It could be interesting to notice if talents like survival of the fitness (feral druid, +6% all stats) or Blessing of Kings once multiplied by the base agility are affected by diminushing returns or not (aka, 87 base agility +SoF+BoK = 101 agility, 101-87 = 14, are those 14 agility affected by diminushing returns?).
The following level 80 warrior data when compared to my level 60 warrior data, shows that the cap does not change with level, so for the same class, the same formula and cap can be used for all levels.
Build: 8970
Name: Imbamoo
Level: 80
Class: Warrior
Base Defense: 300
Base Agi: 108
Defense
Dodge%
Parry%
Increased Dodge%
Increased Parry%
400
4.9323997497559
5.0000000000000
0.0000000000000
0.0000000000000
419
5.7202720642090
5.7817568778992
0.7878723144531
0.7817568778992
437
6.4537920951843
6.4987540245056
1.5213923454284
1.4987540245056
453
7.0955438613892
7.1176638603210
2.1631441116333
2.1176638603210
474
7.9235496520996
7.9048829078674
2.9911499023437
2.9048829078674
Build: 8970
Name: Whitetooth
Level: 60
Class: Warrior
Base Defense: 300
Base Agi: 83
Defense
Dodge%
Parry%
Increased Dodge%
Increased Parry%
400
7.0076994895935
5.0000000000000
0.0000000000000
0.0000000000000
419
7.7955713272095
5.7817568778992
0.7878718376160
0.7817568778992
437
8.5290918350220
6.4987540245056
1.5213923454285
1.4987540245056
453
9.1708440780640
7.1176638603210
2.1631445884705
2.1176638603210
474
9.9988489151
7.9048829078674
2.9911494255066
2.9048829078674
The variances in Increased Dodge% is the result of IEEE754 rounding effect.
Hotdogee@Ner'zhul US <Bahamut>
Author of RatingBuster
Now we have everything we need, we're ready to do some multi stat calculations.
Current Stats:
Level 60 warrior
Base defense: 300
Base dodge%: 7.0076994895935
Base parry%: 5
Dodge rating: 0
Parry rating: 0
Base Agility: 83
Put on some gear which gives
+8 Defense
+24 Dodge Rating
+20 Parry Rating
+21 Agility
How much Dodge% and Parry% do I have now?
Solution:
For a level 60 Warrior
1 Defense = 0.04% Dodge + 0.04% Parry (the rest are not important for this problem)
12 Dodge Rating = 1% Dodge
15 Parry Rating = 1% Parry
1 Agility = 0.0427% Dodge
Dodge Cap
Parry Cap
Add the base values and we have:
Dodge = 10.2487108
Parry = 6.668054461
Answer: (These are the values taken in game)
Dodge = 10.248710632324
Parry = 6.6680541038513
Hotdogee@Ner'zhul US <Bahamut>
Author of RatingBuster
Does this mean, that miss chance from defense is not subject to diminishing returns?
Miss is very likely subject to diminishing returns. But unlike dodge and parry there is no easy function to get the values after diminishing returns.
So we'd need someone getting hit a lot of times at one defense value to determine the cap in the formula (the ) and a lot of times at another defense value to confirm that it uses the same formula.
Okay, based on Whitetooth's results, we can conclude that the % increase in average time-to-live is given by the following expression:
Where h is the chance to be hit before the generalized avoidance factor a is accounted for, a_c is the cap, n is the constant in the neighborhood of .956%, and a_u is the avoidance above base before diminishing returns, and a_0 is the base avoidance.
As increases, this quantity increases, indicating faster-than-exponential growth. So, in my mind, Blizzard has still not come close to fixing the problem. Avoidance is still better the more you stack it, particularly since the different avoidance stats don't share DRs. The only thing this will accomplish is encouraging tanks to stack a variety of avoidance stats, which for some is impossible.
I guess, Paladins have another Dodge and Parry Cap? If yes, do you need some data to evaluate it?
They might, but they can dodge, parry and be missed like warriors so they don't really need a higher dodge cap like druids.
Some data to evaluate it will help though. With the formula known now few data points are enough to determine the caps. My guess is that they will be equal or close to the warrior values.
Deathknights should be interesting though. With their strength to parry conversion they might have a higher parry and a lower dodge cap.
They might, but they can dodge, parry and be missed like warriors so they don't really need a higher dodge cap like druids.
Some data to evaluate it will help though. With the formula known now few data points are enough to determine the caps. My guess is that they will be equal or close to the warrior values.
Deathknights should be interesting though. With their strength to parry conversion they might have a higher parry and a lower dodge cap.
Valid Datapoints should look like? I can give you some with my lvl 70 Paladin.
Valid Datapoints should look like? I can give you some with my lvl 70 Paladin.
For those that would like to contribute with data, may I suggest using the following command I formated for obtaining more precise data(because 2 decimal places isn't really useful):
This will print your stats in your chat frame, that looks like this:
"274 4.1817655563354 6.6373481750488 0 33 92"
Which is Defense, Dodge%, Parry%, Dodge Rating, Parry Rating, Agility in that order.
The /print command is provided by AceConsole-2.0, if you have any ace2 addons you can use it.
Another helpful addon is Chatter, it gives you a button at the bottom right corner of your chat frame click on it to open a window that you can select text and use ctrl+c to copy out your test results.
And if possible, use gear with only 1 DR stat, like pure agi(no defense dodge parry) or pure defense (no agi dodge parry, but block is fine), it simplifies the calculations quite a bit.
This is how I would do it:
1. Remove all equipped items, and reset talents to 0/0/0
2. Find some pure defense gear, no agi, dodge or parry, but block is fine.
3. Put them on one by one and print the data with the command.
4. Remove all equipped items, find some pure agi gear, take the data
5. Remove all equipped items, find some pure dodge gear, take the data
6. Remove all equipped items, find some pure parry gear, take the data
Last edited by Whitetooth : 09/23/08 at 4:07 PM.
Hotdogee@Ner'zhul US <Bahamut>
Author of RatingBuster
How does this diminishing returns affect activated abilities like Evasion? Does it add 50% on top of the current value or the base and then the effects from gear are diminished? I'm assuming that the 50% isn't diminished itself which could also be the case. I'm not sure if any other class has a built in avoidance increase like that other than Lichborne but miss is hard to test like you said above.
Thanks to the paladin data from Orbitus and Rhî, I've been able to varify that the cap values for both dodge and parry for paladins are the same as that of warriors.
Last edited by Whitetooth : 09/24/08 at 1:52 AM.
Hotdogee@Ner'zhul US <Bahamut>
Author of RatingBuster
Both with and without Moroes' Trinket Evasion seems to add exactly 50%. So Evasion is a non diminished flat addition similar to base dodge.
That means unlike the Sunwell Radiance solution, this solution to avoidance allows rogues to evasion tank.
Some data points from my rogue. Hope they are not too chaotic.
Also I had zero items with parry rating, so increase in parry is only due to defense.
Thanks for all the data, I've been able to calculate both caps for dodge and parry, but I've also found something odd in here.
First,
Dodge Cap 145.5604076
Parry Cap 144.9275362319
Dodge% per Agi = 0.0483805
Now, in TBC we have 0.04% dodge/parry per Defense, and 0.05284524% dodge per dodge rating at level 70.
I tried to use those values at first but that did not work out, so I had to calculate them like dodge per agi.
Lv70 Rogue
WotLK
TBC
ratio
Dodge per Defense
0.038705
0.04
0.967625
Parry per Defense
0.038705
0.04
0.967625
Dodge per Dodge Rating
0.05113465
0.052845524
0.967625
I wonder whats the Dodge% per Agi for a 70 rogue in TBC, can you run 2 data points for dodge/agi with 13 decimal places on live?
Last edited by Whitetooth : 09/24/08 at 10:27 AM.
Hotdogee@Ner'zhul US <Bahamut>
Author of RatingBuster
I added an Elixir of Major Agilty and a Mongoose Proc above.
Mongoose adds 120 agility. Without it (and an activated Moroes' Trinket + Evasion) I have a 99.87% dodge chance. With the added 120 agility, I'm at 102.84%. This means, those 120 agility are worth only 2.97% dodge, or 40.44 agility is needed for 1% dodge at that level.
The normal conversion rate at level 70 for a rogue is 20 agility per 1% dodge. It more than doubled.
I wonder whats the Dodge% per Agi for a 70 rogue in TBC, can you run 2 data points for dodge/agi with 13 decimal places on live?
Defense
Agility
Dodge Rate
Dodge %
Parry
Live:
350
166
0
8.710000038147
5
350
639
0
32.360000610352
5
PTR:
350
163
0
7.5600004196167
9
350
627
0
27.7799091339110
9
On Live I have skilled Vitality for 2% increased agility, additionally there is a 1% dodge bonus from Quickness. Both have been removed/replaced on the PTR.
On PTR, I have skilled for an additional 4% parry.
Additionally I have made a test with avoidance gear (but without consumables):
Defense
Agility
Dodge Rate
Dodge %
Parry
Note
Live:
379
810
130
48.939918518066
6.1599998474121
379
810
430
114.79357147217
6.1599998474121
Evasion + Trinket
PTR:
379
794
130
38.9747772216800
10.1646947860720
Interestingly, parry through defense seems to be slightly higher than on live if you subtract the 4% through talents.
I think, as a consequence of the dodge and parry diminishing returns, you actually get more benefit from the stats for a very limited time. This was something I noticed (and found strange as well) in the other data sets.
With the new data gather by sp00n, it appears that my original assumption that =0.956 is constant is not true.
So far we only know that for a 70 rogue, =0.988, and for a 60 warrior, =0.956
Does k change with class or level? I think I need to go back and take a closer look, more test data from different classes and levels would be helpful.
Edit: Checked again with data from 80 warrior, and confirmed that =0.956 for warriors.
It seems that k is also dependent on class but not level.
Edit2:
A quick recap on what we know about the DR formula:
is the diminished stat before converting to IEEE754. is the stat before diminishing returns. is the cap of the stat, and changes with class. is is a value that changes with class.
Warrior and Paladin: =0.956
Druid: =0.972
Death Knight: =0.99356050
Rogue: =0.988
Last edited by Whitetooth : 09/25/08 at 10:58 AM.
Hotdogee@Ner'zhul US <Bahamut>
Author of RatingBuster