Health vs Avoidance is a pretty cool matter to discuss.
Actually when I told "I'm shooting to 50k hp" I mean buffed obviously (It was a typo) and simulated value are fully raid buffed.
Just a little digression: a poster above said "if you are not JC?". Actually there is any change with professions in both simulator and addon. The addon takes your stats to compute the optimal cycle so it automatically take into account your profession, the simulator takes gear/spec/buffs into account, if you want to test "your value" you should only put them into the simulator, for the sake of simplicity I've runned and pubblished simulations with BiS gear (with some exception due to hard modes) and obviosly the best professions (JC+BS for cats, JC+BS or Ench for bears), actually I'm herb+alch but the minimal change due to profession doesn't change a lot the stats output (it doesn't change a lot if you go from T7 to T8 gearing).
Coming back to the main topic.
Gearing and playing a tank is not the same as a dps. If you want to look at dps you can find out right numbers and simply use them to gear up, you can also argue something about movement vs. static fights or adds vs boss fight or still you can prefer stable dps (lower dispersion) than an higher average dps, but the difference is usually so small or so high that unless you are really cookie cutter it's not a problem (changing your gear from agi to arpen or viceversa shouldn't change your dps-meter ranking and any other stat is really lower than them).
When you play a tank, your skill and your healers skill plays a greater role and, in the same way, fight specific issue play a greater role. If the tank die = wipe in 90% of the situations, if a dps does 100 lower dps usually it's not a problem (unless you are touching boss enrage for 2 seconds...)
In my simulation I've not introduced a smart healer directly, I wasn't interested in that (but I'll prolly do that in the near future due to my guildy healers, they want a simulator too and implementing them into FBN sim is the better way to do that).
Basically at the moment you should set the following parameter for boss:
swing speed: (I set it to 1.7 seconds -> 2 seconds with infected wounds)
pre-mitigation damage: (Is set to 70k pre shouts/debuff,armor, etc.. remember that improved demo roar cut it by about 15%)
boss hit/miss/etc
boss parry haste (you can disable it, but many bosses except Kologarn have them in Ulduar, for example the general hits like a trunk and also can parry gibbs you) and it's set to 14% (I've done an extended test about it and you can see it into the combat rating post in the class mechanics forum).
No special attacks are simulated (but the simulator support them).
Actually I was interested into healing only to compute the "chance to die". You can see it into the report.
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Chance to die: 0.016% without heals in: 5 seconds
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the time could be set.
Basically it works in the following way:
the time interval is divided by xxx second steps. At the begining of each step the tank is healed to full then it's not healed for the next xxx seconds. If the tank dies add 1 to the counter.
Why I do that?
Because from my expirience in wotlk raiding the only things that could kill you are "Oh shit!" situations. You can't gear up based on your healer spell power or you healer classes. Does you raid leader puts a disc priest on you? 2 pallies? 1 priest, 1 pally and 1 shaman? You can't know that. How much crit they have? How much SP?
In the rating I've used a "modified version" of tank points. Basically my simulated tank points are as follow:
HP*(damage done by the boss)/(damage taken by you)
this is actually the average TTL. Before running the first simulation I was sure that avoidance was the king with this system because this system favour AVOIDANCE. Average TTL doesn't take Oh Shit situation into account and usually (at least it was this way in TBC) avoidance increase TTL more than stamina. With DR on avoidance this is no longer true.
As I said a lot of times, if you look at dps ranking you could be pretty well using it mind-numbing, if you look at tank ranking you must use brain.
As a general discussion you have two kind of thing to worry about as a tank (talking only about defensive problem):
taking less average damage
surviving spike damage
The damage TAKEN can be of 3 kind:
predictable spikes
random
Avoidance (defense, agility, dodge): reduce your average damage taken in an unpredictable way.
Shield (ap, crit, str, agi, hit, etc..): reduce your average damage taken in an unpredictable way (but they are more predictable because usually the avoided damage is low, around 2k, and the uptime is high, around 90%)
Stamina: doesn't reduce your average damage taken but increase your TTL.
Armor: reduce average damage taken in a predictable way.
Expertise: reduce average damage taken going versus unpredictability.
Looking at gear ranking I've used TP because you need numbers for gear ranking. If you want to know how I personally gear up: I've gear throw naxx and I'm now gearing in Ulduar for stamina, expertise, armor.
Reducing average damage taken is important only for healers mana, if the healers can't go oom you can have very low avoidance and be ok. As said by the previous poster, you must have 2-3 healers spamming heals on you, so? Avoidance is only overhealing.
Armor reduce you damage taken in a predictable way, for this reason it's particulary good, stamina is not only the best stat to increase TTL (100 stam = 129 agility from a ttl PoV but 3 stam = 2 agi from a item budget PoV) it's also the only stat you can stack to survive spike damage. The 42k value I've reported as a soft cap is a lower bound value based on the average damage you will take in 5 seconds. This is completly different from the maximum damage you can take in 5 seconds (or any random interval). For istance, suppose that the boss has 2 sec swing.
In 5 sec. you will take on average 2.5 swing. But you can easly take 3 swing (time 0, time 2, time 4) or 4 swing if you are not expertise capped (time 0, time 2, parry -> time 3, time 5). If the soft cap to resist 2.5 swing is 42k, the hard cap to survive 4 swing is 67k, and you can't always use cd in that situation. What you can say is that you'll never be able to stack enough stamina to reach 67k, that's true. But I can also say that in that 5 second time could be the case that a single healer is able to toss you a 18k heal or some hot ticks. With 42k you are still dead, with 50k you can survive.
When I play tank I must assume that other raiders are numbs. I must assume that an healer can DC or simply recive a phone call, I must assume that the dpser doesn't use omen and so on, you can't play basing your game-play around other people skill. Something that I always tell to our RL when he blame the healers for tanks dead: "If a tank die is always the tank blame" (also when I am the tank).
Expertise has a particular role. First of all it's a really good threat stats and the best TTL stats after usual defensive stats. But it's particular role is the following: "it reduce randomness". For basically every boss you can't reach enough stamina to really survive 4-5 seconds without a single heal. But if you are expertise capped (56 exp) you can. Expertise is the only stat in game that let you prevent RNG. In this way it's the complete opposite of avoidance and it's a god-send.
Stamina gemmed/enchanted + gladiator on shoulders:
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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Agility gemmed/enchanted + def/dodge on shoulders:
Boss crit: 0%, Boss hit: 32.703%, Boss miss:
67.297%, Boss white dps:
2149.41, Boss average weapon speed: 2.02797 sec., Boss average parried attacks x sec: 1.37781%, Average Boss White DPS increase due to parry: 0.589583%
Chance to die:
0.228933% 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): 32355
Physical Damage Reduction Cat: 80.6462%
Physical Damage Reduction Bear (before inspiration): 71.0152%
Defense: 436
Chance to be critical hit: 0%
Dodge (bear): 54.1542%
Miss: 10.1559%
Total Avoidance (bear): 64.3102%
Total HP (bear): 43831
HP soft cap (bear): 41792.1
Shielded hits: 93.0909%
Inspiration uptime: 99.5231%
Tank Points (hp equivalent with 0% avoidance, 0% Damage Reduction and without parry from the boss) (bear):
706968 +/- 268.956
Difference regemming from stamina to agility:
TTL/Tank Points: +1%
Chance to die in 5 seconds: +1323%
Average damage taken: -12.3%
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