Satorri
10-29-2009, 09:53 PM
Even a full year after its implementation, I'm still regularly seeing a general lack of understanding of what "Diminishing Returns" means when dealing with avoidance.
Two things should first be said.
1.) All the information I am about to present has been presented before by people smarter than myself. I am going to try to re-present it in such a way that I hope more people will be able to follow.
2.) Diminishing returns has been used in a nearly identical fashion on another primary survival tool in the game since inception. This was not introduced for the first time in WotLK, it was only then applied to avoidance. This is a tool that has been used to keep armor scaling appropriately from the beginning.
So, down to business. First, as a simple statement:
Diminishing returns does not mean you get less value out of the stat as you go, instead it means that you will receive an approximately linear return on investment as you gain more avoidance rating. This is the case because avoidance, like armor, builds towards 100%. At 100% damage reduction (i.e. armor) or 100% avoidance, the tank takes no damage at all. I will try to demonstrate below how, because of this, as the percentage approaches 100%, each equal step in scale becomes more valuable than the last.
Now for the math.
============================================
It does no good to simply say these things, and since we have the formulae, we might as well use real(ish) numbers, though obviously I'll be sandboxing the values a bit for illustration, not basing them on actual gear.
First, the armor curve for illustration of the point (as it is simpler). At level 80, the damage reduction by armor is calculated by the following equation:
DR% = Armor / (Armor + 16,635)So, first we'll set a few armor values for illustration, along with their corresponding damage reduction percentages:
24,000 = 59.06%
28,000 = 62.73%
32,000 = 65.80%
36,000 = 68.40%
So, the equal steps in armor become 3.67%, 3.07%, and 2.60% reduction increases. That is the act of the diminishing formula. Now let's consider these values against incoming damage. We'll keep it very simple and say we have a melee-based boss who hits once every 2.0 seconds for 60,000 damage per hit; that is 30,000 dps before any mitigation or survival tools. An old method of expressing a comparison was time to live, which is to say, if the tank has 30,000 health, 30,000 dps would be an expected lifespan of 1 second without mitigation. I'll use these methods to express for comparison. We'll set our tank at 45,000 health for this math.
Base/Unmitigated = 60,000 per hit, 30,000 dps, 1.5 sec to live
24k armor (59.06%) = 24,564 per hit, 12,282 dps, 3.66 sec to live
28k armor (62.73%) = 22,362 per hit, 11,181 dps, 4.02 sec to live
32k armor (65.80%) = 20,520 per hit, 10,260 dps, 4.39 sec to live
36k armor (68.40%) = 18,960 per hit, 9,480 dps, 4.75 sec to live
So while the damage per hit follows the decaying percentages as listed above (and dps will mirror these percentage gains), the time to live will improve by 0.36 seconds per step (forgive the slight margin by rounding to only 2 decimal places). Linear improvement from diminishing percent reduction.
So, if that is understood for diminishing returns applying a linear effect on functional survival, we can now look at avoidance.
The one way in which avoidance is slightly more complicated is that rather than being a single source contributing as with armor, avoidance has several sources (4 to be exact). Another, and somewhat more intriguing aspect, is that of the cap. Armor is designed to cap so that it will never give greater than a 75% reduction, that is a hard cap (i.e. the formula no longer applies, you will *not* gain more reduction regardless of investment). Avoidance however has three stats that each have the same affect (as far as survival, though parry has an extra non-survival mechanic), and each stat has its own cap. These caps are ~16% (miss), ~47% (parry), and ~88% (dodge). That means that, in theory, if you had enough combined stats (not attainable in game of course, but...) you could pass the 100% avoidance mark. Conveniently the curves are carefully crafted and the design is sound that you can never reach it, but the lack of a hard cap is still interesting.
On top of the complication of having 4 sources, the interaction of these contributions is also a little complicated to the 3 avoidance values. For the sake of simplicity, I'll only discuss dodge rating for the following rationale:
To keep things simple, we'll consider the tank's defense capped at 540, so miss will be constant, as will defense rating's effect on dodge and parry. To optimize avoidance ratings, it has been meticulously calculated (you can find it in this forum) that at a set defense value, until your dodge rating passes ~1.85 times your parry rating in totals, dodge rating will give you a superior amount of percent avoidance per point. For this reason we will set parry rating initially to start illustrating. We will also be neglecting the effect of agility, again, for simplicity.
For our tank with 540 defense, and we'll set 300 parry rating, the tank will have a baseline of (approximating for simplicity) 6% miss and 9.4% parry, and we'll add a 5% parry from a Deflection talent. This gives us a baseline of 20.4% avoidance and we'll calculate dodge from there. Remember, parry rating will grant more percent avoidance when dodge rating exceeds 555. The base amount of dodge (not subject to or influencing diminishing returns) is roughly 3.4%.
200 dodge rating = 10.39%
300 dodge rating = 12.43%
400 dodge rating = 14.37%
500 dodge rating = 16.22%
As with armor, and as expected, the gains diminish with each step. The gains are 2.04%, 1.94%, 1.85% respectively. Again, if we compare with the same tools as armor we can see similar figures, but in a slightly different manner. As avoidance will negate whole hits instead of a portion of hits, we will not see the size of hits decrease but will still see the average dps and time to live change. Here are those changes:
Base/Unmitigated = 60,000 per hit, 30,000 dps, 1.5 sec to live
200 dodge (30.79%) = 20,763 dps, 2.17 sec to live
300 dodge (32.83%) = 20,151 dps, 2.23 sec to live
400 dodge (34.77%) = 19,569 dps, 2.30 sec to live
500 dodge (36.62%) = 19,014 dps, 2.37 sec to live
So, as with armor, while the percent gain diminishes, and the dps matches that change, the time to live extends in linear steps with the rating gained.
A common expressed (mis)conception is that stamina is better because it does not diminish with increases. The reason this is incorrect is because health is already a linear term in the equation. We'll do the same breakdown as above, but now fix the other values and change only health (remember above examples used 45k health). Here hit size and dps do not change, only time to live.
Base/Unmitigated = 60,000 per hit, 30,000 dps, 1.5 sec to live
30,000 health = 1.00 sec to live
35,000 health = 1.17 sec to live
40,000 health = 1.33 sec to live
45,000 health = 1.50 sec to live
Here you see a linear increase in health also represents a linear increase in time to live.
Reality gets a great deal more complicated. Armor and avoidance (generally) only work against physical attacks, and not all attacks can be avoided. The two major cited *not* misconceived reasons for health's superior value to avoidance are magic damage and the random nature of avoidance, where it is possible to not see its effects for multiple swings in a row (though that chance, and the typical of number of swings between avoided swings shrinks more rapidly than linearly with increasing avoidance). Furthermore it is hard to generalize about gains in avoidance through ratings as the value gained per increment varies for each character in each instance based on your current values of the four influencing stats (defense rating, dodge rating, parry rating, and agility). Another fun reality is the pulsatile nature of incoming damage. It comes in chunks more than many small constant ticks, or a bleeding away of the pool, because of that, it's hard to really appreciate the value of health as 1-2k health doesn't seem like a big deal compared to 20k hits. In reality it is, but only because of the complex interplay of heals, the complexity of what damage you take when, and the perks of having a deeper reservoir against uncertainty.
That said, bear in mind that regardless of that point, you will always get a linear return on that rating investment regardless of where on the curve you are.
============================================
Now for fun, let's look at some typical value ranges and the relative increase in time to live granted by each of these steps in stats!
We'll work from a baseline of 40k health, 28k armor (62.73%), 6% miss, 22% dodge (from 350 dodge rating), and 19% parry (from 200 rating). 47% total avoidance.
Base/Unmitigated = 60,000 per hit, 30,000 dps, 1.5 sec to live
Geared Baseline as above = 22,362 per hit, 5,926 dps, 6.75 sec to live
So, if we increase health in 2k increments:
Geared + 2k health (42k total) = 22,362/hit, 5,926 dps, 7.09 sec to live
Geared + 4k health (44k total) = 22,362/hit, 5,926 dps, 7.42 sec to live
Geared + 6k health (46k total) = 22,362/hit, 5,926 dps, 7.76 sec to live
Geared + 8k health (48k total) = 22,362/hit, 5,926 dps, 8.10 sec to live
Geared + 10k health (50k total) = 22,362/hit, 5,926 dps, 8.44 sec to live
Sufficient count to demonstrate that 2k health increments from this starting place will be a 0.34 sec increase in lifespan.
So, if we increase armor in 2.25k increments:
Geared + 2.25k armor (64.52%) = 21,288/hit, 5,641 dps, 7.09 sec to live
Geared + 4.5k armor (66.14%) = 20,316/hit, 5,384 dps, 7.43 sec to live
Geared + 6.75k armor (67.63%) = 19,422/hit, 5,147 dps, 7.77 sec to live
Geared + 9.0k armor (68.99%) = 18,606/hit, 4,931 dps, 8.11 sec to live
Geared + 11.25k armor (70.23%) = 17,862/hit, 4,733 dps, 8.45 sec to live
Sufficient steps to demonstrate 2.25k armor steps increase time to live by 0.34 sec (totally by accident of course!).
Finally, if we increase dodge rating by ~130 increments:
Geared + 2.5% dodge (49.5%) = 22,362/hit, 5,642 dps, 7.09 sec to live
Geared + 2.4% dodge (51.9%) = 22,362/hit, 5,384 dps, 7.43 sec to live
Geared + 2.1% dodge (54.0%) = 22,362/hit, 5,148 dps, 7.77 sec to live
Geared + 1.9% dodge (55.9%) = 22,362/hit, 4,932 dps, 8.11 sec to live
Geared + 1.8% dodge (57.7%) = 22,362/hit, 4,734 dps, 8.45 sec to live
Sufficient steps to show 130 dodge rating steps increase time to live by (...drumroll please...) 0.34 seconds.
Note, here: With avoidance the hits will connect for full value, so the value of avoidance will work out in the average in terms of overall damage reduction. In reality, shorter time spans, you will see periods of higher functional damage reduction with chains of avoidance, and periods of lower functional damage reduction with chains of hits. The final average will be as presented above.
Two things should first be said.
1.) All the information I am about to present has been presented before by people smarter than myself. I am going to try to re-present it in such a way that I hope more people will be able to follow.
2.) Diminishing returns has been used in a nearly identical fashion on another primary survival tool in the game since inception. This was not introduced for the first time in WotLK, it was only then applied to avoidance. This is a tool that has been used to keep armor scaling appropriately from the beginning.
So, down to business. First, as a simple statement:
Diminishing returns does not mean you get less value out of the stat as you go, instead it means that you will receive an approximately linear return on investment as you gain more avoidance rating. This is the case because avoidance, like armor, builds towards 100%. At 100% damage reduction (i.e. armor) or 100% avoidance, the tank takes no damage at all. I will try to demonstrate below how, because of this, as the percentage approaches 100%, each equal step in scale becomes more valuable than the last.
Now for the math.
============================================
It does no good to simply say these things, and since we have the formulae, we might as well use real(ish) numbers, though obviously I'll be sandboxing the values a bit for illustration, not basing them on actual gear.
First, the armor curve for illustration of the point (as it is simpler). At level 80, the damage reduction by armor is calculated by the following equation:
DR% = Armor / (Armor + 16,635)So, first we'll set a few armor values for illustration, along with their corresponding damage reduction percentages:
24,000 = 59.06%
28,000 = 62.73%
32,000 = 65.80%
36,000 = 68.40%
So, the equal steps in armor become 3.67%, 3.07%, and 2.60% reduction increases. That is the act of the diminishing formula. Now let's consider these values against incoming damage. We'll keep it very simple and say we have a melee-based boss who hits once every 2.0 seconds for 60,000 damage per hit; that is 30,000 dps before any mitigation or survival tools. An old method of expressing a comparison was time to live, which is to say, if the tank has 30,000 health, 30,000 dps would be an expected lifespan of 1 second without mitigation. I'll use these methods to express for comparison. We'll set our tank at 45,000 health for this math.
Base/Unmitigated = 60,000 per hit, 30,000 dps, 1.5 sec to live
24k armor (59.06%) = 24,564 per hit, 12,282 dps, 3.66 sec to live
28k armor (62.73%) = 22,362 per hit, 11,181 dps, 4.02 sec to live
32k armor (65.80%) = 20,520 per hit, 10,260 dps, 4.39 sec to live
36k armor (68.40%) = 18,960 per hit, 9,480 dps, 4.75 sec to live
So while the damage per hit follows the decaying percentages as listed above (and dps will mirror these percentage gains), the time to live will improve by 0.36 seconds per step (forgive the slight margin by rounding to only 2 decimal places). Linear improvement from diminishing percent reduction.
So, if that is understood for diminishing returns applying a linear effect on functional survival, we can now look at avoidance.
The one way in which avoidance is slightly more complicated is that rather than being a single source contributing as with armor, avoidance has several sources (4 to be exact). Another, and somewhat more intriguing aspect, is that of the cap. Armor is designed to cap so that it will never give greater than a 75% reduction, that is a hard cap (i.e. the formula no longer applies, you will *not* gain more reduction regardless of investment). Avoidance however has three stats that each have the same affect (as far as survival, though parry has an extra non-survival mechanic), and each stat has its own cap. These caps are ~16% (miss), ~47% (parry), and ~88% (dodge). That means that, in theory, if you had enough combined stats (not attainable in game of course, but...) you could pass the 100% avoidance mark. Conveniently the curves are carefully crafted and the design is sound that you can never reach it, but the lack of a hard cap is still interesting.
On top of the complication of having 4 sources, the interaction of these contributions is also a little complicated to the 3 avoidance values. For the sake of simplicity, I'll only discuss dodge rating for the following rationale:
To keep things simple, we'll consider the tank's defense capped at 540, so miss will be constant, as will defense rating's effect on dodge and parry. To optimize avoidance ratings, it has been meticulously calculated (you can find it in this forum) that at a set defense value, until your dodge rating passes ~1.85 times your parry rating in totals, dodge rating will give you a superior amount of percent avoidance per point. For this reason we will set parry rating initially to start illustrating. We will also be neglecting the effect of agility, again, for simplicity.
For our tank with 540 defense, and we'll set 300 parry rating, the tank will have a baseline of (approximating for simplicity) 6% miss and 9.4% parry, and we'll add a 5% parry from a Deflection talent. This gives us a baseline of 20.4% avoidance and we'll calculate dodge from there. Remember, parry rating will grant more percent avoidance when dodge rating exceeds 555. The base amount of dodge (not subject to or influencing diminishing returns) is roughly 3.4%.
200 dodge rating = 10.39%
300 dodge rating = 12.43%
400 dodge rating = 14.37%
500 dodge rating = 16.22%
As with armor, and as expected, the gains diminish with each step. The gains are 2.04%, 1.94%, 1.85% respectively. Again, if we compare with the same tools as armor we can see similar figures, but in a slightly different manner. As avoidance will negate whole hits instead of a portion of hits, we will not see the size of hits decrease but will still see the average dps and time to live change. Here are those changes:
Base/Unmitigated = 60,000 per hit, 30,000 dps, 1.5 sec to live
200 dodge (30.79%) = 20,763 dps, 2.17 sec to live
300 dodge (32.83%) = 20,151 dps, 2.23 sec to live
400 dodge (34.77%) = 19,569 dps, 2.30 sec to live
500 dodge (36.62%) = 19,014 dps, 2.37 sec to live
So, as with armor, while the percent gain diminishes, and the dps matches that change, the time to live extends in linear steps with the rating gained.
A common expressed (mis)conception is that stamina is better because it does not diminish with increases. The reason this is incorrect is because health is already a linear term in the equation. We'll do the same breakdown as above, but now fix the other values and change only health (remember above examples used 45k health). Here hit size and dps do not change, only time to live.
Base/Unmitigated = 60,000 per hit, 30,000 dps, 1.5 sec to live
30,000 health = 1.00 sec to live
35,000 health = 1.17 sec to live
40,000 health = 1.33 sec to live
45,000 health = 1.50 sec to live
Here you see a linear increase in health also represents a linear increase in time to live.
Reality gets a great deal more complicated. Armor and avoidance (generally) only work against physical attacks, and not all attacks can be avoided. The two major cited *not* misconceived reasons for health's superior value to avoidance are magic damage and the random nature of avoidance, where it is possible to not see its effects for multiple swings in a row (though that chance, and the typical of number of swings between avoided swings shrinks more rapidly than linearly with increasing avoidance). Furthermore it is hard to generalize about gains in avoidance through ratings as the value gained per increment varies for each character in each instance based on your current values of the four influencing stats (defense rating, dodge rating, parry rating, and agility). Another fun reality is the pulsatile nature of incoming damage. It comes in chunks more than many small constant ticks, or a bleeding away of the pool, because of that, it's hard to really appreciate the value of health as 1-2k health doesn't seem like a big deal compared to 20k hits. In reality it is, but only because of the complex interplay of heals, the complexity of what damage you take when, and the perks of having a deeper reservoir against uncertainty.
That said, bear in mind that regardless of that point, you will always get a linear return on that rating investment regardless of where on the curve you are.
============================================
Now for fun, let's look at some typical value ranges and the relative increase in time to live granted by each of these steps in stats!
We'll work from a baseline of 40k health, 28k armor (62.73%), 6% miss, 22% dodge (from 350 dodge rating), and 19% parry (from 200 rating). 47% total avoidance.
Base/Unmitigated = 60,000 per hit, 30,000 dps, 1.5 sec to live
Geared Baseline as above = 22,362 per hit, 5,926 dps, 6.75 sec to live
So, if we increase health in 2k increments:
Geared + 2k health (42k total) = 22,362/hit, 5,926 dps, 7.09 sec to live
Geared + 4k health (44k total) = 22,362/hit, 5,926 dps, 7.42 sec to live
Geared + 6k health (46k total) = 22,362/hit, 5,926 dps, 7.76 sec to live
Geared + 8k health (48k total) = 22,362/hit, 5,926 dps, 8.10 sec to live
Geared + 10k health (50k total) = 22,362/hit, 5,926 dps, 8.44 sec to live
Sufficient count to demonstrate that 2k health increments from this starting place will be a 0.34 sec increase in lifespan.
So, if we increase armor in 2.25k increments:
Geared + 2.25k armor (64.52%) = 21,288/hit, 5,641 dps, 7.09 sec to live
Geared + 4.5k armor (66.14%) = 20,316/hit, 5,384 dps, 7.43 sec to live
Geared + 6.75k armor (67.63%) = 19,422/hit, 5,147 dps, 7.77 sec to live
Geared + 9.0k armor (68.99%) = 18,606/hit, 4,931 dps, 8.11 sec to live
Geared + 11.25k armor (70.23%) = 17,862/hit, 4,733 dps, 8.45 sec to live
Sufficient steps to demonstrate 2.25k armor steps increase time to live by 0.34 sec (totally by accident of course!).
Finally, if we increase dodge rating by ~130 increments:
Geared + 2.5% dodge (49.5%) = 22,362/hit, 5,642 dps, 7.09 sec to live
Geared + 2.4% dodge (51.9%) = 22,362/hit, 5,384 dps, 7.43 sec to live
Geared + 2.1% dodge (54.0%) = 22,362/hit, 5,148 dps, 7.77 sec to live
Geared + 1.9% dodge (55.9%) = 22,362/hit, 4,932 dps, 8.11 sec to live
Geared + 1.8% dodge (57.7%) = 22,362/hit, 4,734 dps, 8.45 sec to live
Sufficient steps to show 130 dodge rating steps increase time to live by (...drumroll please...) 0.34 seconds.
Note, here: With avoidance the hits will connect for full value, so the value of avoidance will work out in the average in terms of overall damage reduction. In reality, shorter time spans, you will see periods of higher functional damage reduction with chains of avoidance, and periods of lower functional damage reduction with chains of hits. The final average will be as presented above.