1.
A mage got 20% crit chance. A shaman got 5% less crit from resilience .
[top] the mage crits 15% of his attacks against the shaman.
2.
A mage got 20% crit chance. A shaman got 5% less crit from resilience .
mr Mage throws 10,000 bolts. 2,000 should crit. of these 2000 bolts 5% is removed
100 bolts removes because of the resilience.
anyone 100% sure which one it is?
It is certainly 1 from testing. If it was 2 then Resilience would be almost worthless, which it is not (for PvP anyways).
Last night in Karazhan I was offtanking a Ghostly Steward when "Deflect" popped up on SCT. Unfortunately I was unable to capture it on the combat log.
Does anyone know what this mitigation type is? Something new they added in 2.0? I tried looking around for an answer but had no luck.
My only guess is that could be when a crit is converted to a hit due to Resilience. I am at 479 defense and the remaining small crit amount is covered by Resilience on my gear so that might explain it.
Last night in Karazhan I was offtanking a Ghostly Steward when "Deflect" popped up on SCT. Unfortunately I was unable to capture it on the combat log.
Does anyone know what this mitigation type is? Something new they added in 2.0? I tried looking around for an answer but had no luck.
My only guess is that could be when a crit is converted to a hit due to Resilience. I am at 479 defense and the remaining small crit amount is covered by Resilience on my gear so that might explain it.
Has anyone else encountered Deflect?
I deflected a special attack the other day while grinding. I'm not on my home computer right now, so I can't say whether I remembered to take a screenshot or not. I don't have any resilience gear. It definitely hasn't happened again, I would have noticed if it did.
Lines of interest from screenshot above:
"Bladespire Enforcer's Thunderclap hits you for 215 Nature damage.
Your Eye for an Eye crits Bladespire Enforcer for 106 Holy damage."
Eye for an Eye, Paladin Ret talent:
"All spell criticals against you cause cause 15/30% of the damage taken to the caster as well ..."
"Any effect which benefits the victim of a critical strike will now trigger even if resilience converted the attack from a critical strike to a normal strike; this applies to melee, ranged, and spell. The affected talents, abilities, and items are: "Eye for an Eye", "Blessed Resilience", "Enrage", "Martyrdom", "Blood Craze", "Eye of the Storm", and "Bonespike Shoulder"."
My current soloing gear has 20~30 points of resilience. Seems like Resilience may be interacting strangely with talents that activate on crits?
"Any effect which benefits the victim of a critical strike will now trigger even if resilience converted the attack from a critical strike to a normal strike; this applies to melee, ranged, and spell. The affected talents, abilities, and items are: "Eye for an Eye", "Blessed Resilience", "Enrage", "Martyrdom", "Blood Craze", "Eye of the Storm", and "Bonespike Shoulder"."
I know about the attack table thing, and thought I understood it. Onbly a single roll for each hit.
I assumed resilience just removed some of the crit chance in the attack table, and lowered the damage on crits. No harm to the attack table.
However, if somehow crits that are converted to hits are documented (and thus can trigger abilities) does this not mean the attack table thing is flawed?
Or maybe they just add a percentage to trigger crits? So next to the usual outcomes they add a new outcome % called "chance to hit but triggers abilities based on would have been crit" ?
I know about the attack table thing, and thought I understood it. Onbly a single roll for each hit.
I assumed resilience just removed some of the crit chance in the attack table, and lowered the damage on crits. No harm to the attack table.
However, if somehow crits that are converted to hits are documented (and thus can trigger abilities) does this not mean the attack table thing is flawed?
No, it doesn't mean the combat table is flawed.
Because they know all the variables, they can determine if the hit would have been a crit in the absence of resilience and treat it accordingly.
Programatically, this difference is easy to determine.
I have a question - at 25% block rating, with SB up my block is "100%".
At less than that though, at say, 24% block rating, my SB with SB up is "99%".
My question is, is that other 1% part of the dice still from defense and misses and dodge/parrys/etc?
What happens that other 1% of the time?
Essentially, what % block do I need as a base to be "uncrushable" with SB up.
I want to know this since I'm planning on dipping below 25% with some of my gear-sets.
I've heard that the dice protects a naked protection warrior from all crushing blows, even if their block % is like 20ish.
I have a question - at 25% block rating, with SB up my block is "100%".
At less than that though, at say, 24% block rating, my SB with SB up is "99%".
My question is, is that other 1% part of the dice still from defense and misses and dodge/parrys/etc?
What happens that other 1% of the time?
Essentially, what % block do I need as a base to be "uncrushable" with SB up.
I want to know this since I'm planning on dipping below 25% with some of my gear-sets.
I've heard that the dice protects a naked protection warrior from all crushing blows, even if their block % is like 20ish.
I've gone back and forth about this a lot. People kept saying you needed 25% base. The way I understood it, it didn't matter.
The experiment is easy, and I've never seen a definitive report. Get naked or almost naked (making sure you're at 25% total avoidance against at +3 before SB). See whether you can be crushed (this is probably easier to do if you find a sub-70).
I have a question - at 25% block rating, with SB up my block is "100%".
At less than that though, at say, 24% block rating, my SB with SB up is "99%".
My question is, is that other 1% part of the dice still from defense and misses and dodge/parrys/etc?
What happens that other 1% of the time?
Essentially, what % block do I need as a base to be "uncrushable" with SB up.
I want to know this since I'm planning on dipping below 25% with some of my gear-sets.
I've heard that the dice protects a naked protection warrior from all crushing blows, even if their block % is like 20ish.
I posted this in another thread, copying it here.
When WoW Classic went to 2.0 and the mobs @ Karazhan spawned(level 70, Skull to a level 60 player) I went out there in full Conq and a sword/shield on.
My stats were downright horrible, I had something like 6-7% dodge, 8% Parry, 13% block, hell it might have been worse then that. Either way against mobs 10 levels above me, I never had a single crushing blow break through shield block.
When Shield Block was up every attack was either blocked/dodged/parried/missed.
When Shield Block was not up, every attack was either blocked/dodged/parried/missed/crushing.
As the crushing table works like such: For every point of defense you are under 5 times your level, the chance of a crushing blow increases by 2%.
60 vs 63 = 15%
60 vs 64 = 25%
60 vs 65 = 35%
60 vs 66 = 45%
60 vs 67 = 55%
60 vs 68 = 65%
60 vs 69 = 75%
60 vs 70 = 85%
Unlike where most studies come from where it's against bosses with a 15% chance to be crushed, as you can see the mobs I was facing had almost 85% chance, which means that there was a much much higher chance to break through a block and crush if the mechanic worked like that, which it doesn't.
Side Note: I never got crit either, it seemed the mob's need to crush took priority over critting, I was wearing much less then 490 def.
Take that data for what you will gentlemen, or perhaps one of you still have a level 60 alt you'd like to experiment with.
http://www.megaupload.com/?d=CX81UJZ8
For the lurking Phoenix Wright faithful.
What is the most important thing to you? Won't you grant me the pleasure of taking it away.
Keep in mind, if we're talking about recap or logs here - that the serverside lag can actually make it seem like you have shield block up, when you really don't, giving some missleading stats on crushing blows. This may be a more fundamental question, and it appears as if so far no one is 100% sure :o
Although, based on Emeraude's data this would reflect the single die theory I read where basically the 75% gained on SB is enough to cover all slots of crushing over with blocked, as the rest are already taken: for instance by crit or miss based on defense, and various avoidance.
Strangely I feel like there is something to be desired from your anecdotal evidence though.
Another thing that definitely favors the 2 die roll, on Twin Emps did you get crit when Unbalancing hit you? I sure as hell did(and shield block was most definitely being spammed when I saw UB hit) Unfortunately I don't have any screenshots from back in that day so my evidence is also anectdotal =/
Another thing that definitely favors the 2 die roll, on Twin Emps did you get crit when Unbalancing hit you? I sure as hell did(and shield block was most definitely being spammed when I saw UB hit) Unfortunately I don't have any screenshots from back in that day so my evidence is also anectdotal =/
Anyone tanking Vek'nilash probably had more than 400 defense. So, even after being knocked down by 100, you'd still only get crushed at 15%, leaving ample room for the 4% crit to which you were now vulnerable.
Now, if a Druid with less than 360 or so defense got hit by UBS, the crush rate would shoot up past 100%, and there would be no crits for the duration.
Anyone tanking Vek'nilash probably had more than 400 defense. So, even after being knocked down by 100, you'd still only get crushed at 15%, leaving ample room for the 4% crit to which you were now vulnerable.
Now, if a Druid with less than 360 or so defense got hit by UBS, the crush rate would shoot up past 100%, and there would be no crits for the duration.
Let me elaborate more. The theory being formed is that total avoidance = 100% is what is required to push off a crushing blow, because all melee outcomes are rolled on the same die. If that were true, when you got UBS'd, and were now succeptable to being crit, your melee avoidance >= 100%(yes the defense hit would hurt your avoidance, but you'd still be above 25% total easy) would then prevent a crit from happening due to block/dodge/parry all being above it on the melee roll prioritzation.
I am almost 100% positive there are 2 rolls happening. First is a roll to check the melee outcome(avoid>crit>hit) and then a second roll, in which the values are filled by x block %, 15 crush, and y hit.
If a roll is a crit or avoided, the 2nd die is ignored. It is not far fetched at all, and definitely supports the theories of all those warriors out there with 24% block, that still see the very rare crushing with shield block up. Perhaps client->server lag is playing a much larger role than I give it credit for in that matter though =/
Edit for theory on ways to definitively answer: Perhaps we could go back to a "boss" mob that we have no serious risk of dying to to test. If our suggested melee priorities are correct(which if they aren't could surely be the reason for our disconnects in theory) could we not parse a combat log where shield block was purposely never used, so we always had an identical avoidance %? From this we could then ascertain a predictable Crush% by:
Unless you have a very large amount of avoidance( higher than 85%) we should be left with the expected value of 15% crushing blows, because crit has been elimited through defense, leaving crushing still on the table. If you do happen to have extra avoidance, it will subtract a predictable amount from crushing, which can be recalculated(86% avoidance = 14% expected crushing blows).
Let's assume a tank with 20 dodge, 15 parry, 20 block, and 490 defense. This gives us 66.6%(after adding 5.6% defense miss, and 5% innate). Our expected numbers should then be 18.4% hit, 15% crushing. To get a raw number for comparison with the next test we'll assume 1000 attacks, giving us 150 crushing blows.
My hypothesis is that the die roll happens twice. Removing block for my theory, we now have 20 dodge, 15 parry, 10.6% miss(assuming 490def). 45.6% of attacks will be avoided completely, leaving 54.4 to follow through to the 2nd die roll. This die now has the values block, crushing, and hit, in that order of priority. Of our 1000 assumed attacks, we have avoided 456. This is split into 20% block(108.8) 15% crushing(81.6) and 65% hits(353.6).
Single die = 150 crushing blows.
Double die = 81.6.
Taking the amount of hits required to be conclusive would require a lot of time invested, or multiple people parsing tests. As long as you are below 85% avoidance(counting 5% innate mob miss, and miss from defense)
If any of this theorizing is incorrect feel free to point it out quickly(as if I had to give permission). I typed this up in my before bed time forum trolling, and could easily have overlooked something extremely important, obvious, or both in my tired stupor.
Edit: Your post was greatly editted after I posted mine, and I'm too lazy to read yours again right now to counter point or agree w/parts of it
Because the crush rate is absolute, you cannot have avoidance on a previous dice, otherwise more avoidance will change that value.
For instance, if Player A's avoidance is 50%, Player B's avoidance is 0%, by your rolls,
Player A would be crushed 7.5% of the time, and Player B 15% of the time.
Because this doesn't happen, and you can assume the programmers are not doing power series or complex algebra to make the 15% solid, that it is one roll, with respect to avoidance at least.
This is seen when your +hit gear doesn't give you more crit, because your crit isn't changed, only your miss sides of the dice are shaded different. Misses cannot crit, these are pseudo notions. I've not seen a single thread of evidence that there are multiple dice. Everything you're describing can be done with 1 dice... and frankly, it actually only describes 1 throw.
Unless 50 dodge and 50 parry doesn't equal absolute mitigation - if it was 75%, then its two rolls, but afaik its 100%? (with something like 1% always).
Crits cannot crush, and misses cannot crush. Corollary is that crushes cannot miss. They may only be crushes, or blocked crushes (unless your avoidance is nearly 100%).
Crushes are crushes or blocks only - if you random that number, those are the ONLY two options, not avoidance (again negating extreme situations). UBS does nothing to necessarily add or remove crush decals on your 100 sided dice unless your defense was absurdly poor. It will shade the misses into crits for up to 5% or so, but crushes cannot crit, they're different things (again except under extreme circumstances, and by extreme I mean that something like crushes or dodges start becoming so absurdly high that you have two quotas to fill, and a priority takes over, literally knocking decals off the dice and making what appears to be a break in the rule, but aside from that, crush numbers on the rnd shouldn't ever crit unless something crazy is happening). Your avoidance remains, and afaik, you're still going to be incredibly far past anything necessary to block everything if the underlying avoidance counts toward the push.
This is at least how I understood the mechanics of the game, and is how basic outgoing melee works - as detailed by the OP. And if you're asking if UBS opens you to a crit? Then yes, obviously it does - but the real question is if shield block turns crits into blocked crits (like crushings)... my guess is almost certainly they do... but it is unrelated to the original question, and an extreme (and sometimes useful extreme, but not in this case) example.
In order to prove a second die, you would have to show that changing one of your stats affects another stat in serial fashion. For instance, 50% avoidance halves your incoming crit rate. Which in fact, it does not - again, at least as far as I've seen in recap and all prior threads related to this topic. Still, if I'm wrong, i'd love to hear it - and I'd still love to know what that last 1% does on 24%->99% block
The other night in Karazhan I noticed Moroes landing a couple CB's on me through what should have been >100% avoidance with HS up. Chalking it up to lag or something, during Curator I paid close attention and distinctly observed that I was once crushed with 2 charges remaining on Holy Shield, and 5 seconds on the duration. Unfortunately, it looks like I didn't manage to catch it in my screenshots, so it didn't happen. For both encounters, I was wearing extra block rating and removed the superfluous Libram of Repentance. These occurances add up to a slight miscalculation of my avoidance rather than a fundamental error in our understanding of the combat table, as I should have been right on the edge of 100%.
My block is 84% at the very high end (Redoubt + HS) and the last time I can remember being crushed twice in a row on Prince was when I was one GCD late refreshing HS. Unless the mechanics are different between the classes, I cannot believe that the system requires 100% block.
Paladin talk makes me greatly confused. You were crushed with the equivalent of shield block up? What was your total block rating at the time? and avoidance including block would be well past 100%?
Wouldn't that lend more toward priority, than negating one dice? We know priority must exist - thats how crits ultimately get knocked off the table during evasion tanking. They're still there, just overlapping shades on the dice, and one is stronger.
The yellow attacks I had heard of, but its all i've heard of that uses 2 dice. I'm bringing this up because I'm not sure, and the discussion is far more interesting than hearing people explain that Gruul is a great encounter, and that consumables are OK. So anything people have to add, like even wild theories, is at least a start!
Ya sorry I edited my post right after I made it because I thought of a way to test what I was thinking after I clicked submit and didn't want to double post.