Also, is there some super magic formula which shows how much higher your dodge can be than your parry before the DR makes stacking parry more beneficial?
I'm not sufficiently up on the maths to help you with this myself, but the Combat Ratings at Level 80 thread first post should have the info you need.
In practice there is only a limited amount of i213/i226 tanking loot so it's pretty hard to stack either parry or dodge to an insane extent unless you dip into i200 stuff.
Originally Posted by Heenk
"IRONBRANCH, THE FLOWER BED IS IN DANGER! ASSIST ME!"
From a practical standpoint (since we are limited by whatever rating proportion/allocation Blizzard decides to throw at us), there is NO point when parry is better than dodge at providing avoidance on a per-one-rating basis.
The lower parry cap and the presence of parry from unavoidable amounts of defense rating virtually guarantee that you cannot distribute your stats to an extent where dodge becomes so diminished that it becomes worse than parry.
As well, the distinction between parry and dodge, by themselves, mean very little. If you're looking at avoidance, you have to consider avoidance as a whole, based on the sum of all the avoidance-contributing stats on an item (TankPoints is good at this).
The only time you have to decide between parry and dodge is during gemming and enchanting, in which case dodge is always better than parry (unless you have no choice).
As Prinsea said, parry rating is never better than dodge rating.
If you're comparing dodge rating to defense rating, someone on another site (TankSpot I believe) showed that the optimal thing to do is usually to keep your ratio of defense rating to dodge rating between 1.5:1 and 2:1. There's a link to this source in the OP.
My comrades are my weapons, and I am their shield.
First of, I've been reading this post for some time. Thank you very much for all the helpful information.
Originally Posted by Cathela
As Prinsea said, parry rating is never better than dodge rating.
If you're comparing dodge rating to defense rating, someone on another site (TankSpot I believe) showed that the optimal thing to do is usually to keep your ratio of defense rating to dodge rating between 1.5:1 and 2:1. There's a link to this source in the OP.
This made me actually want to post. Are you really saying that its never worth it to add parry over dodge?
I can understand if you're saying that its better to gem for Dodge than Parry. But because of DR on dodge, it seems to me like there would be a point at which adding parry would actually increase overall avoidance as compared to dodge.
For example, 23% Dodge, 17% Parry. It seems to me like in this situation adding 8 Parry would add more avoidance than 8 Dodge.
Or were you saying that with the current itemization, there is no point at which a person would actually be faced with such a choice?
I'm really curious because of the Rune of Repulsion trinket, it always just sits in my bank but I always wonder.
Or were you saying that with the current itemization, there is no point at which a person would actually be faced with such a choice?
Yes. At current normal itemization (level 80 and such), there is no point at which DR will make one dodge rating worth less avoidance than one parry rating.
Are you really saying that its never worth it to add parry over dodge?
I can understand if you're saying that its better to gem for Dodge than Parry.
No, I am not saying that it is never worth adding parry over dodge. The [Bracers of the Herald] from Heroic Ahn'Kahet have parry, but since they're the only ones of their kind until the [Minion Bracers] from Naxx10 trash, the Herald is still absolutely an upgrade.
Yes, I am saying that it is always better to gem and enchant for dodge over parry.
If it's a entire item, look at the item's avoidance total as a whole (defense rating, dodge rating and parry rating).
If it's a gem or enchant, that's when you always bet on dodge.
=======
On a different note, I saw this posted on the Ret thread:
Originally Posted by Cevil
Surprised no one has pointed this out yet, but Premonition posted a parse of their Patchwerk DPS Test from the PTR last night, and along with a great bunch of data about tanking (Prot Paladins are lagging, surprise!)
Since that was a DPS thread, I wanted to ask here: Why would we be lagging? I wasn't aware that Prot Paladins had any glaring scaling issues, except perhaps a lack of pushable panic buttons.
Perhaps someone can shed some light on the situation?
This made me actually want to post. Are you really saying that its never worth it to add parry over dodge?
I can understand if you're saying that its better to gem for Dodge than Parry. But because of DR on dodge, it seems to me like there would be a point at which adding parry would actually increase overall avoidance as compared to dodge.
For example, 23% Dodge, 17% Parry. It seems to me like in this situation adding 8 Parry would add more avoidance than 8 Dodge.
Or were you saying that with the current itemization, there is no point at which a person would actually be faced with such a choice?
I'm really curious because of the Rune of Repulsion trinket, it always just sits in my bank but I always wonder.
Others have already answered this. but straight from the horse's mouth, this is the TankSpot post I was referring to.
My comrades are my weapons, and I am their shield.
Since that was a DPS thread, I wanted to ask here: Why would we be lagging? I wasn't aware that Prot Paladins had any glaring scaling issues, except perhaps a lack of pushable panic buttons.
Perhaps someone can shed some light on the situation?
What he meant was that Protection Paladins are the worst tank in the game. We take more damage and we have less "Oh Shit" buttons. There isn't much that we do, that another class can't probably do better. The fact that the Premonition Patchwerk (Tank Test) parses from the 3.1 PTR are a good indicator that we're not exactly that well off.
We have good avoidance according to their test, but took the most damage out of the 4 tanking classes. The paladin that they used was from deep in the original thread. You can find their name in the WWS linked within the wow forum link. Basically, everyone said that the paladin won the lotto and was able to live an extra 30 seconds compared to the warrior and druid.
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I don't have a WWS from this weeks Malygos but according to recount Ardent Defender got frog leaped by the breath damage, and there I was dead on the floor wondering why I tought it got fixed in 3.0.1.
If AD would work properly, and actually reduce any damage we take that gets us below 35% health, we'd be alot better against those hard hitting bosses.
Don't get me wrong it's a nice talent and actually did save me in many situations, but it's still a bit lacking.
About Divine Protection and Forbearance, maybe it could be changed to require a shield (just like shieldwall) and as trade off the damage reduction and the Forbearance could be removed from it (Yes it'd be even more of a warrior ShieldWall copy then).
If AD would work properly, and actually reduce any damage we take that gets us below 35% health, we'd be alot better against those hard hitting bosses.
Based on the description I can't imagine why you think it should work in any way other than how it currently does. Obviously it would be nice if it functioned in the way you describe, but I think it's clearly not what they want the talent to do.
What he meant was that Protection Paladins are the worst tank in the game. We take more damage and we have less "Oh Shit" buttons. There isn't much that we do, that another class can't probably do better. The fact that the Premonition Patchwerk (Tank Test) parses from the 3.1 PTR are a good indicator that we're not exactly that well off.
We have good avoidance according to their test, but took the most damage out of the 4 tanking classes. The paladin that they used was from deep in the original thread. You can find their name in the WWS linked within the wow forum link. Basically, everyone said that the paladin won the lotto and was able to live an extra 30 seconds compared to the warrior and druid.
I really don't see how paladins are worse than warriors in these results. The paladin lasted longer and took less DPS.
Also I think there is something screwed up with the Paladin "longest" test as the paladin ended up dying to a hateful, skewing the results since he got 1 shot (even though he had just lived through a 4 hit streak).
You also have to realise that the DTPS and Avoidance tests are the only ones with any decent sample size, as the fight lengths were really just tests of RNG at one point in time (due to basically the RNG of a 3hit streak happening).
Also I think there is something screwed up with the Paladin "longest" test as the paladin ended up dying to a hateful, skewing the results since he got 1 shot (even though he had just lived through a 4 hit streak).
They already claimed the paladin got extremely lucky avoidance-wise, more so than other classes. I hate it when AD does absolutely nothing useful in a fight.
As for him dying twice, he actually died after that 42k hit (with xxxx blocked), zoned back in and got 1shot from a hateful again.
No errors there.
Honestly, I'm not exactly sure how many paladins really stack dodge to 27%, and drop their block down to 11-12% for bosses. We weren't meant to be the "avoidance" tank of the 4.
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Honestly, I'm not exactly sure how many paladins really stack dodge to 27%, and drop their block down to 11-12% for bosses. We weren't meant to be the "avoidance" tank of the 4.
He didn't really 'drop' his block, the combat roll just has block last on the list, so if your avoidance rises, your block lowers. (but you knew that already I think ).
Anyway, it's not total avoidance we should be looking at either here, they clearly claimed that the pala had some very lucky avoidance streaks near the 20 stack mark (or how high was it), the point where it really decides your survival (and where DK's are so damn overpowered because of their abilities + WoTN).
Honestly, I'm not exactly sure how many paladins really stack dodge to 27%, and drop their block down to 11-12% for bosses. We weren't meant to be the "avoidance" tank of the 4.
You don't really need any blockrating to get normal hits of the table if you have decent avoidance.
27+21+12,5+30+9+3 (Scorpid Sting) = 102%
Not enough to push anything of the table but it's close enough to not care about blockrating. And It's exactly the same gear I plan on using (missing three parts of BiS :/ ) for hard hitting bosses. We were not meant ton be the avoidance tank and I would like to see block really powerful, but avoidance still wins imho.
He's just not wearing a lot of the block% gear. He probably should have swapped one of his items for def on chest/kt shield/tier leggs/avoidance helm/other ring to get to 102.4 (he has around 99% according to your numbers).
It's not like the gear he's wearing is actually focussed on avoidance that much, I can easily think of a few items that you'd wear if you really wanted an avoidance set.
Originally Posted by path411
I really don't see how paladins are worse than warriors in these results. The paladin lasted longer and took less DPS.
Paladin changes are on the ptr already, warrior ones aren't, that's something to keep in mind.
edit: scorpid sting of course! Well if I was him I'd still swap out the +10 on chest/badge ring for something else either way.
Well, we're still missing the 3% mitigation from the Divine Plea glyph, and the Hand of Sac 20% mitigation glyph as well.
But Ratanna wanted to drop a stam trinket for the dodge badge trinket, and use mongoose on the weapon instead of agi. So he wanted to have more avoidance basically which probably would have pushed normal hits off.
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I don't get how swapping out a 111 stamina trinket for the badge one would have helped, if he really wanted avoidance then he should have be using thane's greathelm or gatekeeper which would give higher avoidance and higher hp at the end.
I didn't see it mentioned earlier, but how will SoR stack up against SoV/SoC with the changes to reckoning for block heavy setups? Math isn't my best skill...so, would it be a safe assumption that with incoming damage and ~30% block rate that 5/5 reckoning would be up nearly all the time?
here's a sample build from the most recent talent calc:
Well, we're still missing the 3% mitigation from the Divine Plea glyph, and the Hand of Sac 20% mitigation glyph as well.
The Plea glyph will help a bit but I MMO's notes say the 20% mitigation glyph is when you cast Hand of Salvation on yourself (which sounds like a bad idea for a tank).
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
I didn't see it mentioned earlier, but how will SoR stack up against SoV/SoC with the changes to reckoning for block heavy setups? Math isn't my best skill...so, would it be a safe assumption that with incoming damage and ~30% block rate that 5/5 reckoning would be up nearly all the time?
Reckoning proccing on full blocks won't affect uptime on bosses, only on things that hit for less than your BV, it's a trash/soloing buff. Anyhow, you need 21.8 potentially proccing attacks within 4 weapon swings to get 90% reckoning uptime, so you're gonna be holding a decent number of mobs to get that high.
Last edited by ElginRoko : 03/03/09 at 3:09 PM.
For insurance reasons. Yes. That, and for freedom.
Ratanna "won" the RNG in two ways: he waited a few stacks until *AFTER* he was in 2 shot territory to start using survival cooldowns, plus he survived a lot of 2 hits in a row by getting "lucky" heals in between the hits which left him at under 5% health in quite a few cases.
Theorycrafting procedures per role:
DPS = Theory -> Spreadsheet -> Practice
Healing = Theory -> Practice -> Logs
Tanking = Theory -> Theory -> Theory
The Plea glyph will help a bit but I MMO's notes say the 20% mitigation glyph is when you cast Hand of Salvation on yourself (which sounds like a bad idea for a tank).
Depends on the encounter. I often find myself a good 30-40% above the next highest person while tanking. It wouldn't be something I would keep chaining on me, but possibly something I could use if I was tanking sartharion o some other slow hitting high damage boss without a major threat thing.
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