I've runned an updated bear simulation.
I've also updated the simulator (you can found the link on the main page)
Bear simulation (last update May, 12 - 2009)
Tank Build used:
0/60/11
The simulation takes all tanking talents + the new Primal Gore talent and Improved Mark (you can do that).
I'm using best in slot item
except hard modes and pvp gear
I'm using Noble Deck agility, Heart of Iron and Mongoose.
I'm using the new mangle idol and 4T8 (legs, chest, shoulders and gloves).
I'm also using all possible raid buff + flask + food.
I'm not using priest/paladin shields.
I'm using Ispiration (+25% armor buff), barkskin and survival instinct.
I'm also using 5/5 ferocity over 2/3 King of the jungle and 3/3 Improved Mangle
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Priority List
There isn't a real rotation, it's more a priority list.
1) Use mangle when not in CD
2) Use Maul always
3) Keep 5 stack of lacerate up (you will use lacerate every 13.5 second to minimize lacerate stack loss due to miss/parry/dodge
4) Use FFF to fill in and not in CD.
5) Use swipe to fill in.
In the following report I've assumed 100% mangle debuff uptime (manglebot) and 100% bleed effect (if you have a manglebot it's likely that there is a bleed on the target).
BEAR SIM report:
5 minute fights.
100,000 Simulations.
Time step: 0.01 seconds.
Latency: 90ms.
Boss Data
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Swing timer (before Infected wounds): 1.7 seconds
Swing damage (before Demoralizing Roar and Improved DemoR): 70000 damage
Special attacks: none.
Parry Gibbs: enabled.
Aggressive Stats after all the buffs (full stacked raid + Bloodlust used 1 time in a 5 min fight)
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Bear (crit% vs. a boss (-4.8% added)): 42.1106%
Bear (AP): 7530
Expertise: 50
Hit: 6.22141%
Armor Penetration: 7.46981%
Haste (from equipment): 6.30375%
+weapon damage: 0
Shield value = 1882
Boss base Armor (before penetration and debuff): 10643
Boss modified Armor (after penetration and debuff): 7508
Boss Damage Reduction (after debuff and penetration): 33.016%
Weapon Speed Reduction % (Total without Bloodlust): 24%
Missed % (Total): 1.77859%
Dodged %: 0%
Not normalized attacks parried by the boss: 1.25297%
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DPS: 3610.69 +/- 0.260738, (Min-Max variance: 21.962%, Lower dps sample: 3181.25, Upper dps sample: 3974.23) , Cat: 0%, Bear: 100%, TPS:
7950.88
White bear: 0, Yellow bear: 3610.69
White bear: 0%
Mangle bear: 10.0825%, Average Damage: 2736.78,
Maul: 64.9659%, Average Damage: 4390.38,
Lacerate: 15.3455%, Average Damage: 5416.44, (for application)
Swipe: 4.75186% Average Damage: 578.137,
FeralFairieFire: 4.85428% Average Damage: 1475.71
Boss crit: 0%, Boss hit: 36.6546%, Boss miss:
63.3454%, Boss white dps: 2450.12, Boss average weapon speed: 2.02798 sec., Boss average parried attacks x sec: 1.37913%, Average Boss White DPS increase due to parry: 0.589146%
Chance to die: 0.0160833% without heals in: 5 seconds
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Defensive Stats after the buffs (vs. a raid boss, full stacked raid + Devotion Aura)
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Bear armor (before inspiration): 31707
Physical Damage Reduction Bear (before inspiration): 70.6267%
Defense: 433
Chance to be critical hit: 0%
Dodge (bear): 49.9781%
Miss: 10.0518%
Total Avoidance (bear): 60.0298%
Total HP (bear): 49455
HP soft cap (bear): 42352.3
Shielded hits: 90.7053%
Inspiration uptime: 99.5267%
Tank Points (hp equivalent with 0% avoidance, 0% Damage Reduction and without parry from the boss) (bear):
699780 +/- 243.94
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Stats Value
| Stats | Tank Points | STAM-EQ | DPS | APEQ DPS | TPS | APEQ TPS | NIGHT's CHOCE |
| AP | 12.5 | 5.5 | 0.37 | 10.0 | 0.73 | 10.0 | 10.5 |
| Feral AP | 15.0 | 6.6 | 0.44 | 12.0 | 0.88 | 12.0 | 12.6 |
| Agility | 282.6 | 124.4 | 0.34 | 9.1 | 0.66 | 8.9 | 128.9 |
| Strengh | 29.6 | 13.1 | 0.87 | 23.8 | 1.75 | 23.8 | 24.9 |
| Crit | 11.1 | 4.9 | 0.53 | 14.3 | 1.03 | 14.0 | 11.9 |
| Haste | -9.5 | -4.2 | 0.85 | 23.0 | 1.93 | 26.2 | 8.9 |
| Hit | 7.3 | 3.2 | 0.94 | 25.5 | 2.18 | 29.7 | 18.1 |
| Expertise | 151.5 | 66.7 | 0.94 | 25.6 | 2.18 | 29.6 | 81.5 |
| Armor Pen | 0.0 | 0.0 | 0.85 | 23.1 | 1.85 | 25.2 | 12.6 |
| Defense | 209.7 | 92.3 | 0.00 | 0.0 | 0.00 | 0.0 | 92.3 |
| Dodge | 222.7 | 98.0 | 0.00 | 0.0 | 0.00 | 0.0 | 98.0 |
| Armor | 118.9 | 52.3 | 0.00 | 0.0 | 0.00 | 0.0 | 52.3 |
| Bonus Armor | 16.8 | 7.4 | 0.00 | 0.0 | 0.00 | 0.0 | 7.4 |
| Stamina | 227.1 | 100.0 | 0.00 | 0.0 | 0.00 | 0.0 | 100.0 |
| Health | 13.8 | 6.1 | 0.00 | 0.0 | 0.00 | 0.0 | 6.1 |
Tank Points are tank points: Health * (boss expected damage with 0 mitigation and 0 avoidance)/(damage taken)
STAM-EQ: are stamina equivalent tank points with stamina value fixed to 100.
DPS: is the dps increase for 1 point of that stat.
TPS: is the threat per second increase for 1 point of that stat.
APEQ DPS and APEQ TPS: are the tps and dps equivalent with attack power value fixed to 100.
NIGHT's CHOCE: (STAM-EQ)+0.5*(APEQ TPS) (for the average lether gear this mean about 7.5% of gear value based on threat)
Expertise value is based on the following assumption:
you are already at the soft cap (26 exp), otherwise you should add hit value to expertise value.
Mobs have parry haste enabled, for bosses without parry haste you should use hit value instead of the expertise one (if you are over the soft cap, otherwise you should use hit*2)
You can found "Night's choice" value of all stats and item rankin here:
Lether
Weapons
Back, fingers, trinkets, neck
BiS Ulduar (without hard modes) gear
| Slot | Item |
| Head | Garona's Guise |
| Neck | Titanstone Pendant |
| Shoulders | Conqueror's Nightsong Shoulderpads |
| Chest | Conqueror's Nightsong Rainment |
| Waist | Belt of the Twilight Assassin |
| Legs | Conqueror's Nightsong Legguards |
| Feet | Runed Ironhide Boots |
| Wrist | Thrusting Bands |
| Hands | Conqueror's Nightsong Handgrips |
| Finger1 | The Leviathan's Coil |
| Finger2 | Platinum Band of the Aesir |
| Trinket1 | Heart of Iron |
| Trinket2 | Darkmoon Card: Greatness (Agility) |
| Back | Cloak of the Shadowed Sun |
| MainHand | Twisted Visage + mongoose |
| Idol | Idol of the Corruptor |
| Sockets | Solid Sky Saphire |
Professions: JC+Enchanting (3x41 stam gems and 2x24 stam enchants).
Discussion
About capping value: hit caps at 8%, spell hit caps at 17% (used for demo roar and FFF). Expertise soft cap (dodge) is at 26 expertise, hard cap (parry) is at 56 expertise (-14% chance to be parried). Armor soft cap is at 40k.
HP soft cap: I wanted to put an indication of a good hp mark. My choice was to pick the hardest hitting boss in Ulduar and consider how much hp we need (without inspiration and parry gibbs) to survive 5 seconds without heals.
Parry gibbs: It's the main reason of wiping for a tank, they are the new crushing blow, that's why EXPERTISE is really really important, removing the chance to be parry gibbed means having more stable health, avoidance is a random help, expertise instead remove the randomness.
Savage Defense: I've taken as an example the hardest hitting boss, obviosly when a boss hits for less, the shield is better, so the value of ap, crit, etc.. increase.
Talents: With dual spec, boss hitting harder and our armor nerf in ulduar, I think that we can easly avoid improved mangle and king of the jungle to take Ferocity. Demoralizing Roar decrease damage from melee by 10.4%. 5/5 Improved demo roar reduces damage by another 4.6%. It doesn't seems to much but is the way to put the HP soft cap at around 42k Hp instead of 44.5k HP...