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Old 08/24/06, 7:33 AM   #1
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Hi guys, first time poster, long time reader.

After seeing the dps calculation spreadsheets for Rogues/Warrior, i decided i would do one for my beloved paladin. Not that i have any delusions of pwnage, but just for interest etc. I have it close to completetion, but there are a number of mechanics i would like to clarify.

1) Divine Intellect & Divine Strength

The aura these two talents apply is the same "mod total stats %" as used by BoK. Am i correct in saying that they increase all of the following:-
Base Stats
Stats from Armour / Enchants
Buffs (ie PWF, AI, consumables)
Or does it not apply to some of these stat sources?

2) Blessing of kings

Again, am I right in saying that this increase all the stats from the following sources:-
Base Stats
Stats from Armour / Enchants
Buffs (ie PWF, AI, consumables)
Stat increase from Divine Strength/Intellect (this one i am unsure of)

3) Mechanics of DPS abilities

I know that SoC/JoC/HoW all use melee crit modifiers, whilst, Holy Shock/Exorcism/Holy Wrath all use spell crit modifiers.

I also know that SoC, whist holy damage, can be blocked/parried etc, but not resisted, whilst Holy Shock/Exorcism/Holy Wrath can be resisted, but not blocked/parried etc.

What i need to know is the what effects the JoC and Hammer of wraths "miss" rate. Are they dodged/parried etc or are they effected by spell resist mechanis?

4) Spell Restances

I know that a paladin's damage abilities that follow the same rules of spells will also have the same chance of missing as normal non-binary spells. However after hitting, they also have a chance to be resisted based on a mobs resistance level. Is there anyway of finding out some sort of "average" resistance rates of mobs/bosses etc?

Any help with these questions would be greatly appreciated

Cheers

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Old 08/24/06, 7:44 AM   #2
Rane
King Hippo
 
Orc Warlock
 
Mazrigos (EU)
I see no WoW profile filled in alarm bells flaring!

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Old 08/24/06, 7:54 AM   #3
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Originally Posted by Rane
I see no WoW profile filled in alarm bells flaring!
Apologies, have filled in info now (although had to put realm info in the guild tab as not in the realm list)

Hope the alarm bells have stopped now - i am eligible for advice now :)

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Old 08/24/06, 7:57 AM   #4
jubelio
Bald Bull
 
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Undead Warlock
 
Mal'Ganis
Originally Posted by bellator
i am eligable for advice now
almost

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Old 08/24/06, 8:03 AM   #5
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Originally Posted by jubelio
Originally Posted by bellator
i am eligable for advice now
almost
Not more rites of initiation :(

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Old 08/24/06, 8:05 AM   #6
Kalman
Super Macho Man
 
Kalman's Avatar
 
<>
Orc Shaman
 
No WoW Account
Originally Posted by bellator
Originally Posted by jubelio
Originally Posted by bellator
i am eligable for advice now
almost
Not more rites of initiation :(
At least he spelled "rites" correctly...

Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.

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Old 08/24/06, 8:29 AM   #7
enshula
Piston Honda
 
Murloc Paladin
 
Cenarion Circle
1 Was definately made less effective when changed from mana to int but i cant remember how much. Minor spell crit boost, i think its only about 8 int at level 60 but i could be wrong, doesnt really matter though since if your a raiding pally its the only choice on that tier.

2 Should be easy to check.

3 I thought these two were changed so they could not miss, being treated as spells instead. Was tied into JoC's crit damage being reduced from 200% of normal to 150%.

4 There is supposedly no holy resist. However some mobs have generic spell resistance which also reduces holy damge. Spellbinders in BWL work that way. Normal non binary spells do not have an inherent chance to miss, they have the same level based resist check that also applies to binary spells. There are tables of base resist rate given level differance at 60 going around, i think it is around 14% on a level 63. There are in game combat log parsers to list percentage of spells resisted and damage done that shows up in tooltips if thats your thing.

Hard to get motivated about paladin dps spreadsheets, any chance of modeling healing?

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Old 08/24/06, 10:15 AM   #8
 frmorrison
Protector
 
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Ashstrike
Human Paladin
 
No WoW Account
Originally Posted by bellator
1) Divine Intellect & Divine Strength

The aura these two talents apply is the same "mod total stats %" as used by BoK.

2) Blessing of kings
Again, am I right in saying that this increase all the stats from the following sources:-

What i need to know is the what effects the JoC and Hammer of wraths "miss" rate. Are they dodged/parried etc or are they effected by spell resist mechanis?
I haven't played my pally for a few months, but I assume the stacking hasn't changed and JoC hasn't changed to a spell.

The two Tier 1 Holy talents affect all base str/int.

BoK + Tier 1 talents do stack.

JoC/Hammer of Wrath are subjet to the melee miss rate 5% on 60s. They can be dodged/parried/blocked like a melee attack*. Exocise/Holy Shock get missed due to the 4% spell miss rate on 60s.

*Now Joc/Hammer may have changed to spells, an easy way to check is look at the crit, is it 200% or 150%.


Pally DPS really isn't much, at least until TBC (Seal of Blood and new the Ret talents).

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Old 08/24/06, 2:59 PM   #9
 Vinsent
Don Flamenco
 
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Human Paladin
 
Silver Hand
Note, the last time I personally tested any of theses was right after 1.9 came out. These all could have changed in the mean time.

1) Divine Intellect & Divine Strength

The mod is on total stats from base, gear and buffs.

To be clear this means if I have a base str of 50 and a 25 str buff from a pot and a 25 str buff from a buff, then with without divine strength I have 100 str and with it maxed I have 110.

2) Blessing of kings

Correct, the mod stacks on top of the divine mod. So using our pervious example if that player was then buffed with BoK they would have 120 Str.

3) Mechanics of DPS abilities

All holy spells, like all spells have a 5% chance to be resisted. So while unlikely, you can still see a resist to all holy damage spells.

HoW can definitely miss, it happens to me all the time /cry.

To answer your question specifically, most pallys believe that HoW uses the spell miss rate, and that having + spell hit will reduce this. The reason being that pallys with maxed out 6% melee hit rate still see misses. Though I don’t think there are any pallys with enough spell hit gear to accurately test it, as we do not usually collect that type of gear.

I am personally unable to test this as I have no spell hit gear. =/

With JoComm, this has been monkeyed with the past few patches, right when 1.9 came out you would get a "resist" message but it would deal damage anyway. (obviously a bug), I have not see that behavior since 1.10. I can check my combat log but I don’t recall ever recently seeing dodged/missed/parried JoComms though it is often hard to separate without looking from SoComm hits which can have all of these things.

4) Spell Restances

As I said, Holy spells have the base resist rate of 5% like other spells so there will rarely be a resist. But as I am usually healing on boss fights I have not done extensive testing.

Check out my board game! - www.facebook.com/TitansTactics

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Old 08/24/06, 8:23 PM   #10
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Cheers for the info guys, will take it into account when making final adjustments to the model. Will eventually try to check some of these things out myself but naxx is taking a little too much of my time.

I realise paladin dps is not much, i'm a healadin at heart. but i wanted to get something up and running pre BC that i could modify and use to see how much our dps has been boosted. Seal of blood looks interesting. From the information thats currently released it looks no better than SoC in terms of damage output, but if there are higher trainable levels, or if the +damage co-efficient is reasonably high, it could be a welcome dps boost for us. Could also lead to fast 2-Handers being the weapon of choice for the paladin due to the increases vengeance proc.

Enshula, i actually have a kind of healing model i use. It has two sections. One that does your general run of the mill spell analysis to find most efficient heals etc. It also has a small database of items where it calculates a "healing item level" (basically the item level forumula after non healing stats removed), and also gives items a "mana efficiency" score which is basically my way of attempting to combine int/+heal/regen/crit into one score. I basically use it to guide my choices when spending dkp. However the spreadsheet is a complete mess at the moment and is set up entirely around my playing style. If i get the chance, i may tidy it up and make it more adaptable to other people's styles.

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Old 08/24/06, 8:49 PM   #11
Fiola
Great Tiger
 
Human Paladin
 
Skywall
About BoK + DI/DS - those % mods seem to be multiplicative, and the amount of stats you get are rounded. (You wouldn't get half an int and gain 7.5 mana - you either round up or down)


JoC and HoW use melee crit rate and crit for double. I've heard a theory that they use miss/dodge/parry, which are then converted into "Resist" or "Miss" messages. I recall a session when I saw a 13% resist rate for JoC over 80 or so casts on even level mobs - that would be out of line for a spell, but could make sense with the above theory. This would take some extra testing, but nobody really cares about Paladin DPS. X P


For Seal of Blood, it seems it will do damage every hit, and it will be a 30% boost to your weapon damage regardless of weapon speed, whereas SoC requires slower weapons for good scaling. It also seems to be a base skill - meaning you won't need to be spec 11 talent points for it. I'm curious to find out if it can crit, and what its +dmg coefficient might be.

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Old 08/24/06, 8:59 PM   #12
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Yeah Seal of blood does hit every hit, but when u average out Seal of command damage over all hits, any weapon with a speed >3 will have on average >30% boost to weapon damage. However a good +dmg modifier will make SoB better, and the fact it's a skill allows non-retri specced paladins to get a nice damage boost, though the fact that it is a skill might imply the +dmg wont be as high as we would expect if for example it was a tier 8/9 retri talent.

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