Elitist Jerks Avoidance Diminishing Returns

 11/25/08, 10:11 AM #1 Riot Soda Popinski     Rioht Blood Elf Warrior   Mal'Ganis Avoidance Diminishing Returns Conclusion: Diminishing returns on avoidance are harsh. This is a graph that shows how DR affects Dodge rating, for example, by Gorek: If your dodge gets too high, go for some parry if you can. Parry rating remains more expensive than Dodge, so don't actively go out seeking to replace all your tank gear with dodge, to tank gear with parry. In the course of doing so, you may even end up losing avoidance. Defense is another good, balanced way to boost your avoidance, as it gives you Dodge, Parry, and Miss in one stat. It also gives Block as well. Balance your avoidance accordingly, don't stress out about maximizing avoidance. Original Post: I am not the go-to guy for calculations of any sort at all, but I wanted to share my observations and hopefully share data regarding avoidance as a stat for tanking. As I'm sure most of us have noticed, when we mouse over our character panes, the window notes diminishing returns, and those DR becomes painfully obvious when equipping a high avoidance trinket, such as the [Valor Medal of the First War]. This brings to mind a few questions for me, and I'm sure, eventually others as well, and a sort of conclusion: When does DR start kicking in? When does it start getting really painfully obvious? It also seems to bring a few premature conclusions to my mind, at least: Balance Dodge/Parry - yeah, Parry is looking better as a stat if you have a load of Dodge, and I think I suddenly understand the design philosophy on tanking items a lot better. How overpowered might high levels of Shield Block rating since it's not on any sort of diminishing returns? It seems to me you'll start hitting DR on Dodge/Parry both at approximately 20% - any better numbers out there? Last edited by Riot : 12/09/08 at 4:38 PM. The difference between the almost right word and the right word is really a large matter--it's the difference between the lightning bug and the lightning. - Mark Twain
11/25/08, 10:42 AM   #2
Moogul
___facing so hard right now

Pandaren Monk

Argent Dawn (EU)
 Originally Posted by Riot How overpowered might high levels of Shield Block rating since it's not on any sort of diminishing returns?
Unfortunately I'm going to reply with questions, not answers, but are we definitely sure of the above? I think with block as it stands for warriors (scaling well with strength, plus getting multiplied by 1.3 from talents and having critical block), that without diminishing returns on block rating, it could be very powerful - if it's itemized a lot, then going for a large block rating set (ie. aiming at an old-style 'crush-immune' set) could work out quite well.

Another related question, is the +miss from defence on diminishing returns? Otherwise defence could end up being a really nice stat, as it increases your avoidance in a nice balanced way.

Ijago <Casual Jerks>

 11/25/08, 10:55 AM #3 Fola Piston Honda   Excon Undead Priest   Eredar I'm not sure whether this helps to answer the question or it is something you already looked over, but here is the link to the DR calculations put up on tankspot (later in the thread there is a circuit equivilancy for visualization purposes). WotLK Diminishing Returns - Avoidance - TankSpot I see your going the Block rating/value path at the moment using the trinket from Heroic Violet Hold, I would be interested in scoping some of your 25 man and 10 man WWS parses from SC if you have them handy. edit: My gut feeling is the lack of DR on block will make it a very attractive stat gearing through Northrend. Last edited by Fola : 11/25/08 at 11:14 AM.
11/25/08, 11:16 AM   #4
Riot
Soda Popinski

Blood Elf Warrior

Mal'Ganis
 Originally Posted by Fola I'm not sure whether this helps to answer the question or it is something you already looked over, but here is the link to the DR calculations put up on tankspot (later in the thread there is a circuit equivilancy for visualization purposes). WotLK Diminishing Returns - Avoidance - TankSpot I see your going the Block rating/value path at the moment using the trinket from Heroic Violet Hold, I would be interested in scoping some of your 25 man and 10 man WWS parses from SC if you have them handy. edit: My gut feeling is the lack of DR on block will make it a very attractive stat gearing through Northrend.
Well, I'm definitely experimenting. You'll note I have decent levels of Expertise/Hit/Stam as well. I try to be well-rounded, and if I need to swap gear to min-max on certain encounters, I'll certainly do that as well.

Thanks, but I was mainly looking for other observations like: "Yeah, about 20%".

The difference between the almost right word and the right word is really a large matter--it's the difference between the lightning bug and the lightning. - Mark Twain

11/25/08, 12:05 PM   #5
Jamor
Don Flamenco

Human Warrior

Ysera
 Originally Posted by Riot Well, I'm definitely experimenting. You'll note I have decent levels of Expertise/Hit/Stam as well. I try to be well-rounded, and if I need to swap gear to min-max on certain encounters, I'll certainly do that as well. Thanks, but I was mainly looking for other observations like: "Yeah, about 20%".

Making things like the Esscense of the Gossamer, the Shield Block trink from Voilet Hold Heroic, and the Godly JC trinket much better than they appear. I am working towards a balance in all stats (including tank DPS stats - hit, expt) as well, which has always been my goal in tanking setup.

On a side note, crit blocks with SB up and the SBV trinket popped can be massive. I have seen 6.4K blocks and that was without glyph of blocking.

11/25/08, 1:21 PM   #6
Kannojo
Glass Joe

Draenei Warrior

Dragonmaw
This was Phaze's statement on tankspot.

 Preliminary numbers show roughly 5% drop in effectiveness per 100 rating. For example: if 100 dodge rating converts to 5.29% dodge pre-LK, it will convert to ~5.04% dodge in LK, followed by the next 100 rating only giving ~4.78%, and so on. I'm guessing the Blizzard UI doesn't have the actual formula available, like it does for Armor's mitigation?
This really isn't too much of a value. I'd just suggest you download RatinBuster as there doesn't seem to be an easy metric to track or predict the returns without doing the formula.

 11/25/08, 2:17 PM #8 Gorek Piston Honda   Goreq Orc Hunter   Mal'Ganis Really quick and really dirty the DR on dodge from GEAR, there is no DR on contributions from talents, base agility, etc. The graphs for parry and miss look similar. Attached Thumbnails
 11/25/08, 2:53 PM #9 Kannojo Glass Joe     Kannojo Draenei Warrior   Dragonmaw Anyone find the Cap for Miss ? I cannot find it anywhere. If there's no cap then are there no DR on it ?
11/25/08, 4:25 PM   #10
Perakles
Piston Honda

Tauren Warrior

Feathermoon
 Originally Posted by Kannojo Anyone find the Cap for Miss ? I cannot find it anywhere. If there's no cap then are there no DR on it ?
World of Warcraft - English (NA) Forums ->

There's a blue post specifically mentioning DR for miss, so I assume that is capped as well.

My gut feeling is that defense is actually going to wind up being the best value in terms of avoidance for warriors. Figure after defense cap you're getting .6% (dodge/parry/miss) avoidance per ~25 defense rating, and .2% block, which is a non-trivial amount of damage reduction with the new block calculations. Defense is also going to spread out your avoidance over the three stats and reduce the impact of diminishing returns.

Of course, my gut feeling doesn't really mean shit, but unfortunately I don't have the math or excel chops to put together a spreadsheet for it.

11/25/08, 5:33 PM   #11
Birdemani
Everybody knows that the bird is the word

Birdemani
Orc Warrior

No WoW Account
 Originally Posted by Fola edit: My gut feeling is the lack of DR on block will make it a very attractive stat gearing through Northrend.
Your thought seem to echo what Blizzard thinks:

MMO-Champion BlueTracker - Upcoming Hunter Changes, Part III

 -- We do have concerns block may be too good a stat for future raids, and we'll keep an eye on it.

 11/25/08, 8:13 PM #12 Xerophyte King Hippo     Awnh Tauren Warrior   No WoW Account (EU) This is somewhat obvious, but we can convert the tank spot notation for avoidance to the form we usually use to describe Armor DR if anyone prefers thinking in terms of that. $\frac{1}{A_d}= \frac{1}{c} + \frac{k}{A}$ $A_d= \frac{1}{( \frac{1}{c} + \frac{k}{A} )} = \frac{A}{( k + \frac{1}{c} A )}$ As A approaches infinity Ad approaches its cap c, at rate specified by k. This has the added benefit of being defined for no raw avoidance and since the game doesn't crash whenever a tank is naked it seems likely to be a more accurate representation. For actual analysis our main interest is probably determining how much of an increase in Ad a single point of rating gives at a specific value of A. An approximation of that is to take the derivative of Ad by A and divide by the amount of rating r required to increase A by 1. $\Delta A_d= \frac{1}{r (k + \frac{2}{c}A + \frac{1}{c^2 k} A^2 ) }$ This seems more than slightly obtuse, so let's take an example. Albert the warrior has +200 parry rating, and +700 defense rating. We know that each point of defense rating increases defense by 1/4.92 and each point of def adds .04% parry before DR. We know that each point of parry rating increases parry percentage by 1/49.2. Albert thus has an A of approximately (200/49.2 + 700/4.92*0.04) = 9.76 percent raw parry. Furthermore we know that for warriors and parry k = 0.956 and c = 47.0. We can plug all this in above to get the new amount of parry Albert gets per rating, which is specifically and pardoning the wall of tex: $\Delta P_d= \frac{1}{ 49.2 \times (0.956 + \frac{2 \times 9.76}{47.0} + \frac{9.76^2}{47.0^2 \times 0.956}) } \approx 0.0148 \approx \frac{1}{67.7}$ What did all that arithmetic tell us? In short, that at Albert's current level of parry he needs 67.7 points of parry rating per point of gain in parry percentage, compared to the base of r = 49.2. We can also see that in general the amount of rating rA required for one percentage point of actual avoidance at raw avoidance level A corresponds to the known base rating requirement r as $r_A= r (k + \frac{2}{c}A + \frac{1}{c^2 k} A^2 )$ Note that even at A = 0, meaning no avoidance from gear, we actually need less than r rating per percentage point of gain. Specifically, we need r * k rating per percentage point at gear avoidance 0. The constant k being smaller than 1 essentially sets the avoidance base at very weakly geared rather than naked. I reserve the right to have screwed up my derivatives slightly, it's been a while and Mathematica's differentiator seems down. It passes my base sanity checks, at any rate.
 11/26/08, 11:40 AM #13 Fruffy Glass Joe   Hildegard Human Warrior   Anvilmar Anytime you are calculating the value of avoidance, you must account for the exponentially increasing return on incremental increases in avoidance. IE, the more avoidance you have, the more valuable an additional point of avoidance becomes. I did some excel work to calculate the amount of dodge rating needed to attain 1% more dodge for various points between 0% and 75% dodge. I then plugged that number into the equation for total damage reduction gained from 1% additional avoidance (stolen from Quigon's OG prot warrior post), did some finger waving and made a graph plotting the total % dmg reduction from 1 additional point of dodge rating vs current total dodge % as read from your character sheet. I plotted this same graph for various values of parry + miss chance. What I found was a very nearly linear decline in the value of dodge until you approached 100% avoidance (dodge+parry+miss) since the return approaches infinity. To give myself some "landmarks" to go by when considering how to weight different stats, I calculated how "diminished" each stat was at various points. My numbers are for a human with 5/5 anticipation and 5/5 deflection. Dodge starts at 1.0 value at 20% dodge we're at 0.9 value per 1 dodge rating at 29% dodge we're at 0.8 value per 1 dodge rating at 38% dodge we're at 0.7 value per 1 dodge rating at 47% dodge we're at 0.6 value per 1 dodge rating (2558 dodge rating) Parry starts at 1.0 value at 11% parry we're at 0.9 value per 1 parry rating at 16% parry we're at 0.8 Value per 1 parry rating at 20% parry we're at 0.7 value per 1 parry rating at 25% parry we're at 0.6 value per 1 parry rating (1623 parry rating) A lot of this is finger waving, but it really helped me to understand where I stand with diminishing returns. I hope it helps some of you. I actually came here to look for info on teh value of block rating. Do we know there are no diminishing returns on block rating? Block chance that comes from def rating?
11/26/08, 11:45 AM   #14
Bakabon
Glass Joe

Human Priest

Dunemaul
 Originally Posted by Perakles My gut feeling is that defense is actually going to wind up being the best value in terms of avoidance for warriors. Figure after defense cap you're getting .6% (dodge/parry/miss) avoidance per ~25 defense rating, and .2% block, which is a non-trivial amount of damage reduction with the new block calculations. Defense is also going to spread out your avoidance over the three stats and reduce the impact of diminishing returns.
What I am wondering is if strength actually winds up being the best overall damage reduction stat for warriors. At a hit of 5000, 1 block value is approximately equal to 1 dodge rating (assuming mitigation equals avoidance), not counting diminishing returns. And block value actually has exponential returns.

Given that strength is already the best stat for threat, will we eventually see defense capped warriors gem entirely for strength?

 11/26/08, 12:06 PM #15 Xav Bald Bull     Xav Human Warrior   Sen'jin It would take a high level of gear to reach "uncrushability" and not use any gems/enchants to get there, to let you put in strength gems. I would also think stamina gems may then be the best choice there, because currently at least you sacrifice a lot of health to achieve it. On that note, with current gear options, you can reach a set that gets you full coverage from dodge+parry+miss+block (after diminishing returns) with full raid buffs taken in to account, and it's barely enough: about 103%. You get to 1700 block value as well, which actually comes out to an average block of ~2600 when you account for critical block and shield block. However the HP hit at the moment to reach that is something like 7k - which is quite a lot. The set can definitely have its uses depending on the encounter, and is something I will be collecting to have in case. As for avoidance diminishing returns, you already experience it harshly as low as 20% of an avoidance stat. At 20% parry for example adding the 1.93% from the trinket only added something like 1.2% actual parry. The math that should be done at this point would be to compare avoidance levels you can obtain with gear/gems/diminishing returns, average damage taken, and then do the same while gearing for block rating instead, as that's going to be the two different choices for reducing damage taken. (This is all, of course, unrelated to stacking stamina to soak more damage) Edit: There are no diminished returns on Block Rating or Block Rating from defense - the armory is actually incorrect on this. (Ingame, however, it's right, and anyway on the armory it is just a mouse-over 'typo') Last edited by Xav : 11/26/08 at 12:15 PM.

 Elitist Jerks Avoidance Diminishing Returns