[archive] Tank Survival Breakdown (base)
So after playing with chardev.org and having some wonky errors with a couple of the sample characters, I tried Rawr, and I'm liking the numbers I'm getting there. I came up with the following fully raid buffed stats. I will use the following breakdown to create a table including the final net gain from raid buffs. The buffs included are as follows and assumed equal for all tanks:
Stoneblood Flask, Well Fed buff (I just used Fish Feast, each tank would likely use something different depending on what they wanted, hit, exp, agi, strength, etc), Prayer of Fortitude, Gift of the Wild, Blessings of Kings, Sanctuary, and Might, Strength of Earth/Horn of Winter, Commanding Shout, Devotion Aura, Scorpid Sting/Insect Swarm, and a de-haste (Tclap, Frost Fever, JotJ, Infected Wound). AP reducing abilities will be left out because I'm not 100% on how to apply it correctly.
Here are the raw stats first: These are the values I want to use for some work going forward, so I'll keep them here for posterity. I want to build some more practical illustrations of boss survivability, even if it loses the human factor (which is one of the most important and should have nothing to do with how the classes are laid out in game mechanics).
Again, for our first example, we have a boss doing melee swings only. He hits for 60,000 before mitigation on a 2.0 base swing timer.
Small stuff adjusting from the base above. The protadin's Redoubt will be averaged out into his average block chance (+12.5% = 26.98), his tome will also be factored in assuming 100% Holy Shield uptime (+272 bv = 1756). The warrior's block value will be adjusted using crit chance to create an average block value (final bv with 30% crit chance = 1820). The DK's relic is assumed at about a 75% uptime (so average of +1.62% dodge). Again, the Bear block numbers above are derived from the Bear's crit chance, swing speed, and the swing speed of the boss to get an average factor per swing.
Using our previous system, the survival pie breaks down like this:
Warrior (avg ilvl = 227.8) Paladin (avg ilvl = 225.2) Death Knight (avg ilvl = 222.5) Druid (avg ilvl = 223.7) More will come with time, particularly as I develop new metrics and find an effective way to add other encounter mechanics to this consideration. For those who think this is too reductive to be meaningful, consider for a moment that in a given night in Ulduar 25, the above breakdown applies to 65-75% of your incoming damage depending on what fights you're doing and what gear/buffs you use for mitigation of and resistance to magic effects.
Stoneblood Flask, Well Fed buff (I just used Fish Feast, each tank would likely use something different depending on what they wanted, hit, exp, agi, strength, etc), Prayer of Fortitude, Gift of the Wild, Blessings of Kings, Sanctuary, and Might, Strength of Earth/Horn of Winter, Commanding Shout, Devotion Aura, Scorpid Sting/Insect Swarm, and a de-haste (Tclap, Frost Fever, JotJ, Infected Wound). AP reducing abilities will be left out because I'm not 100% on how to apply it correctly.
Here are the raw stats first:
Code:
Warrior Paladin Death Knight Druid Health 46,518 47,911 49,685 53,469 Armor 28,734 29,463 30,829 31,924 Miss 9.0% 8.6% 9.1% 7.6% Dodge 30.00% 27.92% 29.49% 48.95% Parry 19.19% 18.19% 17.49% 0.0% Block (%) 17.64% 14.48% 0.0% 40.30% Block (V) 1,400 1,484 0 1,665 ============================================================================== Armor Rdx (%) 63.33% 63.91% 64.95% 65.74% Total Avoidance 61.16% 57.71% 59.08% 59.55% Total Dmg Rdx 12.7% 14.2% 12.5% 14.6%
Again, for our first example, we have a boss doing melee swings only. He hits for 60,000 before mitigation on a 2.0 base swing timer.
Small stuff adjusting from the base above. The protadin's Redoubt will be averaged out into his average block chance (+12.5% = 26.98), his tome will also be factored in assuming 100% Holy Shield uptime (+272 bv = 1756). The warrior's block value will be adjusted using crit chance to create an average block value (final bv with 30% crit chance = 1820). The DK's relic is assumed at about a 75% uptime (so average of +1.62% dodge). Again, the Bear block numbers above are derived from the Bear's crit chance, swing speed, and the swing speed of the boss to get an average factor per swing.
Using our previous system, the survival pie breaks down like this:
Warrior (avg ilvl = 227.8)
Code:
Factor iDPS % rdx Unmitigated 60k/2.0s 30,000 0.0% Atk Spd Rdx 60k/2.4s 25,000 16.7% Avoidance 61.16% 9,710 51.0% Armor Rdx 63.33% 3,561 20.5% Misc Dmg Rdx 12.70% 3,109 1.51% Block Rdx 827/sw 2,975 0.45% =============================================== Total Inc 18.4k/2.4s 2,975 90.1% Hit String 38.84%(1) 15.09%(2) 5.86%(3) Health 46,518
Code:
Factor iDPS % rdx Unmitigated 60k/2.0s 30,000 0.0% Atk Spd Rdx 60k/2.4s 25,000 16.7% Avoidance 57.71% 10,573 48.1% Armor Rdx 63.91% 3,816 22.5% Misc Dmg Rdx 14.20% 3,274 1.81% Block Rdx 1120/sw 3,076 0.66% =============================================== Total Inc 17.5k/2.4s 3,076 89.7% Hit String 42.29%(1) 17.88%(2) 7.56%(3) Health 47,911
Code:
Factor iDPS % rdx Unmitigated 60k/2.0s 30,000 0.0% Atk Spd Rdx 60k/2.4s 25,000 16.7% Avoidance 60.70% 9,825 50.6% Armor Rdx 64.95% 3,444 21.3% Misc Dmg Rdx 12.50% 3,014 1.44% Block Rdx 0/sw 3,014 0.0% =============================================== Total Inc 18.4k/2.4s 3,014 90.0% Hit String 39.30%(1) 15.44%(2) 6.07%(3) Health 49,685
Code:
Factor iDPS % rdx Unmitigated 60k/2.0s 30,000 0.0% Atk Spd Rdx 60k/2.4s 25,000 16.7% Avoidance 59.55% 10,113 49.6% Armor Rdx 65.74% 3,465 22.2% Misc Dmg Rdx 14.60% 2,959 1.69% Block Rdx 1659/sw 2,679 0.17% =============================================== Total Inc 15.9k/2.4s 2,679 91.1% Hit String 40.45%(1) 16.36%(2) 6.62%(3) Health 53,469
Total Comments 2
Comments
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Interesting stuff. Were a warrior's defensive stance and a pally's ardent defender addressed in there?Posted 07-31-2009 at 12:51 PM by Myranmys
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Posted 07-31-2009 at 02:28 PM by Satorri







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