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Old 01/07/11, 12:19 PM   #166
MasterDinadan
Piston Honda
 
Human Rogue
 
Staghelm
zork, my testing of Agility suggests that the dodge given IS subject to diminishing returns. It's quite easy to test. Using Battle Shout while naked gives a bigger change in dodge % than using it with all of your gear on. The agility change is the same, but the dodge change varies depending on current levels of agility and dodge rating.

I used the numbers from the Combat Ratings thread, and applied the agility dodge to the same diminishing returns formula as the dodge granted from dodge rating, and the formula matched exactly -- in most cases.

If I went from naked to a bunch of agility (with no dodge rating), the formula (with diminishing returns) correctly gave my new dodge value. I did the same process and found that putting on a bunch of dodge rating gear with no agility also follows the formula exactly.

However, when I put on a set of gear with agility AND dodge rating on it, the formula was a bit off. I was getting 11.82% where the formula would have predicted 11.88%. Tiny difference, but it's enough to be frustrating. It almost seems like there is some negative interaction term between dodge rating agility (As far as their contribution to dodge percent) but that seems very counter intuitive, and if it exists then the effect is so slight that I'm surprised they bothered to include it.

Nevertheless, some additional clarification about how dodge from agility works would be ideal. The combat ratings thread suggests that dodge from agility isn't based on diminishing returns, or that it's subject to DR independently of that which dodge rating is subject to, but the only formulas I can make which even come close to my accurate dodge rating involve adding up pre-DR dodge from both sources, then plugging them into the DR equation as one chunk.

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Old 01/07/11, 1:51 PM   #167
Andenthal
Glass Joe
 
Orc Warrior
 
Hyjal
Originally Posted by roarc View Post
CB was reverted back to 75% AP right before Cata-launch. It was quite weak at the end of Wrath indeed.
I must have missed that. Also - it kept its 2x threat modifier (at least as of last night). So it is doing slightly less damage than Shockwave (due to SW's inability to be Dodged/Parried), but much more threat.

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Old 01/07/11, 4:20 PM   #168
Tharamis
Glass Joe
 
Human Warrior
 
Garona
Originally Posted by MasterDinadan View Post
Nevertheless, some additional clarification about how dodge from agility works would be ideal. The combat ratings thread suggests that dodge from agility isn't based on diminishing returns, or that it's subject to DR independently of that which dodge rating is subject to, but the only formulas I can make which even come close to my accurate dodge rating involve adding up pre-DR dodge from both sources, then plugging them into the DR equation as one chunk.
In my sig there is a link to a spreadsheet I've been working on, and I think I have the dodge calculation figured out (took me a lot of trial and error).

You need three values to calculate it.

Dodge rating, Base Agility for your race (your naked Agi value), and Agi from gear.

Summary of the formula:

Dodge from Base Agility Dependent on Race
PLUS Diminished Returned Dodge from Agi and Dodge Rating on Gear
PLUS Dodge Constant (3.758)
EQUALS Full Diminished returned Dodge %


The full formula I am using is:

ABase: Base Agility
AGear: Agility from Gear
DRating: Dodge Rating on Gear

Dimished Returns Dodge Percentage = ((ABase * 0.00232184) + (((DRating / 176.71899)+(AGear * 0.00232184))/((((DRating / 176.71899)+(AGear * 0.00232184))/65.63144)+0.956))+(3.758))/100

Prot Warrior incoming damage calculations, Austere Vs Eternal Meta comparison, and avoidance and diminishing returns with reforging comparisons. All right here.

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Old 01/07/11, 9:09 PM   #169
Eetabeetay
Von Kaiser
 
Pandaren Warrior
 
Destromath
I really disagree with the theory that you should reforge using the Mastery>Parry>Dodge stat priority. One of the main gearing ideas right now is to smooth out incoming damage rather than just reduce incoming damage. By balancing your dodge and parry you will push your unhittable % higher and make your incoming damage a lot smoother.

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Old 01/07/11, 9:21 PM   #170
Shyrian
Glass Joe
 
Night Elf Warrior
 
Azuremyst
Originally Posted by Eetabeetay View Post
I really disagree with the theory that you should reforge using the Mastery>Parry>Dodge stat priority. One of the main gearing ideas right now is to smooth out incoming damage rather than just reduce incoming damage. By balancing your dodge and parry you will push your unhittable % higher and make your incoming damage a lot smoother.
Nothing gets you unhittable faster than mastery. It has no diminishing returns. We agree.

However, between dodge and parry, you are not taking into consideration the Hold the line proc which makes parry far more important than dodge.

The recommendation is reforge dodge into mastery and leave parry alone. Mastery > dodge, don't you agree?

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Old 01/07/11, 9:39 PM   #171
Tharamis
Glass Joe
 
Human Warrior
 
Garona
Originally Posted by Eetabeetay View Post
I really disagree with the theory that you should reforge using the Mastery>Parry>Dodge stat priority. One of the main gearing ideas right now is to smooth out incoming damage rather than just reduce incoming damage. By balancing your dodge and parry you will push your unhittable % higher and make your incoming damage a lot smoother.
No.

Check out my link in my sig and give me some scenarios where equal stat levels of avoidance are better than mastery.

A) dodge and parry are subject to diminishing returns, and they get punishing quickly.
B) mastery compounds as you get more of it and works WITH shield block and hold the line.

Prot Warrior incoming damage calculations, Austere Vs Eternal Meta comparison, and avoidance and diminishing returns with reforging comparisons. All right here.

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Old 01/07/11, 9:59 PM   #172
Eetabeetay
Von Kaiser
 
Pandaren Warrior
 
Destromath
I never said avoidance over mastery. I'm saying that rather than prioritizing parry over dodge you should balance the two stats to get an overall higher unhittable %.

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Old 01/08/11, 2:33 AM   #173
tichphys
Glass Joe
 
Human Warrior
 
Tichondrius
Originally Posted by Tauftamir View Post
I don't believe I've seen a weapon with Strength which is not 2.6 speed on live.
H DM: [Cookie's Tenderizer]

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Old 01/08/11, 7:28 AM   #174
Influxreptile
Von Kaiser
 
Night Elf Warrior
 
Frostmane (EU)
As we currently all agree mastery is the way to go when it comes to avoidance stats. I've been looking into the protection tier set for a bit now and as the leggings from al'akir haven't dropped yet I've been wondering whether the DPS leggings (tier) aren't better than the Protection version as they can be stacked with a huge amount of mastery in combination with enough hit to allow me to interrupt on nefarian without having to switch to impossible accuracy elixirs or switch out a trinket.

Earthen Legguards - Item - World of Warcraft
vs
Earthen Legplates - Item - World of Warcraft

The sockets on the protection version are red and blue (socket bonus providing 30 stamina) which obviously unless you want to sacrifice the bonus can't be stacked with 2x40 mastery. The dps leggings have 2 yellow slots (alright the haste bonus ain't all that but it adds up to what's coming next).

It's pretty much an idea to get maximum mastery in your set. Hit surely isn't a bad stat and you can reforge 75 out of it into parry.

I kind of find the 4 set bonus a bit lackluster and I don't really see any proper use for it currently.

In the end you're sacrifing some parry and dodge + 30 stamina for a huge amount of mastery, hit and a small portion of haste.

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Old 01/08/11, 8:30 AM   #175
Niouk
Glass Joe
 
Dwarf Hunter
 
Culte de la Rive Noire (EU)
what about Fleet Shadowspirit Diamond - Item - World of Warcraft

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Old 01/08/11, 9:33 AM   #176
Influxreptile
Von Kaiser
 
Night Elf Warrior
 
Frostmane (EU)
Could be wrong but seems to be a bit underbudgetted.

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Old 01/08/11, 10:05 AM   #177
Niouk
Glass Joe
 
Dwarf Hunter
 
Culte de la Rive Noire (EU)
Maybe not.

With Enchant Boots - Mastery - Spell - World of Warcraft
you gain 15 more mastery over Enchant Boots - Lavawalker - Spell - World of Warcraft

so that's 69 mastery vs 81 stam 2%armor

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Old 01/08/11, 1:37 PM   #178
Shyrian
Glass Joe
 
Night Elf Warrior
 
Azuremyst
With current boss fight mechanics, the run speed increase is handy and can make the difference in taking an extra tick of some high damage aoe spot on the floor.

In other words, the run speed should smooth out more damage spikes than the 15 mastery rating will.

*edit*
Wished I had read your post in the context of the discussion. Ignore what I just said.
*/edit*

Last edited by Shyrian : 01/08/11 at 2:17 PM.

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Old 01/09/11, 7:54 AM   #179
Alysana
Glass Joe
 
Night Elf Warrior
 
Argent Dawn (EU)
Originally Posted by tichphys View Post
I'm pretty certain his point was there aren't any weapons BELOW 2.6 speed, looking at the question aked.



And could anyone enlighten me why people are dissing our 4 piece bonus? I'm currently sitting on 3/5 tier due to lack of luck with the BoT trash shoulders and was considering getting the legs next for 4/5. I'm hopefully starting hardmodes next week so I haven't gotten any experience yet, and even though it's a "gimmick" bonus, I could see it being extremely useful for fights such as Halfus (heroic), when tanking multiple drakes at the same time, as well as when tanking Ignacious (heroic), if your DPS wasn't fast enough to destroy the Aegis, since an 18 sec SW would be able to cover both of the empowered Flame Torrents. I'm sure there are multiple other fights that would promote an extended SW on heroicmode which I've overlooked, and in the end of the day there's not a whole lot on the vendor for us.

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Old 01/10/11, 3:09 AM   #180
Shyrian
Glass Joe
 
Night Elf Warrior
 
Azuremyst
Originally Posted by Alysana View Post
And could anyone enlighten me why people are dissing our 4 piece bonus?
A set bonus should be useful all the time, not something tied in to a panic button. The number of situations where these 6 seconds are going to make an impact on an encounter's outcome is miniscule by comparison to many other possible bonuses.

Anybody else think the set bonuses are remarkably similar to T7 gear?

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