So, here are my single-target boss tanking calculations for SD:
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base values:
attp = your attack power
crit = your crit chance
avoidance = your avoidance (dodge + miss)
armor_live = your armor on live
armor_ptr = your armor on ptr
swing_mob = mob swing timer, in seconds
swing_you = your swing timer, in seconds (usually 2.5 seconds)
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intermediate values:
-> damage after mitigation change (against lvl 83)
dmg_ratio_live = PotP * 16635/(armor_live+16635)
dmg_ratio_live = 0.88 * 16635/(armor_live+16635)
dmg_ratio_ptr = PotP * 16635/(armor_ptr+16635)
dmg_ratio_ptr = 0.88 * 16635/(armor_ptr+16635)
dmg_ratio = dmg_percent_ptr/dmg_percent_live
dmg_ratio = [0.88 * 16635/(armor_ptr+16635)] / [0.88 * 16635/(armor_live+16635)]
dmg_ratio = (armor_live+16635)/(armor_ptr+16635)
-> attack ratio (during a swing of the target mob, how many attacks do you do on average in return)
attacks_mob = timeframe/swing_mob
attacks_you = timeframe/swing_you + timeframe/1.5
attack_ratio = attacks_you/attacks_mob
attack_ratio = (timeframe/swing_you + timeframe/1.5)/(timeframe/swing_mob)
attack_ratio = swing_mob*(1/swing_you + 1/1.5)
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Probability for SD to be up on an incoming landing hit:
SD will only be up if you had a crit before you get hit, this means only when:
(1). Target hits you
(2). Target misses you X times (X can be 0)
(3). You hit the target while it misses you, and at least one of your hits is critical
(4). Target hits you
Going with the premise that the Target hits you on (1) and (4).
The chance for you to dodge X times is:
prob_dodge(X) = (1-avoidance) * avoidance^X
You hit the target (X+1)*attack_ratio times on average for any given X.
The chance that at least one of those hits is critical is:
prob_crit(X) = 1 - (1-crit)^((X+1)*attack_ratio)
So, the chance for SD to be up on the incoming hit on (4) is:
SD_ratio = sum over X (for X = 0 to infity) of prob_dodge(X)*prob_crit(X)
Since SD has only a 10 second duration (tested on PTR right now), the highest X u have to account for is:
max_X = floor(10/swing_mob)
Any X higher than this is not relevant, since a SD that was up for a miss before these max_X misses procced more than 10 seconds before the hit on (4) and therefore expired already.
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With this, we can calculate the breakeven point at which SD gets worse than the armor which we have on live:
BEP:
dmg__taken*dmg_ratio - SD_ratio*(attp*0.25) = dmg_taken
dmg_taken*(dmg_ratio-1) = SD_ratio*(attp*0.25)
dmg_taken = SD_ratio*(attp*0.25)/(dmg_ratio-1)
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giving an example with my own stats from offtanking Patchwerk.
armor_live = 34032 (selfbuffed)
armor_ptr = 28491 (selfbuffed)
attp = 5670 (selfbuffed + BoM)
dmg_ratio = (34032+16635)/(28491+16635) = ~1.1228
crit = 0.3458 (char info from paperdoll sheet in bear form)
avoidance = 0.527 (read from WWS)
attack_ratio = 212/129*(1/2.38+1/1.5) = ~1.786 (129 hatefuls thrown at me during a 212 second fight, my autoattack speed is 2.38)
max_X = floor(10/[212/129]) = 6
prob_dodge(0)*prob_crit(0) = 0.4730*0.5313 = 0.2513
prob_dodge(1)*prob_crit(1) = 0.2493*0.7804 = 0.1946
prob_dodge(2)*prob_crit(2) = 0.1314*0.8971 = 0.1179
prob_dodge(3)*prob_crit(3) = 0.0692*0.9518 = 0.0659
prob_dodge(4)*prob_crit(4) = 0.0365*0.9774 = 0.0357
prob_dodge(5)*prob_crit(5) = 0.0192*0.9894 = 0.0190
prob_dodge(6)*prob_crit(6) = 0.0101*0.9950 = 0.0100
-> SD_ratio = 0.6944
dmg_taken = 0.6944*(5670*0.25)/(1.1228-1)
dmg_taken = 0.6944*1417.5/0.1228
dmg_taken = ~8016
so if i take more than 8016 dmg on average from the hatefuls SD will be a nerf for offtanking Patchwerk.
Originally Posted by Soultrigger
Even though bleed is affected by resilience, it is only reduced dmg dot applyed if it doesn´t crit. If it crits, it is the crit reduction that is applyed. There is no double resilience penalty.
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Tested on PTR yesterday, 5-stack lacerate:
Target with 0 resilience: normal ticks for 551, critical ticks for 1101
Target with 459 resilience: normal ticks for 520, critical ticks for 912
459 resilience -> -5.6% dmg from DoT, -12.32% dmg from critical hits
520/551 = 0.9437 = 1 - 0.0563 =~ 100% - 5.6% (equals 5.6% DoT dmg reduction)
912/1101 = 0.8283 = 1 - 0.1717 =~ 100% - 17.17% (equals 5.6% AND 12.32% reduction, so both DoT and critical hit)
To be exact, Resilience applies a number of penalties:
#1 reduces periodic damage
#2 reduces chance to critical hit
#3 reduces the effect of mana drains
#4 reduces the damage from critical strikes
Normal hits don't receive any penalty
Normal periodic ticks receive 1 penalty (#1)
Critical hits receive 2 penalties (#2 #4)
Critical periodic ticks receive 3 penalties (#1 #2 #4), as you can see from the test
Edit: These big lines weren't intended, seems the forum formats = signs at the start of a line in an odd way.