Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Class Mechanics » Paladins

Closed Thread
 
LinkBack Thread Tools
Old 11/11/07, 6:15 AM   #271
galzohar
Bald Bull
 
Blood Elf Paladin
 
Darksorrow (EU)
Those addons sound like a great idea for your full time pally tank, although they'll probably need updating in a few days in 2.3 (or at least so they say...)

Offline
Old 11/11/07, 8:16 PM   #272
spitfireNZ
Glass Joe
 
Blood Elf Paladin
 
Boulderfist
Thanks for starting this thread Chicken, as a raiding Pally tank i have learned a lot.

Q. At the moment i tank with minimal Spell damage, SoB (I'm horde) and a kings defender with mongoose. Next patch ill be ditching reckoning for Combat Expertise which means that i also loose a tone of threat... ( 29% of all my damage comes from auto attacking + Reckoning Procs).

To solve this problem I'm going to switch to a spell damage weapon (Merc Glad or the one from ZA) and SoR, but i have a dilemma... I cant decide between 40 Spell Damage or Mongoose. I know 9/10 paladins use a spell damage weapon with 40 spell damage but, is it really that much better? Do i loose too much threat?

In my eyes Mongoose = 5.2% dodge (kings) and a very minor threat boost and seems to proc constantly with my current (reckoning) build. I also believe in putting mitigation and avoidance before threat generation.

What do you think? Merc Gladiator MH with 40 Spell Damage or Goose?

And by the way, if you haven't guessed already, I'm new to the forums so sorry if this has been answered before :P

Offline
Old 11/12/07, 9:33 AM   #273
Left
Don Flamenco
 
Left's Avatar
 
Draenei Paladin
 
Darkspear
Originally Posted by Rhî View Post
Updated my little project: Tankadin-Threat
Thank you for your continued work on this. This is a valuable tool as i try to level up and plan gearing for my paladin.

Originally Posted by Foofu View Post
I don't really care if the math is in the first post or not, but it needs to be somewhere and linked from the first post once the talent section is in place. No one has ever done anything but write down a mildly convincing guess with made up numbers that 1-hand spec is better (in either of the paladin tanking threads).

...
In response to this, using the default gear in the spreadsheet, a 0-49-12 "Cookie Cutter" spec, and swapping the points back and forth between Reckoning and 1H Spec, I get 912 TPS for Reckoning and 923 TPS for 1H Spec. I was using a mob of type "Unspecified" and an attack type of "Dual Wield". Pretty much everything else was default (healing per second received, ranks of all abilities, etc).

This would theoretically be a "best case scenario" for reckoning given top-end gear (DW, non-undead mob), but 1H spec beats it out slightly in that situation. Oddly, however, if I switch to an "unarmed" or "two-handed" mob attack type, total TPS jumps by about 50 and Reckoning starts to edge out 1H spec ever so slightly. That seems suspect to me; why would Reckoning proc more/be better against that sort of mob attack? And why would threat be so much higher?

This is, of course, a very rough test since I used an arbitrary gear set and the relatively arbitrary default incoming HPS number. But, since we have the spreadsheet tool available, maybe some people could run numbers for their own gear and specs?

EDIT: Following up, it seems that Holy Shield threat as calculated actually DROPS when a dual wielding mob is selected, as does seal threat from seal of righteousness. It looks like the spreadsheet is expecting you to get hit less when fighting a dual wielder, not more (which isn't making sense to me). Unfortunately, I can't verify or find my own thought process error b/c I'm not sure how to show the hidden sheets where all the threat work is calculated. Can anyone else confirm?

Last edited by Left : 11/12/07 at 9:40 AM.

Offline
Old 11/12/07, 9:51 AM   #274
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
Can someone else confirm this? I was under the impression that mana generation did not generate threat
While I can't speak for Vampiric Touch, any non-regen energy gains cause threat. This includes mana potions, rage potions, Thistle tea and, more importantly, Spiritual Attunement.

Assuming a single target, SA would contribute threat equal to your (damage taken * 0.5 * 0.1) as you're being healed up.

Following up, it seems that Holy Shield threat as calculated actually DROPS when a dual wielding mob is selected, as does seal threat from seal of righteousness. It looks like the spreadsheet is expecting you to get hit less when fighting a dual wielder, not more (which isn't making sense to me).
That's probably because a dual-wielding mob suffers from dual-wielding's higher base miss rate?

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler

Offline
Old 11/12/07, 9:56 AM   #275
Shalcker
Von Kaiser
 
Human Paladin
 
Wildhammer (EU)
Originally Posted by Left View Post
EDIT: Following up, it seems that Holy Shield threat as calculated actually DROPS when a dual wielding mob is selected, as does seal threat from seal of righteousness. It looks like the spreadsheet is expecting you to get hit less when fighting a dual wielder, not more (which isn't making sense to me). Unfortunately, I can't verify or find my own thought process error b/c I'm not sure how to show the hidden sheets where all the threat work is calculated. Can anyone else confirm?
Dualwielding mobs are generally assumed to get +19% miss penalty on melee auto-attacks (same as dualwielding rogues/warriors/shaman). WWS also show dualwielding bosses with increased miss rate. So yes, you'll get less hits from dualwielding mobs, even though there will be more attacks per second. Depending on your gear, that additional miss can outweight extra hits and produce less holy shield procs overall.

Offline
Old 11/12/07, 12:05 PM   #276
Left
Don Flamenco
 
Left's Avatar
 
Draenei Paladin
 
Darkspear
Originally Posted by Shalcker View Post
Dualwielding mobs are generally assumed to get +19% miss penalty on melee auto-attacks (same as dualwielding rogues/warriors/shaman). WWS also show dualwielding bosses with increased miss rate. So yes, you'll get less hits from dualwielding mobs, even though there will be more attacks per second. Depending on your gear, that additional miss can outweight extra hits and produce less holy shield procs overall.
Well, yes, but I assumed that the fact that they were swinging two weapons would make up for this. As in...

Single Wielding Mob, 1.8 speed
(0.95/1.8)*1 weapon = 0.53 hits per second

Dual Wielding Mob, 1.8 speed
(0.76/1.8)*2 weapons = 0.84 hits per second

Or am I not understanding how the speed variable is applied in the spreadsheet? (Like I said, I'm not sure how to access the formulas so I can't verify the way the math is being applied.)

Offline
Old 11/12/07, 12:17 PM   #277
• Snowy
Mitt Romney?
 
Snowy's Avatar
 
Blood Elf Priest
 
Mal'Ganis
Right, the combat table is going to push a lot of your block off, since it's filled up with the additional miss rate. So lets say that you run around with 55% to block on your normal table with Holy Shield active, so vs a dual wielding mob you're dropping down to 36% to block. That's a significant dropoff.

United States Offline
Old 11/12/07, 12:19 PM   #278
galzohar
Bald Bull
 
Blood Elf Paladin
 
Darksorrow (EU)
Add your avoidance to their miss rate. With high avoidance you could even get 0% hit on the dual wielder while getting hit on the non-dual-wielder, thus showing that the ratio between the hit rates can be anything between your listed value (assuming bosses really have base 5% miss...) to infinity, depending primarily on your avoidance.

Offline
Old 11/12/07, 12:41 PM   #279
Left
Don Flamenco
 
Left's Avatar
 
Draenei Paladin
 
Darkspear
Originally Posted by Snowy View Post
Right, the combat table is going to push a lot of your block off, since it's filled up with the additional miss rate. So lets say that you run around with 55% to block on your normal table with Holy Shield active, so vs a dual wielding mob you're dropping down to 36% to block. That's a significant dropoff.
Originally Posted by galzohar View Post
Add your avoidance to their miss rate. With high avoidance you could even get 0% hit on the dual wielder while getting hit on the non-dual-wielder, thus showing that the ratio between the hit rates can be anything between your listed value (assuming bosses really have base 5% miss...) to infinity, depending primarily on your avoidance.
D'oh! Ok, so I was missing something obvious. The gear in the spreadsheet has a 55% total avoidance rate on it (Miss + Dodge + Parry) prior to adding the additional avoidance from the DW penalty. Thus, the numbers become:

Single Wielding Mob, 1.8 speed
(1 weapon*(1-0.55% total avoidance))/1.8 = 0.25 damaging hits per second

Dual Wielding Mob, 1.8 speed
(2 weapons*(1-0.74% total avoidance))/1.8 = 0.29 damaging hits per second

That is a lot closer, but still not close enough to explain the dropoff. Presumably, to avoid crushing blows each of those damaging hits is blocked, meaning even with the additional miss rate Holy Shield threat (and Reckoning procs) against a dual wielder should be slightly higher.

The spreadsheet, on the other hand, shows about a 40% dropoff in Holy Shield threat against a dual wielder; roughly what I would expect if only one of the two weapons was being accounted for:

Dual Wielding Mob, 1.8 speed, counting 1 weapon only
(1 weapon*(1-0.74% total avoidance))/1.8 = 0.14 damaging hits per second
0.14/0.25 = ~56%, or a 44% reduction.

It looks like a bug to me...

Last edited by Left : 11/12/07 at 12:44 PM. Reason: Put in the quotes I am addressing

Offline
Old 11/12/07, 2:44 PM   #280
Wolftusk
Von Kaiser
 
Wolftusk's Avatar
 
Troll Shaman
 
Eitrigg
Something i've not really seen a lot of is information about resist gear.

I've just got to the point where i can start tanking karazhan and would like to start working on resist gear for different encounters. My guild requires that i get a 50/50 Nature/Frost resist gear set for Hydros - Besides the blacksmith plate stuff, which overlap, im not sure where to look for my resist gear.

If the kids were united, they would never be divided.
Blood Elf Protection Paladin.

Offline
Old 11/12/07, 3:59 PM   #281
Cathela
Still Bald Bull
 
Cathela's Avatar
 
Human Paladin
 
Earthen Ring
For Hydross add-tanking, get as many craftable NR/FrR pieces as you can get (chest/helm/legs of one school or the other, one of each craftable ring, and one of the craftable necks), and then scour the AH for "protection" greens. The nice thing about the hydross adds is that they ignore armor, so you can wear cloth/leather/mail if necessary. Get the violet eye shoulder enchant (+7 all resists) for your shoulders, get a resist enchant for your helm, and if you feel like farming Botanica go there for the chromatic resist cape and get the all-resists enchant on that as well.

I think my hydross set hits about 220 each in FrR/NR unbuffed, which comes to over 300 with auras and a chromatic flask. If you don't have a good (i.e., epic) spelldamage weapon, you may have to go with a blinding light flask instead, but that should still leave you in the high 200s for each school. (I regularly skip the resistance flask these days and it's never a problem.) Weapon oil and spelldamage food are important as well, of course.

You can safely ignore defense; although you will take a few crits, stacking that much resistance will reduce the overall incoming damage to a level where they won't make a difference. Using this setup I have no problem AoE tanking all four adds when necessary, although we usually have the "off" MT pick one up just to make things a little easier.

As far as picking up the adds, drop a consecrate where one will appear (this should be easy to guess), judge another, and throw your shield at a third. By the time the shield gets off, the last two elementals will have started moving, most likely towards the same person, and if you're lucky you'll get both with the shield. If not, taunt or hope that your other OT(s) are on the ball. Then just consecrate and call for AoE.

Last edited by Cathela : 11/12/07 at 4:05 PM.

My comrades are my weapons, and I am their shield.

Offline
Old 11/12/07, 6:58 PM   #282
Zapf
Von Kaiser
 
Troll Priest
 
Cho'gall
Has there been any looking into [Stormchops] and how it might compare to spelldamage food for trash mobs/grinding in general (I don't usually eat food buffs for my dailies, but it might be something to take into consideration)? A quick search on the forums and in the 2.3 patch thread didn't bring up any information on food at all - no proc rates, damage output, if it breaks cc, if it generates threat, etc.

This may seem like something incredibly minor in the realm of aoe tanking, but the buff text reminds me of the first time I saw a video with [Force Reactive Disk], and would definitely be interested in getting some cooked up regardless.

Offline
Old 11/12/07, 10:13 PM   #283
Reynard
Glass Joe
 
Human Paladin
 
Ghostlands (EU)
When tanking Hydross adds, I just wear [Wildguard Leggings], [Wildguard Breastplate], [Iceguard Helm] and [The Frozen Eye]; together with my Frost Aura and AotW, this gives me 155 FR and 190 NR. The rest of my set is all Merciless Gladiator / Veteran shockadin gear, the resilience from which easily makes me crit immune when combined with either [Scarab of Displacement] (once you've killed him at least once ;P ) or [Timelapse Shard] (in which case you should be extremely careful NOT to Use it accidentally). Using PvP gear also has the benefit of putting your spell damage through the roof, allowing AoE to start pretty much immediately. I'm able to tank 3-4 adds with this setup, though as with Cathela we usually have a bear pick up 1-2 of them and bring them into the Consecrate. In terms of grabbing the adds, I do exactly as Cathela described earlier.

Offline
Old 11/13/07, 5:49 AM   #284
• Chicken
Mod
 
Chicken's Avatar
 
Gnome Monk
 
Azjol-Nerub (EU)
Originally Posted by Zapf View Post
Has there been any looking into [Stormchops] and how it might compare to spelldamage food for trash mobs/grinding in general (I don't usually eat food buffs for my dailies, but it might be something to take into consideration)? A quick search on the forums and in the 2.3 patch thread didn't bring up any information on food at all - no proc rates, damage output, if it breaks cc, if it generates threat, etc.

This may seem like something incredibly minor in the realm of aoe tanking, but the buff text reminds me of the first time I saw a video with [Force Reactive Disk], and would definitely be interested in getting some cooked up regardless.
I can't answer in detail as I simply didn't have the time to even try and get the food on test, but judging by the spell details it appears to zap everything in 15 yards around you for 20 to 30ish lightning damage every 8 seconds. In other words it'll add 3.25 dps per mob in range (And that amount of TPS as well since we don't get any aggro boosters on non-holy damage).

In comparison, spell damage food is 23 spell damage, which is 2.875 dps for the highest rank of Consecration, or 5.4625 threat per second.

So it'll be slightly better DPS, but lower threat than spell damage food.

No idea about whether it breaks crowd control, and the food might very well work differently than I assume (WoWHead's spell details also has a version of it's proc recorded doing 660 to 770 damage, actually linked to the 8 second interval, but it seems unlikely it'd do that amount; 89.375 DPS from a single food buff per target is excessive).

Netherlands Offline
Old 11/13/07, 11:54 AM   #285
Lunkhedd
Piston Honda
 
Dwarf Paladin
 
Perenolde
Originally Posted by Chicken View Post
That's a fairly good idea, though I think it'd be better to refer to as "Crush Avoidance Rating" or "Crush Avoidance Equivalence"; there's some practical differences to each of the stats for other purposes, so referring to it as equivalence to block rating is slightly misleading.
Personally, I don't care much about the name so long as the idea's useful. I think it can be useful for comparing talents as well, which'll help answer some of the other questions in the thread. For example, using the "Crush Avoidance Rating" name, each point of Avoidance is 5.1 CAR and each point of Deflection is 7.9 CAR. Holy Shield is 237 CAR, but that's pretty much academic .

Offline
Closed Thread

Go Back   Elitist Jerks » Class Mechanics » Paladins

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Protection Warriors Brell Public Discussion 76 04/07/06 3:28 PM
Protection Spec Quest Public Discussion 52 02/13/06 6:20 PM