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02/28/11, 5:57 PM
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#271
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Glass Joe
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Broseph is correct. Using the same code from which I made the graph in post #254, I found that even when past the unhittable during shield block threshold, mastery still gives more benefit per point than dodge or parry.
Soon I hope to more fully explore what happens as we push further past the soft cap and post some results.
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03/03/11, 7:03 AM
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#272
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Von Kaiser
Dwarf Warrior
Kel'Thuzad (EU)
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I calculated the values for:
mastery = 3500(0.36% unblocked, already 100% critblock with shield block and HTL)
3600 (all blocked, ~2% critblock wasted with shieldblock and HTL)
3800 (all blocked, during shieldblock no gain out of HTL)
dodge = 2500, parry = 3000, armor 35693, eternal meta and blockenchant
Mastery was worth dodge: 1,28 (3500), 1.21 (3600) and 1.1 (3800) and parry was always slightly ahead of dodge (around 1.03 dodge = 1 parry).
So there will definitly be no real cap to Mastery, with the values above it seems that at the moment you put your crit-block over 100% with hold the line, Mastery is only worth 0.66 dodge witch happens around 5200 mastery)
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03/03/11, 9:21 AM
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#273
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Great Tiger
Night Elf Warrior
Silvermoon (EU)
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The main reason Mastery has increasing returns is the two-roll nature of Critical Block. The increased chance to Block directly increases the value of the Critical Block portion of your Mastery.
This indrectly increases the value of Parry via Hold the Line due to the talent granting Critical Block. Due to increased Critical Block roll opportunities, the value of Hold the Line increases at a similar rate to Mastery.
Soft-capping with Shield Block doesn't really stop this ramping-up effect.
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03/04/11, 5:17 AM
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#274
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Von Kaiser
Dwarf Warrior
Kel'Thuzad (EU)
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As Tharamis is no longer playing, I took his code and made some (hopefully) interesting changes:
*Raidbuffs are included
*Statsweights
*rating needed for 1% relative/absolute less damage taken (mastery/dodge/parry)
Any bugs/suggestions are welcome Spreadsheet
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03/04/11, 12:46 PM
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#277
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Von Kaiser
Dwarf Warrior
Kel'Thuzad (EU)
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Of course you have to reforge parry/dodge whatever else is present to mastery and I simed the reforged version
[Heart of Thunder] Is just the poor mans choice over the valor-points trinket, gives 16.12
[Impetuous Query] 15.47
[Leaden Despair] 16.13
[Tia's Grace] 15.60
Keep in mind that I neglected Stamina and asumed that every trinket with cd is used on cd, so the optimal choice for trinkets might differ. (and sub 35% trinkets seldom procc the second they are off cd)
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03/04/11, 2:05 PM
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#278
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Glass Joe
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Originally Posted by kahalm
As Tharamis is no longer playing, I took his code and made some (hopefully) interesting changes:
*Raidbuffs are included
*Statsweights
*rating needed for 1% relative/absolute less damage taken (mastery/dodge/parry)
Any bugs/suggestions are welcome Spreadsheet
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It appears that the Excel version is broke, this a Google issue by chance?
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03/07/11, 8:50 AM
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#279
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Glass Joe
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Originally Posted by kahalm
Of course you have to reforge parry/dodge whatever else is present to mastery and I simed the reforged version
[Heart of Thunder] Is just the poor mans choice over the valor-points trinket, gives 16.12
[Impetuous Query] 15.47
[Leaden Despair] 16.13
[Tia's Grace] 15.60
Keep in mind that I neglected Stamina and asumed that every trinket with cd is used on cd, so the optimal choice for trinkets might differ. (and sub 35% trinkets seldom procc the second they are off cd)
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Can you measure [Figurine - Earthen Guardian] ? I just got that after leveling up JC this past weekend, and I am using it in fights where I need a higher health pool and not so much higher mitigation/avoidance.
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03/07/11, 10:25 AM
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#280
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Von Kaiser
Dwarf Warrior
Kel'Thuzad (EU)
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I have not saved my stats and I think I have gotten new gear since, so the numbers can't really compared, maybe I will add a section to value Trinkets for a given Gear when I have some sparetime but you can compare it to the stamina + dodge on use from bastion as it has the same duration, same on use and same cd, only less stats, so from a mitigation point of view it is rather bad (I still would like to own it, on use trinkets and stamina has some value to me). If you want to sim it with your stats, you have to sim it once without the on use dodge and once include it, the final value for you is Mitigationwithout*5/6+Mitigationwithcd*1/6
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03/08/11, 11:09 AM
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#281
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Glass Joe
Tauren Warrior
Frostwhisper (EU)
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Expertise in Sims
First time poster, regular follower of warrior tank thread.
Most of the Sims I have come across seems to de-value expertise and the optimized gear setup assumes all hit/expertise will be reforged to master/parry.
Now while I understand that
- vengeance does help with improving TPS, what use is the increased AP without exp cap?
- the initial post mentions about exp capping being important
Thus my question or request is if the simulators can be modified/improved to give a high value to expertise until cap (26) and then devalue it of course. This way the optimized setup would focus on threat generation before survivability, as I doubt anyone wants a tank who can survive as DPS pull aggro :p
Any ideas if this can be incorporated either in RAWR or any other tanking sim being discussed here?
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03/08/11, 11:54 AM
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#282
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Glass Joe
Tauren Warrior
Shadowmoon
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Please delete this post my answer was not relavent.
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03/08/11, 1:39 PM
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#283
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Von Kaiser
Dwarf Warrior
Kel'Thuzad (EU)
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I am currently sitting at 4 expertise (3 from racial) and 1.31% hit (all from my neck) and thread only matters the first 30 seconds into a fight, afterwards I can only lose aggro to a taunt. If you are struggling to hold aggro, either you are pushing the wrong buttons or your gear is too low compared to the dds. So for me expertise (and hit) has no value exept more dps which does not really matter. A misdirect/tricks can help for the first moments of a fight, and using your offensive cds is not a bad idea either. The problem with siming aggro is, (same with health) that there is no way to find a value suited for everyone. If you feel you need more stamina, go for it. If you feel you need more thread, go for expertise (but as I said before, unless I have real bad luck at the beginning of the fight, there is never a problem and even if there would be a problem, most classes can drop aggro and you often have a paladine in the raid for some hand of salvation)
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03/10/11, 12:50 PM
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#284
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Glass Joe
Troll Rogue
The Sha'tar (EU)
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So, just to be clear, is the general consensus that hit and expertise are fairly marginal and should be reforged into/replaced with mastery and avoidance?
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03/10/11, 1:05 PM
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#285
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reckless mortal
dead
Blood Elf Death Knight
No WoW Account
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They should be reforged to mastery or avoidance where possible. The biggest exceptions are 10-man encounters where you need to be able to reliably interrupt as a tank (ex. Nefarian). However, interrupts such as pummel (which protection warriors will be using in 4.1) will have a guaranteed hit chance in 4.1, so you only have to worry about it until then.
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