Parry and dodge chances are always rolled at the same time, even in 2-roll attacks. The second roll of a 2-roll special attack is only to determine between a regular hit or a critical strike, if the attack was not avoided.
Thus, everyone will observe exactly a 20% reduction in their overall avoidance chance regardless of whether their class can parry attacks.
The guys over on Nihilum - World of Warcraft were able to figure out the point-to-percentage calculations for each of the mastery specs. Basically for every point you put into a tree, you gain a percentage of the mastery, up to 51 points. Unfortunately they put this in their Wiki page which is password protected at the moment, but they did make this particular piece of information available through a Google spreadsheet.
Currently Mastery seems to have the "bug" that Expertise has in WotLK where it doesn't display as smoothly increasing as you add more Mastery rating. Instead (at least on the tooltip) it jumps in increments of 2.5%. At level 81, you need somewhere between 61 and 68 Mastery Rating to get that 2.5% jump.
Lurker goes on to deduce:
So at 80, 399 rating / +15% bonus = 1% per 26.6 rating, or about 2.544 talent points spent in mastery, and 1 talent point is equal to about 10.45 rating
At 81, 68 rating / +2.5% bonus = 1% per 27.2 rating (I'm assuming 1 mastery rating decreases in value as you level ), and 1 talent point is about equal to 10.69 rating
Several players could get in a state where they were hit capped in LK and then just kept getting more and more hit on higher level items. We are trying to fix that this time around in a number of ways:
3) Requiring higher combat ratings for additional content tiers. What hit caps you for 4.0 won't be sufficient in 4.1, so the extra budge on the 4.1 gear will be helpful.
This is quite a departure from the previous content cycles in that the ratings will not be governed by your level. I wonder how they are going to handle it:
1. Will your rating requirements increase based on which patch is live, or
2. Will your rating requirements vary depending on which instance you're in, a sort of modified radiance-debuff?
They've mentioned before that specific mobs would have more defense or expertise, meaning that they'd have a higher value of miss% and a higher chance to hit you. They'll probably give that buff to mobs on a per-instance basis, but it's also possible that they'll make some mobs harder than others. In any case they don't want to do zonewide buffs.
I kind of hate it, because while it makes hit useful in bigger chunks longer, it also means that optimally you'll have a 4.0 hit value, a 4.1 hit value, a 4.2 hit value and want to juggle gear around to reach those if you're between expansions or working on hard modes in 4.0 while 4.1 is around.
If this happens, I hope the boss differences will be spelled out in the UI or in the patch notes. Going back to the days of painstaking hit chance testing would be annoying.
Did they change the formulas for level 80 as well, or why is e.g. hit rating different in your table (30.755 instead of 32.79)? Haste is still the same though.
Did they change the formulas for level 80 as well, or why is e.g. hit rating different in your table (30.755 instead of 32.79)? Haste is still the same though.
My level 80 druid:
Spell Hit Rating: 705 => 26.88%
26.22 rating for 1% spellhit
Which matches the value from our DBC tables
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
My level 80 druid:
Spell Hit Rating: 705 => 26.88%
26.22 rating for 1% spellhit
Which matches the value from our DBC tables
He's talking about melee hit, which does appear to have changed in 4.0. At 262 hit rating my DK went from 7.99% hit to 8.52% hit (which is 32.79 -> 30.755 as stated). Spell hit appears to have remained the same.
Updated with the new Armor reduction formula for levels 81 and up
Since 3.1: "Haste Rating: shamans, paladins, druids, and death knights now receive 30% more melee haste from Haste Rating".
Source: WoW -> Patch Notes -> 3.1.0
I don't have tested it myself, but if it's still the case, you may update your table to show it.
Since 3.1: "Haste Rating: shamans, paladins, druids, and death knights now receive 30% more melee haste from Haste Rating".
Source: WoW -> Patch Notes -> 3.1.0
I don't have tested it myself, but if it's still the case, you may update your table to show it.
This 30% bonus is gone, my druid/shaman show the exact same for melee/spell haste
Originally Posted by ildon
He's talking about melee hit, which does appear to have changed in 4.0. At 262 hit rating my DK went from 7.99% hit to 8.52% hit (which is 32.79 -> 30.755 as stated). Spell hit appears to have remained the same.
yes melee hit is 30.76 on beta @ 80
Last edited by Starfox : 09/22/10 at 1:06 PM.
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
The diminishing returns mechanism for avoidance still works the same
-Whitetooth
Does this mean that parry still has a lower cap than dodge, even though they now have the same mechanics? Logically, parry should have the same cap as dodge.
Does this mean that parry still has a lower cap than dodge, even though they now have the same mechanics? Logically, parry should have the same cap as dodge.
A quick test on the PTR tells me that the cap was changed. I took a DK with ~880 dodge and ~690 parry and reforged some dodge to parry. My avoidance totals (dodge + parry) grew up to some point (at which parry was slightly higher than dodge which I find a bit odd but anyway) until after the total declined again. So this is not really exact but they appear to be somewhat equalized.
I actually wanted to test it on the warrior as I have a lot more gear available, though the PTR decided to permanently disconnect me on this character. Maybe someone else can do a little bit more in depth analysis.
A quick test on the PTR tells me that the cap was changed. I took a DK with ~880 dodge and ~690 parry and reforged some dodge to parry. My avoidance totals (dodge + parry) grew up to some point (at which parry was slightly higher than dodge which I find a bit odd but anyway) until after the total declined again. So this is not really exact but they appear to be somewhat equalized.
I actually wanted to test it on the warrior as I have a lot more gear available, though the PTR decided to permanently disconnect me on this character. Maybe someone else can do a little bit more in depth analysis.
I'll try do some tests this weekend if I get the time too.
Hotdogee@Ner'zhul US <Bahamut>
Author of RatingBuster
I'd appreciate the ratio between agility and dodge for war / pal / dk who are 85 if somebody can provide that. =)
If I level 85 with my DK before it's posted, i'll give the ratio for this class.
I stumbled upon something else when checking avoidance dr caps, and I took a detour of figuring out the resistance formula for all levels up to level 88.
Thanks to Shamgarr's great post on the "Resistance Mechanics in WotLK", we have two good formulas that accurately describe:
1. The average damage reduction(), given the resistance value() and a level dependent constant():
2. The probability of each partial resist(), given the average damage reduction:
But there was one last piece of the puzzle that was left unsolved, the formula for the level dependent resistance constant which I shell show in this post.
First, I have verified that the average damage reduction formula in Cataclysm (4.0.3.13117) hasn't changed and that the level 80 constant is indeed 400.
Up until now, the level 83 constant(for wotlk bosses) has not been accurately identified, it was narrowed down to somewhere between 506 and 514 and assumed to be 510.
My findings show that the constant for level 83 is exactly 506.5.
In 4.0.1, Blizzard added a new API that takes a level and a resistance value and returns the average damage reduction percentage.
The resistance constant is actually the given resistance value, where you get a average damage reduction of 50%.
So I quickly whipped up some addon code that gives me the 50% resistance value from level 1 to 100, and it gave me this:
where is the avoidance after DR. is the avoidance before DR. is a class dependent cap of the stat. is also a class dependent constant.
What has changed:
Dodge and Parry caps(,) for Warriors, Paladins, and Death Knights are now the same.
With Defense Rating removed, there is no longer a way to increase chance to be missed. Therefore is also removed.
Warriors, Paladins, and Death Knights now all get 25% Strength as Parry Rating as a base skill, with all decimals floored.
The updated table for 4.0.3.13117:
Warrior
0.9560
65.631440
0.01523660
65.631440
0.01523660
Paladin
0.9560
65.631440
0.01523660
65.631440
0.01523660
Hunter
0.9880
145.560408
0.006870
145.560408
0.006870
Rogue
0.9880
145.560408
0.006870
145.560408
0.006870
Priest
0.9830
N/A
N/A
150.375940
0.006650
Death Knight
0.9560
65.631440
0.01523660
65.631440
0.01523660
Shaman
0.9880
145.560408
0.006870
145.560408
0.006870
Mage
0.9830
N/A
N/A
150.375940
0.006650
Warlock
0.9830
N/A
N/A
150.375940
0.006650
Druid
0.9720
N/A
N/A
116.890707
0.008555
Base Dodge and Dodge/Agi table for 4.0
Base Agi
Lv80 Dodge/Agi
Lv80 Agi/1%Dodge
Lv85 Dodge/Agi
Lv85 Agi/1%Dodge
Warrior
3.7580
0.01359620
73.54996004
0.002321840
430.69289874
Paladin
3.6520
0.01923890
51.97802369
0.003283990
304.50762639
Hunter
-5.450
0.01332660
75.03789414
0.002272730
439.99947200
Rogue
-0.590
0.02405370
41.57364309
0.004106500
243.51637648
Priest
3.1830
0.01923660
51.98423838
0.003289470
304.00034048
Death Knight
3.6640
0.01359620
73.54996249
0.002321840
430.69289874
Shaman
1.6750
0.01923660
51.98423594
0.003289470
304.00034048
Mage
3.4575
0.01952530
51.21560232
0.003331530
300.16238785
Warlock
2.0350
0.01923660
51.98423838
0.003285640
304.35470715
Druid
4.9510
0.02404580
41.58730423
0.004105380
243.58281085
Thanks to:
Hinalover: Level 80 data from different races for Mage, Priest, and Death Knight. (source)
Althor: Level 85 data from different races for Shaman, Hunter, Rogue, and Warlock. (source)
Just like before, I'm unable to complete the whole table by myself. Because I can only have so many premades, I'm looking for a few contributors to fill in the missing cells.
Please help with level 85 cells if you have access to Cataclysm Beta premades/toons.
If you'd like to contribute but don't want to waste time on the calculations, I've coded all the required math in my addon LibStatLogic.
Download and Install the latest alpha version(r107 or newer) of LibStatLogic in your Beta Addons directory. LibStatLogic-1.1-r107.zip
Log on one of the class/level combinations with missing data
Unlearn all talents
Make sure you DON'T have any buffs on you(especially Kings and MotW!)
Take off all of your gear(Unless you are a 85 hunter, then you need to have enough gear on so you don't have 0% dodge)
Type:
/dump StatLogic:GetDodgePerAgi()
You should see something like this: (This is the result for a level 80 Hunter)
Thanks!
Last edited by Whitetooth : 10/22/10 at 10:36 AM.
Hotdogee@Ner'zhul US <Bahamut>
Author of RatingBuster
I noticed that there was a new calculation for the armor mitigiation constant on the top posting. So is the current theory that the following calculation is no longer relevant for level 81 - 85?
C=400+85*targetlevel+4.5*85*(targetlevel-59)
I'm specifically referring to the constant used to figure out effective armor pentatration from, Armor penetration - WoWWiki - Your guide to the World of Warcraft. Using that calculation, the constant would be 17570 but it seems the new proposed constant is 26070. Am I correct in thinking that we should be using 26070 as the constant to figure out the effective armor penetration?
I noticed that there was a new calculation for the armor mitigiation constant on the top posting. So is the current theory that the following calculation is no longer relevant for level 81 - 85?
C=400+85*targetlevel+4.5*85*(targetlevel-59)
I'm specifically referring to the constant used to figure out effective armor pentatration from, Armor penetration - WoWWiki - Your guide to the World of Warcraft. Using that calculation, the constant would be 17570 but it seems the new proposed constant is 26070. Am I correct in thinking that we should be using 26070 as the constant to figure out the effective armor penetration?
Correct. But the ArP stat has been removed. Are there classes that still has ArP?
Last edited by Whitetooth : 10/04/10 at 1:35 AM.
Hotdogee@Ner'zhul US <Bahamut>
Author of RatingBuster