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[archive] Tank Survival Breakdown (base)

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Posted 07-31-2009 at 10:55 AM by Satorri
Updated 07-31-2009 at 02:50 PM by Satorri

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:
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%
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)
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 
Paladin (avg ilvl = 225.2)
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 
Death Knight (avg ilvl = 222.5)
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 
Druid (avg ilvl = 223.7)
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 
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.

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Comments

  1. Old Comment
    Interesting stuff. Were a warrior's defensive stance and a pally's ardent defender addressed in there?
    permalink
    Posted 07-31-2009 at 12:51 PM by Myranmys Myranmys is offline
  2. Old Comment
    Satorri's Avatar
    Defensive stance, yes. AD, no. It's hard to quantify right now, and harder still in the next patch, I'm going to wait to see where the dust settles on 3.2 and it will be included in future iterations.
    permalink
    Posted 07-31-2009 at 02:28 PM by Satorri Satorri is offline
 

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