Originally Posted by psuman99
Don't forget, because Vengeance is based on increasing your AP up to 10% of your total HP, stamina is now a threat stat and a mitigation (due to savage defense) stat itself. Both are excellent stats for us atm and until a good sim comes out, it will be difficult to assess which one is best.
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Stamina's value as a threat stat is highly dependent on whether Vengeance can be stacked and maintained at the cap (10% of current maximum health), which current data suggests is highly unlikely on the vast majority of encounters.
Calculating the average Vengeance AP over an encounter:
SD= (0.65*(BaseAP + V))*1+M
SD = Average Savage Defense absorption
0.65 = Proportion of Attack Power taken into account for SD
Base AP = Fairly self explanatory
V = Vengeance Attack power
M = Mastery's effect on SD absorption
Using Rotface25H as a reference point:
10697.4 = (0.65*(6666 + V))*1+0.57
V = 3816.51 AP average across the encounter
Which indicates that any stamina accumulated past 38,165.1 health is more-or-less a non-contributor to threat for this particular encounter. Given that V is at 40% of its possible maximum (assuming that max. health is 95,000), this is an indication that it is unlikely for Vengeance to accumulate and be maintained consistently at the upper limit. Even assuming that Vengeance can be capped at 10% of MaxHP at a given point in an encounter, it seems as if the frequency of Vengeance-relevant damage and damage levels are far eclipsed by the rate of decay for Vengeance to remain capped.
Originally Posted by LukeB
So as a mitigation stat, it seems haste has the highest value.
Wouldn't the value of haste increase even more as a threat stat? More rage from white hits and more procs of fury swipes?
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According to the ratio, 1 : 8 : 11.4272 (mastery : crit : haste), it requires 11.4272 haste rating to match 1 mastery rating in terms of the additional damage absorbed in total by Savage Defense. Insofar as my calculations have indicated, haste is the least valuable stat in terms of its effect on SD.
Originally Posted by somerandomlamer
Is it intended that Vengeance doesn't grow from absorbs?
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After skimming through a few forums, there doesn't seem to be any confirmation about whether this is intended. However, considering that Vengeance doesn't accumulate from absorptions, this leads to a rather contrived roundabout effect for Savage Defense whereby if a sufficiently strong SD proc fully absorbs an entire melee strike, Vengeance would begin to decay and therefore any subsequent SD procs would absorb less damage. Further hits causes Vengeance to stack again, with SD procs absorbing more damage until Vengeance has reached a level where it causes SD to absorb a complete melee strike, with the entire cycle repeating itself.
I'm not entirely sure how significant an impact this cyclical effect has upon the value of Savage Defense. I would hazard a guess and assume it is negligent (non-existent in most cases) considering that Savage Defense isn't able to fully absorb an entire melee strike (may be possible with stacked cooldowns and other damage mitigation/absorption effects) in ICC encounters. This might occur more frequently in 5-man dungeons where mobs melee for significantly less. For absorption effects
overall such as PW:S and the like, they most likely have a significant impact on Vengeance and Savage Defense which warrants more investigating.