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Old 03/02/07, 2:09 PM   #26
Jayde
Great Tiger
 
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Night Elf Warrior
 
Silvermoon (EU)
Originally Posted by Cannings View Post
We had the +def trinket drop from Hydross but i'm in 2 minds wether the +35 equip defence and on use of +12% to all avoidance (i didn't work out that figure myself) is worth me losing that valuable +5% block on styleens
It seems to me that Scarab of Displacement destroys Styleen's. Displacement gives 1.6% additional mitigation due to the 10 defense skill gained (if I'm remember my formulas right) which, IMO, is substantially more valuable than +block% which is rarely ever used.

Originally Posted by Stein View Post
Wouldn't this then completely eliminate the need for defense as a stat? (mage/shaman asking, so go easy on me )
Not exactly, since Defense trickles down to Dodge/Parry/Block/Miss% it is still a pretty useful stat even if you are crit-capped.

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Old 03/02/07, 2:10 PM   #27
Stein
Don Flamenco
 
Worgen Rogue
 
Doomhammer
Originally Posted by Okijin View Post
stacking dodge/parry while ignoring armor
Isn't dodge WAY cheaper than parry?

Originally Posted by Jayde View Post
Not exactly, since Defense trickles down to Dodge/Parry/Block/Miss% it is still a pretty useful stat even if you are crit-capped.
Wouldn't straight dodge/block be cheaper?

(edit: meant...less rating per 1%:

Dodge Rating: 18.9 rating grants 1% dodge
Parry Rating: 31.5 rating grants 1% parry
Block Rating: 7.9 rating grants 1% block chance
Defense Rating: 2.4 rating gratns 1 defense skill)

soo....60 defense rating gives 1% block/parry/dodge/miss/anti-crit...3% raw avoidance. cheaper than parry, slightly worse than dodge when you're blocked capped. could you get to the block cap on pure defense? heh...i bet this would crit cap you as well...ignoring block.

Last edited by Stein : 03/02/07 at 2:58 PM. Reason: clafiry/condense

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Old 03/02/07, 2:11 PM   #28
Stein
Don Flamenco
 
Worgen Rogue
 
Doomhammer
<delete>

Last edited by Stein : 03/02/07 at 2:46 PM.

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Old 03/02/07, 3:04 PM   #29
Deadmerlin
Glass Joe
 
Murloc Mage
 
Elune
I know Defense adds .04% to Block, Dodge and Parry. But can anybody give me an idea on how it reduces your chance to be crit on a boss versus equal level trash? Thanks in advance

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Old 03/02/07, 3:21 PM   #30
CD
Von Kaiser
 
Night Elf Druid
 
Neptulon (EU)
Originally Posted by Okijin View Post
I understand the smoothing effects benefit, but my point is that you get much greater total mitigation from dodge/parry than you can from stacking dodge/parry while ignoring armor (since armor is built in to the dodge/parry pieces), and since most of the armor items you can stack have a paltry few hundred armor (violet signet ect) where-as you can get some pretty serious dodge/parry in these slots if you are not selecting on armor.

While your mitigation will be spikier (this is of course relatively more spikey) you will have more mitigation in total. Smoothness doesn't seem to be the end-all be-all you could strip off all your dodge, parry and have very steady damage intake, like a warlock with a sacced void walker, but it seems like you are actually making your healers job harder.
Healers only have the luxury of looking at incomming damage and cancelling heals when there's a buffer between the HP of a tank and the biggest spike he can face. If, as above, a tank has 15k hp and the biggest spike is 8k there will be plenty of opportunities for healers to react. If, however you do a fight like Maulgar where there's very little room at all between total hp and the highest spike healers will be forced to cast heals regardless of whether you are hit or not.
Stacking HP and armour will give a bigger buffer zone and make healers- and yourself as a tank- more able to react to damage and take advantage of your avoidance.

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Old 03/02/07, 3:58 PM   #31
Sylveri
Glass Joe
 
Human Paladin
 
Perenolde
Originally Posted by Stein View Post
Isn't dodge WAY cheaper than parry?
Parry can make you next attack faster than usual. I guess this is why Parry is more expensive than Dodge. For me, I will take Dodge over Parry (I am just a paladin who is starting learning tanking) because pally tanking doesn't rely on white hit a lot, though I still need to hit the mob to have a chance to apply Seal of Vengeance.

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Old 03/02/07, 5:17 PM   #32
Whiteknight
Bald Bull
 
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Night Elf Warrior
 
Proudmoore
Originally Posted by suicuique View Post
I know this thread ... and find it inconclusive in regards to native shield block chance >25% needed or not.

The combat log parse could have exhibit client/server latency issues. The crushing came WAY too close to the timestamp where shield block buff faded.

Does anyone with a native block chance of < 25 % have a combatlog where a crushing comes directly (read: 3 sec at most) after activating shield block?
THAT would be way more enlightening.
Read post #40 and post #42 in the quoted thread a little more closely. The combat log lists a crushing blow received 3 seconds after activating imp shield block with a base block rate of 24.74%

This is the only example I've seen and it's the reason I quoted that specific thread.

Yes, the thread isn't conclusive, but there is some *strong* evidence suggesting that our understanding of the single-roll table theory is flawed, and that block negating crushing requires at least 25% base block chance. More testing is needed to fully resolve this.

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Old 03/02/07, 8:11 PM   #33
Emeraude
Bald Bull
 
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Night Elf Warrior
 
Sargeras
Originally Posted by Whiteknight View Post
Read post #40 and post #42 in the quoted thread a little more closely. The combat log lists a crushing blow received 3 seconds after activating imp shield block with a base block rate of 24.74%

This is the only example I've seen and it's the reason I quoted that specific thread.

Yes, the thread isn't conclusive, but there is some *strong* evidence suggesting that our understanding of the single-roll table theory is flawed, and that block negating crushing requires at least 25% base block chance. More testing is needed to fully resolve this.
You completeld ignored my post where I said I went to fight level 70 mobs as a 60 Warrior with less then 25% 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.

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Old 03/03/07, 1:17 AM   #34
Redd
Von Kaiser
 
Troll Shaman
 
Crushridge
One thing that has happened lately has totally shaken my thoughts on the crushing/block/avoidance relationship. While we were learning Nightbane at the beginning of every pull I used Dabiri's Enigma, and shield block, giving me 114% and change chance to block. There were multiple times where his opening hit was a crushing blow. I have installed fraps in hopes of capturing this activity again, but after getting the fight down we aren't having pull after pull for me to collect the data on.

As far as the crushing->avoidance argument, I have 37.68% dodge/parry, 23.54%, and I've seen crushings while shield block is up, that's a hair over 61% of the hit chart if they are rolled at once, with shield block pushing it well passed 100%, but if crushing/hit/block are rolled as a secondary after a hit is confirmed, then I would be at 98.54% leaving a slim but possible 1.46% chance to be crushed.

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Old 03/03/07, 1:37 AM   #35
Whiteknight
Bald Bull
 
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Night Elf Warrior
 
Proudmoore
Originally Posted by Emeraude View Post
You completeld ignored my post where I said I went to fight level 70 mobs as a 60 Warrior with less then 25% block.
Yes, I missed your post.
That's really interesting results. I don't claim to understand how this works - all I do know (and all my post claimed) is that there is evidence that even a slight amount less than 25% block will allow you to be crushed by a boss mob when you're max level and shield block is active.

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Old 03/03/07, 9:32 AM   #36
Dots
Don Flamenco
 
Tauren Warrior
 
Dentarg (EU)
It is really hard to prove or disprove this simply because of lag and sync issues between server and client. The combatlog is known to lag all the time, often showing 2 normal mob hits at the same 10th of a second when that mob doesn't even thrash or anything like that.
As for Nightbane crushing you on the landing, did the server maybe not see you as facing him? So many things can go wrong in hectic raid situations, they just don't prove or disprove very much imo.
Of course I understand that it might just be true that you need 25+% block to be immune to crushings. Personally, I don't believe so because of my own observations with low base block% and the test Emeraude did. Very low block% , insane chance to crush, slow hitting mobs that don't screw up your combat log. That's a test I can believe in.

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Old 03/04/07, 5:50 PM   #37
Arzy
Glass Joe
 
Murloc Warrior
 
Maelstrom
is there anyone here who has 13k health unbuffed?

If so, can you please link your profile.

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Old 03/05/07, 3:57 AM   #38
Plea
Don Flamenco
 
Undead Mage
 
Twisting Nether (EU)
It's not a big goal to reach. Id have that with blue gems and new enchants, without stepping into raiding, check armory for the profile. Im not ever claiming that it was great itemization though, blues just tend to lack avoidance.

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Old 03/05/07, 4:48 AM   #39
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
Originally Posted by Arzy View Post
is there anyone here who has 13k health unbuffed?

If so, can you please link your profile.
I have 11.5k as a Paladin. Factor in that a warrior has a base 1.2-1.3k advantage over me, plus access to stamina in the ranged slot, plus the facts that I have several gems in need of upgrading to blues and that my boot enchant needs upgrading, and it's pretty easy to see that 13k unbuffed is perfectly attainable for a warrior.

EDIT: So yeah, just look at my armory profile.

Last edited by Cathela : 03/05/07 at 4:53 AM.

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Old 03/05/07, 5:48 AM   #40
kaellie
Glass Joe
 
Draenei Shaman
 
Archimonde (EU)
Originally Posted by Arzy View Post
is there anyone here who has 13k health unbuffed?

If so, can you please link your profile.
here is a link to the european armory :
http://armory.wow-europe.com/charact...onde&n=Kaellie

I have just a little more than 13k unbuff ( 13874 on the armory but it was saved with the untallented shadow-priest buff)

Has for the % block, i have yet to see some crushing with shield block, every time I saw one it was when it was down due to fast hitting boss or lag from me that prevent me to fresh it.

has for armor+stam vs dodge+ parry, I think I will go with 2 sets of stuff and just switch whatever is better for the boss ( the truth is that I can't decided which whould be better )

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Old 03/05/07, 11:03 PM   #41
Nezralix
Bald Bull
 
Orc Warrior
 
Burning Blade
I have a tough time with block value. Although larger shield slams are appealing, it just really isn't all that effective when mobs are hitting for 3000+. I don't think it's scaled appropriately with the increase in stamina and the increased NPC damage output that's been associated with the extra stamina. It's extremely powerful in non-Heroic 5-mans, but that really isn't saying a whole lot!

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Old 03/06/07, 2:13 AM   #42
Morsexy
Banned
 
Human Warrior
 
Ysera
Ive personally always found this argument fascinating. A case can be made either way and I enjoy those discussions.

That being said its always been my priority to go for avoidance over pure stamina. Is that extra bunch of stamina\life really worth losing stats that in the long course of a boss fight, become more valuable? As for the argument that healers are going to be healing you anyways, well great. Healer theory craft seems to be about spamming a heal of a certain value that you can use for the duration of the boss fight. Having a higher block\parry\dodge ( in my case dodge, the cheapest of the two ) means in my opinion your healers have to enter the "oh shit" zone less often since you are less likely to have strings of damage like a druid does. We had our Druid MT Gruul and at least for me, it was very predictable looking at the damage he was taking roughly when he would die.

I think a bad example of what I mean is Nightbane, given that Im focusing about 95% of my attention on being ready to fear macro. At this point I seem to severely outgear Prince, but thats a fight where I am focusing purely on mitigation, and very rarely do I go below 60% on his enrage phase, and it is not that rare for the blocks from shield block not always be used in several strings. I know that some of the healers I play with will cancel spells mid cast if I am at 100% health and start to recast, which may be time consuming but I think is worth it.

If we had 6 gem slots, and you put in 6 Solid Star of elunes, and I put in 6 Subtle Living Rubies with full raid buffs you have 830 more life than i do, and I have 2,53% more dodge.

Assuming were buffed to the hilt, I have 15000 life and you have 15830. You have 5.5% more life, and if you have 19% dodge and I have 21.53%, I have 13% more dodge than you do. Granted I realize my example is very simple, and this isnt 2 + 2 = 4 yay! thats the right answer and that its somewhere in between. Given that you are being healed, I believe the dodge is much much more important.

If you were say an OT, and dodged Gruul's hurtful strikes a lot, and only occasionally needed heals at random intervals, then I would subscribe to the armor\stam side of tanking since you want to be able to survive more hits at a reduced rate before the flood of heals get to you, a perfect job for a Druid.

Originally Posted by Cannings
Getting off the block topic slightly as the thread is based towards entire MT Itemization, i'm currently testing stacking as much avoidance as possible all sockets that aren't blue are +parry or +dodge or +defence, but that said I am still wearing the styleens/lgg combo as I'm yet to find better tanking trinkets.

We had the +def trinket drop from Hydross but i'm in 2 minds wether the +35 equip defence and on use of +12% to all avoidance (i didn't work out that figure myself) is worth me losing that valuable +5% block on styleens
As for this, personally I dont see why you dont wear Styleens and the Hydross trinket, Ive always thought LGG was a terrible trinket (im a fan of passive anything) and now with the boost being fixed to 1500 life, its value for me is greatly diminished.

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Old 03/06/07, 2:58 AM   #43
Gatzu
Von Kaiser
 
Murloc Shaman
 
Kil'Jaeden
Morsexy what your failing to realize about "oh shit" moments is unless your fighting a trivial fight like Prince you will need to stack as much hp and armor as you can or that one time you don’t parry the boss will just kill you.

A perfect example is Gruul and reverberation. When your nearing the end of the fight if your rolling around with 15k hp I almost guarantee you are going to die to a reverb at the end when you don’t dodge or parry any of the attacks. On the other hand if you were stacking armor and hp you didn't have to get lucky to survive.

Remembering back on Patchwerk I believe Praetorian put it best when he said what would be easier to heal a tank with massive avoidance or a tank with 15k hp and max armor mitigation.

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Old 03/06/07, 6:53 AM   #44
Anias
Solution complicated; Dispense enlightening graph.
 
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Tauren Druid
 
Mal'Ganis
You absolutely want a tank with maximized effective life as the "If I die the raid wipes" tank.

Tanks that don't wipe the raid when they die should be wearing some mix of "save healer mana" (avoidance) and effective life sets.

Once a fight is fully farmed and you start to outgear it - the avoidance set becomes more valuable to reduce consumable use.



But for first day hardest boss your raid has ever faced? You'll have less frustration with 42000 effective life than 36000 every single time.


Effective life in the above is how much damage (raw) the boss has to do to you to kill you, from full, in the worst case, with no help from an outside soure. Armor and HP increase this - avoidance does not.

That's my opinion, but the logic behind it is hard to disagree with.

Learning a boss is a process of steady wipes until you kill him. The first attempt is almost never a "healers ran oom, we wiped" event. It's usually "Something new happened, we wiped" event. By having a higher effective life (and thus increasing your time to live without help) you minimize the chance that something new kills you outright, which in turn gives more people in the fight a chance to react and maybe save you (including you spamming shield wall to save yourself), which in turn lets you get further into the fight as you learn it. Thus your gains from any given first attempt will be higher than an avoidance geared tank. (Obviously this is overall - someone out there always parries, and he's a jackass, but I bet his guild loves learning hard fights with him. Since we can't guarantee we're the "always parry guy" it's silly to use it as an example)

Your gains from living through that first "new" moment are really high. You may see as much as twice the length of the fight as the group that wipes on the first "new" event, and you may see a second mechanic that would have wiped you later.

Aside: This is the reason I feel that solid star of elune and the stamina change in general have no reason to exist. It changes the balance of "what gets me the highest effective life" dramaticly.

Last edited by Anias : 03/06/07 at 6:54 AM. Reason: spelling, dur.

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Old 03/06/07, 10:12 AM   #45
zork
Don Flamenco
 
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Dwarf Warrior
 
Eredar (EU)
just check out kungens equip:
http://armory.wow-europe.com/#charac...ridon&n=Kungen
the belt he had was the shat'ari one a blue belt with block. its a really nice avoidance setup.
now kungen wears this beauty:


if you are looking at vestiges equip:
http://armory.worldofwarcraft.com/#c...gath&n=Vestige
she is taking mostly max hp > avoidance.
her gloves are tier5 which doesn't seem to be implemented yet *lol*

i think it depends on you, what fits best. avoidance or max hp.

maybe its the tauren hp bonus that kungen can focus a little bit more on avoidance.

Last edited by zork : 03/06/07 at 11:17 AM.


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Old 03/06/07, 2:41 PM   #46
crucias
Glass Joe
 
Tauren Warrior
 
<NDC>
Blackrock
Prior to BC I didn't worry too much about stam, avoidance was definately my priority. My mindset was the same when my guild did karazhan. Avoidance was, and i believe still is, the way to go for karazhan. But then we stepped into Gruul's lair. On one of our earlier attempts we had everything under control and things were running smooth. Then i saw my hp drop from 100% to 0 instantly. When I looked in my combat log i saw a 12k crushing arcing slash hit at the same time as an autoattack. I was dealt 18k damage instantly. I started stacking stam after that night and now have about 14.2k hp unbuffed. The other night gruul crushing blowed me with an autoattack for 13k and he only had 11 growths on him. Mana seems to be less of an issue in BC due to flask of restoration, pallies & shamans on the same side, and other things such as itemization etc (of course this is coming from a tanks point of a view though, not a healers). So i'd say stacking stam is definately desireable for 25 mans, but for 10 and 5 mans I would go more for avoidance.

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Old 03/07/07, 4:49 AM   #47
zork
Don Flamenco
 
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Dwarf Warrior
 
Eredar (EU)
demo shout on mob + armor pots on you?

armor is a big deal in there, but i thinks it is correct something around 13k+ unbuffed should be a goal to reach after 490 defense and after that avoidance.

Last edited by zork : 03/07/07 at 4:54 AM.


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Old 03/07/07, 10:39 AM   #48
Uziel
Piston Honda
 
Night Elf Warrior
 
Burning Blade
Originally Posted by zork View Post
just check out kungens equip:
http://armory.wow-europe.com/#charac...ridon&n=Kungen
the belt he had was the shat'ari one a blue belt with block. its a really nice avoidance setup.
now kungen wears this beauty:


if you are looking at vestiges equip:
http://armory.worldofwarcraft.com/#c...gath&n=Vestige
she is taking mostly max hp > avoidance.
her gloves are tier5 which doesn't seem to be implemented yet *lol*

i think it depends on you, what fits best. avoidance or max hp.

maybe its the tauren hp bonus that kungen can focus a little bit more on avoidance.
I noticed they are both still using Thunderfury. I'd be interested in knowing their thoughts on at what point to replace it. I used it last night but I honestly didn't notice much difference. Maybe its because I had more rage, or maybe it's because of improved thunderclap but I had a much easier time getting and building rage on multiple targets.

Thunderfury is estimated 88 DPS with the damage proc, right?

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Old 03/07/07, 11:45 AM   #49
Plea
Don Flamenco
 
Undead Mage
 
Twisting Nether (EU)
If we had wanted a 'max life' tank then no warrior would be tanking right now. Actually, the only advantage a warrior has over a druid tank is that he has some buttons to use to increase mitigation. Name it block, shield wall, lifegiving gem, last stand, potion, whatever. All these are there to provide a buffer in your lifetime. While hp does indeed provide a buffer, you would really want a breather for healers too. After the value where you can stay alive for a respectable time, armor and avoidance are worth more.

Also, stamina is a cheaper stat than others; implies it is less valuable, or maybe its meant to be easily stacked. Either way, mitigation comes first.

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Old 03/07/07, 1:10 PM   #50
Anias
Solution complicated; Dispense enlightening graph.
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Plea View Post
Also, stamina is a cheaper stat than others; implies it is less valuable, or maybe its meant to be easily stacked. Either way, mitigation comes first.
Actually it implies that blizzard wanted to make a change for pvp and didn't have anyone competent to explain effective life to them and what the change means for pve.

Simply put, stamina is undercosted at the moment in the basic itemization formula (from a purely effective life point of view) and that's where all of this comes back to.

Yes, avoidance saves mana. Mana doesn't matter when learning new content. There's a billion ways to generate more mana, even overlooking the spriest + pally interaction and in the first minute of any fight it's impossible for a healer to be oom. It's very possible for your tank to die though.

Armor and Stamina are the only ways to increase your actual effective life. Effective life meaning - time until you die at a stated rate of dps. (Not max hp)(I suppose you could argue in favor of some of the damage shield items, but they're pretty minimal). The various "oh shit" abilities make warriors better than druids for this - simply because they act as multipliers on the warrior eff life which is still competitive with druid totals. If we had druids with 30k hp while warriors had 12k or w/e this wouldn't apply, but as long as they're within a factor of 2 of each other, the option to hit shield wall for 10+ seconds of "cannot die" along with the "bosses with slow attacks (hard hitting ones) can't crush" and assorted consumable options easily outweighs the druid's higher sta/ac base.

If parry/dodge were reactionary in the same way that shield wall is (hit parry button get x parry/dodges in a row, cooldown and number based on your rating for example) then maybe some of the avoidance stuff would factor into it more meaningfully, but for the moment - wiping because the boss simply 1 rounded you (where round is the reaction time of your raid) is unacceptable, and the only way to prevent it is more hp/ac (and to a lesser extent for war/pally block) which in turn makes it take longer for you to die and hopefully gives someone a chance to react meaningfully.

Avoidance is a luxury. It's certainly nice for everyone involved - but it cannot be relied on any more than having the boss stop attacking can be.

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