<Requiem> DKP System

This document outlines the details of the system and explains our thought process across some of the details.

Getting Started

Earning DKP

Spending DKP

Losing DKP

Other Items

Legendary Items

Our Thought Process

Earning DKP - DKP Normalization (back to section)

DKP earnings were normalized to equally reward raid participation regardless of the raid being done. Points for phase 5 were determined by totalling potential weekly earnings from AQ, BWL, and MC and dividing by the total number of bosses (2970 potential points divided by 27 bosses = 110).

Phase 6 follows this model (47970 potential points from the original system/scaling divided by 42 bosses = 1142, rounded down to 1100 for a clean number)

Earning DKP - Character-Based Balance (back to section)

This was done to encourage consistent attendance on a character. As a character raids and obtains more gear, it is valuable to have their continued attendance.

Earning DKP - Zul’Gurub (back to section)

Given the shorter reset and mid-tier placing for most of the gear, we thought it was best to keep ZG separate from the main DKP system. We think of ZG as being in the vein of a UBRS+.

Spending DKP - Going Negative on Minimum Bid (back to section)

This is to prevent gear upgrades going to disenchant in the case of a given item only being needed by an individual who doesn’t have the point balance to minimum bid.

Spending DKP - Minimum Bid System (back to section)

We selected a minimum bid system to put more decisions on the raider population. A fixed point system involves more effort and decisions on the part of the officers - more decisions are more opportunities to make the wrong decision and need changes down the road.

Spending DKP - Blackwing Lair (back to section)

We came to 150 points (75 after the release of AQ40) as a minimum bid in Blackwing Lair to be equivalent to the original minimum bid of Molten Core items as a ratio of weekly DKP earnings. Before Blackwing Lair was released, the minimum bid in Molten Core was 20 points and weekly DKP earnings for killing all 11 bosses (including Onyxia) was 33 points; the minimum bid was 60.6% of weekly earnings. Weekly earnings in Blackwing Lair are 240 points (30 points per the 8 bosses), 60.6% of this is 145.45 points. We rounded that up to 150 points for a clean number.

Spending DKP - Temple of Ahn'Qiraj (back to section)

After the DKP normalization, AQ40’s min bid is 600 points, this will reduce to 300 points with the release of Naxxramas

Spending DKP - Naxxramas (back to section)

We came to 10000 points as the minimum bid in Naxxramas to be equivalent to the original bid of Molten Core / Onyxia items as a ratio of DKP earnings from a full clear of the instance. In this case, we scaled the minimum bid based on just the ratio of potential DKP earnings just from Naxxramas (post-normalization). Original minimum bid in Molten Core was 20 points and weekly DKP earnings for killing all 11 bosses (including Onyxia) was 33 points; the minimum bid was 60.6% of weekly earnings. Potential weekly earnings in Naxxramas are 16500 points (1100 points per the 9 bosses), 60.6% of this is 9999 points. We rounded that up to 10000 for a clean number.

Spending DKP - Patterns (back to section)

Patterns are /rolled since they generally benefit the guild vs the individual.

Spending DKP - Future Raid Tiers (back to section)

Similar to the earning section, we wanted to intelligently segment the raid tiers. The halving of the minimum bids for previous tiers is to make it easier for newer or lesser-geared raiders to catch up.

Spending DKP - Free Spending (back to section)

Given that raiders are earning DKP from their contributions to the guild, we wanted to minimize intervention in determining how they can spend it. There may be times where you disagree with someone spending their points on a given item, but keep in mind that the raider has earned these points and it is also going to prevent them from winning other items (raiders will naturally want to prioritize the most important items first).

Spending DKP - Resistance Gear (back to section)

Since resistance gear is used for selective fights, the guild voted to modify the DKP system for pieces that are not otherwise obvious upgrades for primary roles.

Losing DKP - Decay (back to section)

We wanted a decay system to encourage spending of points and minimize point hoarding. With a 10% decay, the effective cap for this tier is 363 points.