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Old 01/06/08, 1:24 PM   #76
Redcape
Don Flamenco
 
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Dwarf Paladin
 
Vek'nilash
One thing I am very curious about is how all this affects paladin taunting. In particular I have a talent that gives me 3% hit chance for both spells and physical, which seems like it might affect Righteous Defense (taunt) by giving it any of 0, 3, or 6% better chance to hit. It would seem sensible that the number would be 3% but given the evidently bizarre nature of the taunt mechanic hit rules now I do not have much confidence in that number.

I actually have some random hit rating from the MH shield and chest armor and can confirm that taunts do in fact resist on regular mobs even with enough hit rating (and spell hit rating, concidentally) to totally remove a resist chance if that was possible. It is quite certain that taunts retain their 1% chance to resist on both bosses (see above post) and trash mobs given my experience.

Unfortunately in order to test how much effect my precision talent actually has on taunting would require quite a lot of time and an extra person. I cannot taunt a mob that is already on me (unlike a warrior) and it has a 15 second cooldown. I will probably try to go to ZG with a holy paladin and do some testing though and see how it goes. One other interesting thing would be to check if the + hit aura supplied by a shaman works on taunt and whether the spell, physical or both! auras help here.
 
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Old 01/07/08, 3:57 PM   #77
foxglove
Piston Honda
 
Night Elf Druid
 
Uldum
Wow, awesome work Penguin. Thanks a ton for all the data.

There's a couple implications for tanks, I think:

- One, there's no "magic number" of +hit a tank might be expected to have (such as there is for being uncrittable via defense or uncrushable via shield block and avoidance). A taunt will always be potentially resistable, so raids need to accomodate for taunt resists.

- Two, the amount of +hit needed to cap versus an Outlands raid boss (16%) is so high that, currently, tanks really aren't likely to see it in any sort of decent tanking gear (as Nite_Moogle suggested based on his earlier assumption). So, we can probably consider the reduced taunt resist from +hit a parallel benefit to the threat benefit of +hit--it makes your taunts, like your threat, more reliable for each additional point you get.
 
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Old 01/07/08, 5:26 PM   #78
 Chicken
Co-starring: The Egg
 
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Blood Elf Paladin
 
Azjol-Nerub (EU)
Originally Posted by foxglove View Post
- Two, the amount of +hit needed to cap versus an Outlands raid boss (16%) is so high that, currently, tanks really aren't likely to see it in any sort of decent tanking gear (as Nite_Moogle suggested based on his earlier assumption). So, we can probably consider the reduced taunt resist from +hit a parallel benefit to the threat benefit of +hit--it makes your taunts, like your threat, more reliable for each additional point you get.
That's also further the case because gearing for it past 9%(?) will only benefit your taunt, and it's probably not worth gearing for at that point unless you really need a very low chance for taunt to resist.
 
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Old 01/07/08, 6:13 PM   #79
 Penguin
Not Enough Rage.
 
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Tauren Warrior
 
Hyjal
Originally Posted by Chicken View Post
That's also further the case because gearing for it past 9%(?) will only benefit your taunt, and it's probably not worth gearing for at that point unless you really need a very low chance for taunt to resist.
I see very little benefit to stacking hit beyond the 9% mark as a tank. That's enough to cap you on your MH attacks and specials, as well as taunt cap on trash. Even though all the testing was done on bosses, there are very few bosses where you require your taunt to be as accurate as possible. Clearly this wasn't the case with 4HM, but I think Blizzard has learned from that.

The only TBC fight I can think of which requires accurate taunting is the ZA bear boss, and even with a slow dps group you'd only be looking at 10 or 11 transitions. Assuming that the average-geared tank in ZA has about 80 hit there's a 1 in 10 chance for each to fail, which doesn't seem unreasonably high considering the amount of backups there are in case of a failed taunt, and the small size of the required taunts.
 
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