h-axe, 1h-sword, 1h-mace || 125
  +
|-
  +
| shield, staff, polearm, 2h-mace, 2h-sword, 2h-axe || 145
  +
|}
  +
{{clr}}
   
==Current state==
+
==Patch changes==
  +
*{{Patch 4.0.1|note=Cloth, leather, and mail now have as many points of durability as plate, making the repair cost on death much closer to equal for all classes.}}
{{bc-section}}
 
  +
*{{Patch 1.8.0|note=The cost per point of durability to repair plate, chain, and leather items has been reduced to be equal to the cost of repairing cloth items of the same quality.}}
Following the destruction of Draenor, a brutal [[pit lord]] named [[Magtheridon]] rallied the surviving orcs under his rule. After [[Illidan]] captured [[Black Temple]] and imprisoned Magtheridon, the forces of [[Outland]] (as named by Magtheridon) were once again united under one banner. The present-day Laughing Skull clan is now based in the northernmost reaches of [[Nagrand]], possibly still under the sway of the aforementioned pit lord.
 
  +
*{{Patch 1.3.0|note=Fixed bug where melee weapon abilities were causing durability damage to ranged weapons.}}
 
Laughing Skull assassins can also be found throughout the [[Blood Furnace]] of [[Hellfire Citadel]], striking from the shadows before adventurers knew they were there.
 
 
==Types==
 
*{{RaceIcon|FelOrc|Male|Small}} [[Laughing Skull Ambusher]]
 
*{{RaceIcon|FelOrc|Male|Small}} [[Laughing Skull Enforcer]]
 
*{{RaceIcon|FelOrc|Male|Small}} [[Laughing Skull Legionnaire]]
 
*{{RaceIcon|FelOrc|Male|Small}} [[Laughing Skull Rogue]]
 
*{{RaceIcon|FelOrc|Male|Small}} [[Laughing Skull Warden]]
 
   
 
==References==
 
==References==
 
{{Reflist}}
 
{{Reflist}}
   
  +
[[ru:Прочность]]
==External links==
 
  +
[[Category:Formulas and game mechanics]]
* [http://news.thottbot.com/index.php?authors=-117&sidebars=Bliz&search=Mogor Caydiem's forum post regarding the Laughing Skull clan.]
 
  +
[[Category:Game terms]]
 
 
{{Orc Clans}}
 
[[fr:Clan Crâne Ricanant]]
 

Revision as of 09:02, 29 March 2011

Durability is a property of equippable items that determines how much damage they can take before being broken. Broken items can always be repaired; gear never breaks permanently. Durability damage is not the same as normal damage.

When using the tracking system with the minimap NPCs that can repair will appear with an anvil (MiniIcon Repair) at their locations.

All armor slots take durability loss excluding: Neck, Tabard, Back, Finger, and Trinket slots.

Heirloom items do not suffer durability loss, making repair bills slightly cheaper for characters with heirlooms.

Repairing items

Ability Repair

Any NPC who sells weapons or armor (or Blacksmithing supplies) can repair durability.

  • As of Patch 2.3, your pointer changes when you move it over a repair-capable NPC:
    Pointer repair on 32x32 interact with repairing vendor Pointer repair off 32x32 repairing vendor out of range
  • Repair all items (button should look like an anvil with a gold +).
  • Repair a single item (button should look like a hammer).
  • The "repair all items" button also repairs items on your inventory. It's useful after you've lost durability on them by resurrecting at a Spirit Healer
  • If you belong to a guild and have the required access, you can also use your guild's funds to repair (there is a specific button to do this, to the right of the "Repair all" one.

Item repair is not currently an available skill for Player Characters, but engineers can craft repair bots.

Repair cost

The base cost to repair an uncommon armor piece (no weapons or shields) assuming you are neutral with the vendor is:

Durability points to be repaired * (ilevel - 32.5) * 0.02 silver

The base cost to repair a rare armor piece (no weapons or shields) assuming you are neutral with the vendor is:

Durability points to be repaired * (ilevel - 32.5) * 0.025 silver

The base cost to repair an epic armor piece (no weapons or shields) assuming you are neutral with the vendor is:

Durability points to be repaired * (ilevel - 32.5) * 0.05 silver

The reputation discounts are taken from the prices above as follows: 5% for friendly, 10% for honored, 15% for revered and 20% for exalted.

Durability loss

The following situations can reduce an item's durability:

  • Being in combat at all will cause all equipped items to gradually lose durability, regardless of whether any damage is taken or dealt.
  • There is a small chance with each hit by your weapon that it will lose 1 durability point.
  • There is a small chance with each spell cast that you will lose 1 durability point to your weapon.
  • There is a small chance with each hit absorbed by your armor that it will lose 1 durability point.
  • When you die, 10% durability is lost on all equipped items (that have a durability rating). This is 10% of maximum durability, not remaining durability. You will not lose 10% durability on death if you are killed in PvP combat by another player (if a PvP flagged guard or other NPC kills you, you still lose durability) or if your death is suicide through using an item or spell that kills you (this excludes environmental damage, such as falling) or if the death is due to an encounter's mechanic (like tanking Steelbreaker with him dying as the last member - Meltdown).
  • When you use the services of a Spirit Healer, you lose 25% durability on all equipped items and items in your bags, on top of the 10% durability loss on your equipped items you already lost when you died.

Low durability

From Blizzard: "Items remain at full effectiveness until they have no durability. Their power does not degrade."[1]

When the durability on a specific item drops below 25%, a small stick figure (looks like an armored soldier) appears below the Mini-Map and the corresponding part of the stick figure (head, shoulders, chest, etc.) appears in yellow.

When the durability on a specific item reaches 0%, the corresponding part of the stick figure (head, shoulders, chest, etc.) appears in red. Once the durability of the item reaches 0%, the player can still wear or wield the item, but he does not receive any stat benefits (stats, resistances or armor). If a weapon breaks though, you fight as if unarmed. Items cannot permanently break!

Note: if the broken item is a set item, the set bonuses will still be active.

Maximum durability

The maximum durability of an item depends on its quality, its type (slot, armor type, weapon type) and for items of level 28 and lower also on item level. The tables below show the durability of items of item level 29 and higher.

Armor maximum durability
Slot Poor, common, and uncommon Rare Epic
Cloth Leather Mail Plate Cloth Leather Mail Plate Cloth Leather Mail Plate
hands/waist/wrist 25 30 35 40 30 35 40 45 35 40 50 55
feet 35 45 50 55 40 50 60 65 50 60 70 75
head/shoulder 45 50 60 70 50 60 70 80 60 70 85 100
legs 55 65 75 85 65 75 90 100 75 90 105 120
chest 70 85 100 115 80 100 120 135 100 120 140 165
Weapon and shield maximum durability
Slot Poor, common,
and uncommon
Rare Epic Legendary
wand, dagger, fist weapon 55 65 75 ?
bow, crossbow, gun 65 75 90 110
1h-axe, 1h-sword, 1h-mace 75 90 105 125
shield, staff, polearm, 2h-mace, 2h-sword, 2h-axe 85 100 120 145

Calculation

The numbers presented in the previous section can also be calculated reasonably well using the following formulae.

Armor

For all 60 possible combinations of type, quality and armor class, this formula correctly calculates the durability for 57 combinations. For three combinations the predicted durability is either 5 points too high or 5 points too low:

Durability = 5 x round(23 x Cquality x Ctype x Carmor)

With Cquality, Ctype and Carmor according to these values:

Ctype values
Slot Ctype
hand/waist/wrist 0.35
feet 0.49
shoulder/head 0.59
legs 0.75
chest 1.00
Carmor values
Type Carmor
cloth 0.63
leather 0.76
mail 0.89
plate 1.00
Cquality values
Quality Cquality
epic 1.37
rare 1.17
uncommon 1.00
common ?
poor ?

Weapons and Shields

There is a similar formula that can be used to calculate the durability of weapons and shields which correctly calculates the durability for all weapons, except for epic two-handers and shields, for which the value is 5 points too low:

Durability = 5 x round(17 x Cquality x Cwtype)

With Cwtype according to these values:

Cwtype values
Type Cquality
wand, dagger, fist weapon 0.64
bow, crossbow, gun 0.77
1h-axe, 1h-sword, 1h-mace 0.89
shield, staff, polearm, 2h-mace, 2h-sword, 2h-axe 1.00

Legendary items

At the moment the only legendary items with durability that are in game are two-handers or one-handed axes, swords, bows or maces. However, using the known durability of these items and the formula in the previous section, it can be determined that the Cquality for legendary items must be approximately 1.68.

It is now possible to make a prediction of the durability of armor items of legendary quality, and in the same vein, the durability of the remaining types of legendary weapons:

Legendary armor predictions
Slot Cloth Leather Mail Plate
hands/waist/wrist 45 50 60 70
feet 60 70 85 95
head/shoulder 70 85 100 115
legs 90 110 130 145
chest 120 145 170 195
Legendary weapon predictions
Type Durability
wand, dagger, fist weapon 90
bow, crossbow, gun 110
1h-axe, 1h-sword, 1h-mace 125
shield, staff, polearm, 2h-mace, 2h-sword, 2h-axe 145

Patch changes

  • Cataclysm Patch 4.0.1 (2010-10-12): Cloth, leather, and mail now have as many points of durability as plate, making the repair cost on death much closer to equal for all classes.
  • WoW Icon update Patch 1.8.0 (2005-10-10): The cost per point of durability to repair plate, chain, and leather items has been reduced to be equal to the cost of repairing cloth items of the same quality.
  • WoW Icon update Patch 1.3.0 (2005-03-07): Fixed bug where melee weapon abilities were causing durability damage to ranged weapons.

References

ru:Прочность