Okay. Like what?
TL:DR at the bottom.
The whole point of this change is to make it easier for PvE players to coax themselves into PvP We truly understand this.
Assume everyone in my scenario has an ilevel of 395 ( my horde warlock has 397 pvp, 395 pve, both using PvP spec vs level 85 dummy)
My PvE set does about 20k dps in PvP spec at ilevel 395.
My PvP set does about 17k dps in PvP at ilevel 397 (keep in mind pvp trinket has 0 value)
In Cata PvE and PvP gear will perform similarly in 5 mans because level 87 bosses will only have 2% chance to be missed by a caster and that can easily be made up by replacing the 1 trinket that has 0 value.
Now in same geared PvE lock vs his PvP geared brother (no soul link for napkin math) will do 20000dps vs a target with 45% damage reduction so he'd lose 9000 dps.
PvE geared lock deals 11k dps to his PvP bro.
PvE geared lock has 0 resil so he will be taking all 17k damage from PvP guy.
PvP geared lock will do 9350 dps to himself.
PvP geared lock deals 1.54x as much damage as the PvE geared lock in a duel.
In the current game we can say that:
1. PvE gear is 100% effective in PvE.
2. PvE gear is ~55% effective in PvP.
3. PvP gear is 85% effective in 5 man dungeons.
4. PvP gear is probably much closer to 60-70% effective against ?? bosses.
In MoP since we don't have concrete numbers we'll go by your estimation Daxx. I know these are rough ball park numbers.
These are completely made up numbers, but imagine PvE gear is 100% effective in PvE and 75% effective in PvP. PvP gear is 50% effective in PvE, but 100% effective in PvP -- despite its lower item level, it wins out over PvE gear when used for its intended purpose.
1. PvE gear is 100% effective in PvE. The same.
2. PvE gear is 75% effective in PvP. Better for PvEers.
3. PvP gear will be 50% effective in 5 mans. Much worse for PvPers trying to dabble in PvE.
4. PvP gear will probably be much worse in raids with reduced stats being extremely difficult to reach hit cap.
Assuming the "100%" if 10k dps
PvE lock does 10k dps in PvE
PvE lock does 7.5k dps in PvP
PvP lock does 4k dps in PvP
PvP lock does 8k dps in PvP.
We're assuming the PvP lock has a lower ilevel as Daxx suggested in his post. The PvE geared lock has the slight damage disadvantage that Daxx mentioned. It's a much lower disadvantage than before but still there.
Now the PvP lock only deals 1.06x as much damage to the PvE geared lock. Though he will be taking (as it seems now) probably an extra 10-20% less damage in full PvP gear.
While you've closed the gap and that's certainly something that needs to be applauded it ----DOES NOT---- solve the problem of items like cunning of the cruel, vial of shadow and what ever FOTM PvE trinket / weapon that will exist in the future.
I can't think of a single tier that wasn't plagued by at least 1 trinket that VASTLY outpaced the PvP version of the trinket.
Currently cunning (which may be the most broken trinket of all time) makes up somewhere between 5-10% of peoples damage in PvE on single targets. In PvP I've seen it make up (on average 20%) 15-35% of afflock/spriest damage. Vial of Shadows wasn't as high sustained but the fact that it dealt such high damage so reliably at a set interval (45 seconds made it much easier to time).
The system you guys are going to doesn't fix the problem of single slot items that vastly over perform in a single slot via procs. PvP doesn't allow optimal rotations. Trinkets will still proc optimally. Things like cunning will proc just as often while dealing 2-5 time as much damage as there will ALWAYS be partners for it to hit. Things like vial will be timeable with re-direct kidney dance bombs helping secure kills.
The way to fix this is to make PvP gear much much stronger than PvE gear in PvP.
Or a much more simple: Disable proc trinket / weapons in PvP.
The latter will allow you to help bridge the gap from PvE to PvP while putting a stop to having to nerf an "Unheeded Warning" type trinket every single patch.
I see how this really helps alleviate the problem of PvE players trying to PvP. They will deal more damage than currently while taking less proportionality.
I don't see how this will do anything but make PvPers going to PvE more frustrated. Their gear will now be lower ilevel with inferior stats. At least now they have the advantage of more raw int while missing out on that secondary stat.
It also will not fix trinkets/ proc weapons / legendaries ruining arena/rbg balance.