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Old 09/23/08, 5:09 AM   9 links from elsewhere to this Post. Click to view. #226
nightcrowler
Don Flamenco
 
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Night Elf Druid
 
Xavius (EU)
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?).
 
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Old 09/23/08, 7:41 AM   4 links from elsewhere to this Post. Click to view. #227
Whitetooth
Piston Honda
 
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Orc Warlock
 
Ner'zhul
The following level 80 warrior data when compared to my level 60 warrior data, shows that the cap a 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

DefenseDodge%Parry%Increased Dodge%Increased Parry%
4004.93239974975595.00000000000000.00000000000000.0000000000000
4195.72027206420905.78175687789920.78787231445310.7817568778992
4376.45379209518436.49875402450561.52139234542841.4987540245056
4537.09554386138927.11766386032102.16314411163332.1176638603210
4747.92354965209967.90488290786742.99114990234372.9048829078674

Build: 8970
Name: Whitetooth
Level: 60
Class: Warrior
Base Defense: 300
Base Agi: 83

DefenseDodge%Parry%Increased Dodge%Increased Parry%
4007.00769948959355.00000000000000.00000000000000.0000000000000
4197.79557132720955.78175687789920.78787183761600.7817568778992
4378.52909183502206.49875402450561.52139234542851.4987540245056
4539.17084407806407.11766386032102.16314458847052.1176638603210
4749.99884891517.90488290786742.99114942550662.9048829078674

The variances in Increased Dodge% is the result of IEEE754 rounding effect.

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Old 09/23/08, 8:26 AM   #228
Whitetooth
Piston Honda
 
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Orc Warlock
 
Ner'zhul
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=8*0.04+\frac{24}{12}+21*0.0427=3.2167
Parry=8*0.04+\frac{20}{15}=1.653333333

Dodge Cap C_D=88.131540
Parry Cap C_P=47.003518

Dodge_{DR}=\frac{1}{\frac{1}{C_D}+\frac{0.956}{Dodge}}=3.241011307
Parry_{DR}=\frac{1}{\frac{1}{C_P}+\frac{0.956}{Parry}}=1.668054461

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

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Old 09/23/08, 11:59 AM   #229
jowyattreides
Glass Joe
 
Human Paladin
 
Mannoroth (EU)
Originally Posted by Whitetooth View Post

1 Defense = 0.04% Dodge + 0.04% Parry (the rest are not important for this problem)

Does this mean, that miss chance from defense is not subject to diminishing returns?
 
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Old 09/23/08, 12:22 PM   #230
Selmarix
Piston Honda
 
Dwarf Hunter
 
Turalyon (EU)
Originally Posted by jowyattreides View Post
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 a) and a lot of times at another defense value to confirm that it uses the same formula.
 
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Old 09/23/08, 1:56 PM   #231
Rhî
Glass Joe
 
Blood Elf Paladin
 
Zirkel des Cenarius (EU)
I guess, Paladins have another Dodge and Parry Cap? If yes, do you need some data to evaluate it?
 
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Old 09/23/08, 1:57 PM   #232
Muphrid
Don Flamenco
 
Gnome Mage
 
Llane
Okay, based on Whitetooth's results, we can conclude that the % increase in average time-to-live is given by the following expression:

1+\Delta T/T = \left (h-a \right ) \left (h- \left (\frac{1}{a_c}+\frac{n}{a_u+\Delta a_u} \right )^{-1} - a_0 \right )^{-1}

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 \Delta a_u 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.
 
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Old 09/23/08, 2:11 PM   #233
Selmarix
Piston Honda
 
Dwarf Hunter
 
Turalyon (EU)
Originally Posted by Rhî View Post
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.
 
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Old 09/23/08, 2:30 PM   #234
Rhî
Glass Joe
 
Blood Elf Paladin
 
Zirkel des Cenarius (EU)
Originally Posted by Selmarix View Post
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.
 
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Old 09/23/08, 2:58 PM   #235
Selmarix
Piston Honda
 
Dwarf Hunter
 
Turalyon (EU)
First the data without any equipment (base values), then several with different amounts of defense gear without agility on it. Then some with agility.
 
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Old 09/23/08, 3:27 PM   #236
Rhî
Glass Joe
 
Blood Elf Paladin
 
Zirkel des Cenarius (EU)
LVL70 Bloodelf Paladin
AGI Defense Dodge R. Dodge % Parry R. Parry %
79 350 0 6,45 0 5
79 366 44 9,45 0 5,66
79 371 74 11,16 0 5,86
79 379 97 12,57 0 6,18
87 403 97 13,72 0 7,12
92 412 97 14,21 0 7,46
109 429 131 16,87 0 8,09
109 502 288 25,03 75 13,02

No idea how to format it, sry.
 
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Old 09/23/08, 3:33 PM   #237
Malazaar
Don Flamenco
 
Tauren Druid
 
Gul'dan (EU)
Originally Posted by Rhî View Post
No idea how to format it, sry.
Use the table tag:

LVL70 Bloodelf Paladin
AGIDefenseDodge R.Dodge %Parry R.Parry %
7935006.4505
79366449.4505.66
793717411.1605.86
793799712.5706.18
874039713.7207.12
924129714.2107.46
10942913116.8708.09
10950228825.037513.02
 
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Old 09/23/08, 3:53 PM   #238
Whitetooth
Piston Honda
 
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Orc Warlock
 
Ner'zhul
Originally Posted by Rhî View Post
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):

/print select(1, UnitDefense("player"))+select(2, UnitDefense("player")).." "..GetDodgeChance().." "..GetParryChance().." "..GetCombatRating(CR_DODGE).." "..GetCombatRating(CR_PARRY).." "..select(1, UnitStat("player", 2))

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.

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Old 09/23/08, 4:05 PM   #239
Rhî
Glass Joe
 
Blood Elf Paladin
 
Zirkel des Cenarius (EU)
Ok, I will do that. And how I use that table tag?
 
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Old 09/23/08, 4:12 PM   #240
Whitetooth
Piston Honda
 
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Orc Warlock
 
Ner'zhul
Originally Posted by Rhî View Post
Ok, I will do that. And how I use that table tag?
You can find how to use it here: Elitist Jerks - vB Code List

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Old 09/23/08, 4:50 PM   #241
Rhî
Glass Joe
 
Blood Elf Paladin
 
Zirkel des Cenarius (EU)
DefenseDodge %Parry %Dodge RatingParry Rating 
3506,452199935950079
3508,5035847515869538079
35021,8679466247565338079
3508,7512865066528500135
3508,5910511016846500131
3506,45219993596,909170150756804579
3677,15780162811285,70069360733030079
3777,56760931015016,10319232940670079

It's not much. I hope it can help. Write, if you need more data. Defense, Dodge and Agility should not be a problem. Parry rating is rare.

Last edited by Rhî : 09/24/08 at 6:13 AM.
 
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Old 09/23/08, 5:56 PM   #242
Scurn
Von Kaiser
 
Tauren Druid
 
Darkspear
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.
 
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Old 09/24/08, 12:44 AM   #243
Whitetooth
Piston Honda
 
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Orc Warlock
 
Ner'zhul
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.

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Old 09/24/08, 8:11 AM   #244
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
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.

Agility only

DefenseAgilityDod RateDodge %Parry %
35016307.56000041961679
35020709.75317096710219
350232010.97009658813509
350265012.54515838623009
350297014.03951072692909
350353016.57957267761209
350385017.98981285095209
350440020.34678649902309
350474021.76313972473109
350546024.66492652893109
350587026.26075744628909
350587026.26075744628909
350609027.10081863403309
350627027.77990913391109


Dodge Rating & Agility

DefenseAgilityDod RateDodge %Parry %Note
35016307.56000041961679 
350163389.56453037261969 
3501825711.46279430389409 
3502077313.44347572326709 
35020737326.80530548095709Moroes' Trinket
3502077363.44347763061509Evasion
35020737376.80530548095709Moroes + Evasion


Defense & Agility

DefenseAgilityDod RateDodge %Parry %
35016307.56000041961679
35519909.55652713775639.2021484375000
361263012.86538887023909.4439859390259


Defense & Dodge & Agility

DefenseAgilityDod RateDodge %Parry %Note
35016307.56000041961679 
356175259.71500396728529.2425098419189 
3602234012.93472385406509.4037351608276 
3672875716.92797088623009.6850204467773 
3672879518.68434524536109.6850204467773 
36730611420.35048294067409.6850204467773 
36733113022.09195137023909.6850204467773 
37439513024.88519477844209.9652166366577 
37943113026.437267303467010.1646947860720 
37947913028.250873565674010.1646947860720 
37951113029.431369781494010.1646947860720 
37956213031.267335891724010.1646947860720 
37963313033.734367370605010.1646947860720 
37968113035.346389770508010.1646947860720 
37971813036.559585571289010.1646947860720 
37977213038.285999298096010.1646947860720 
37979413038.974777221680010.1646947860720 
37980913039.439682006836010.1646947860720+Scroll of Agility
37982913040.053695678711010.1646947860720+Warp Burger
37979443098.057090759277010.1646947860720Evasion + Trinket without Scroll & Food
37982943098.971832275391010.1646947860720Evasion + Trinket with Scroll & Food
37986413041.112411499023010.1646947860720+Major Agility
37986443099.870780944824010.1646947860720Evasion + Trinket with Scroll, Food & Elixir
379984430102.83847808838010.1646947860720+1x Mongoose & Evasion + Trinket



// Edit
I added Elixir of Major Agility and a Mongoose proc. The game shows values above 100%, even in the character sheet:


Last edited by sp00n : 09/24/08 at 10:07 AM. Reason: Added Magor Agility & Mongoose

 
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Old 09/24/08, 8:47 AM   #245
Selmarix
Piston Honda
 
Dwarf Hunter
 
Turalyon (EU)
Originally Posted by sp00n View Post
Dodge Rating & Agility

DefenseAgilityDod RateDodge %Parry %Note
35016307.56000041961679 
350163389.56453037261969 
3501825711.46279430389409 
3502077313.44347572326709 
35020737326.80530548095709Moroes' Trinket
3502077363.44347763061509Evasion
35020737376.80530548095709Moroes + Evasion
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.
 
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Old 09/24/08, 10:14 AM   #246
Whitetooth
Piston Honda
 
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Orc Warlock
 
Ner'zhul
Originally Posted by sp00n View Post
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 C_d = 145.5604076
Parry Cap  C_p = 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 RogueWotLKTBCratio
Dodge per Defense0.0387050.040.967625
Parry per Defense0.0387050.040.967625
Dodge per Dodge Rating0.051134650.0528455240.967625

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.

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Old 09/24/08, 10:15 AM   #247
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
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.

 
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Old 09/24/08, 11:30 AM   #248
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
Originally Posted by Whitetooth View Post
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?
DefenseAgilityDodge RateDodge %Parry
Live:    
35016608.7100000381475
350639032.3600006103525
PTR:    
35016307.56000041961679
350627027.77990913391109

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):

DefenseAgilityDodge RateDodge %ParryNote
Live:     
37981013048.9399185180666.1599998474121 
379810430114.793571472176.1599998474121Evasion + Trinket
PTR:     
37979413038.974777221680010.1646947860720 

Interestingly, parry through defense seems to be slightly higher than on live if you subtract the 4% through talents.

 
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Old 09/24/08, 11:58 AM   #249
Muphrid
Don Flamenco
 
Gnome Mage
 
Llane
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.
 
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Old 09/24/08, 2:09 PM   #250
Whitetooth
Piston Honda
 
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Orc Warlock
 
Ner'zhul
With the new data gather by sp00n, it appears that my original assumption that k=0.956 is constant is not true.

\frac{1}{x'} = \frac{1}{c}+\frac{k}{x}}

So far we only know that for a 70 rogue, k=0.988, and for a 60 warrior, k=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 k=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:

\frac{1}{x'} = \frac{1}{c}+\frac{k}{x}}

x' is the diminished stat before converting to IEEE754.
x is the stat before diminishing returns.
c is the cap of the stat, and changes with class.
k is is a value that changes with class.

Warrior and Paladin:
k=0.956
C_d=\frac{1}{0.011347}=88.1290208866
C_p=\frac{1}{0.021275}=47.0035252644

Druid:
k=0.972
C_d=\frac{1}{0.008555}=116.8907071888

Death Knight:
k=0.99356050
C_d=\frac{1}{0.011347}=88.12902089
C_p=\frac{1}{0.021690}=46.10419548

Rogue:
k=0.988
C_d=145.5604076
 C_p=144.9275362319

Last edited by Whitetooth : 09/25/08 at 10:58 AM.

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