Here are some details on comparing the relative increase in "time between bursts" (or "burst time") gained from stamina gemming or avoidance gemming. I got started on this specifically trying to answer the question of when avoidance is more powerful than stamina for increasing this value.
Of course, use common sense when applying these numbers.
And please don't jump to conclusions.
The charts and tables use the following formulas:
The following are parameters:
Delta_a is the change in avoidance you get from 10 dodge rating (a purple quality dodge gem.) This is expressed as 0.01 being 1%. (One of the graphs and one of the tables use a Delta_a of 100 dodge rating.)
Delta_h is the change in HP a warrior tank gets from 15 stamina (likewise, a purple quality stamina gem.) (One of the graphs and one of the tables use a Delta_h of 150 stamina.)
H is the average size of a hit from what you are tanking. (Each graph shows a different value of H. Each row of the tables shows a different value of H.)
The following are used in the calculation:
t_k(h) is the average number of hits it will take to kill you. (Your health, divided by the average hit from the boss.) This could be expressed in terms of EH and unmitigated hits, but it doesn't really add anything to the discussion.
t_b(a, h) is the average number of swings it will take before a full burst as described in the posts above. That is, the average number of swings after you are missed before you are hit enough times in a row to kill you if you don't receive a heal during the string of hits. I'll refer to this as "burst time".
Crossover Point Graphs
Each of the following graphs shows the crossover points between a 15 stamina gem and a 10 dodge rating gem, given the current HP total (on the x axis) at different avoidance levels (the colored lines.) The units on the y axis are percent differences. You'll note that in these graphs, the very top shows when a stamina gem provides a 5% better improvement in burst time than an avoidance gem. The bottom shows when a stamina gem provides a 5% worse improvement in burst time than an avoidance gem. The center of the graphs show when the stamina gem and the avoidance gem provide the same improvement in burst time.
WARNING: These are showing the marginal relative strength of 10 dodge rating vs 15 stamina. Because larger amounts of avoidance are more powerful, larger trades are more efficient for avoidance. See later in this post for a chart of 100 dodge rating vs 150 stamina. This analysis is also highly experimental. Don't base your gear choices on this without understanding what it says.
In these charts, the middle green line is 50% avoidance, and the lines moving to either side away from it are at 10% avoidance increments.
Notice that the harder a boss hits, the better stamina gems fare compared to avoidance gems.
Here's the data in tabular form (avoidance rates are across the top, average incoming hit size is on the left side, and the numbers in the table are the HP totals at which adding +10 dodge rating increases burst time more than adding +15 stamina.)
Code:
Crossover Points for 15 stamina vs. 10 dodge rating for warriors
0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9
------ ------ ------ ------ ------ ------ ------ ------ ------
4k 38,064 21,548 17,336 15,895 15,211 14,522 13,379 11,351 7,747
5k 46,809 25,483 19,640 17,379 16,200 15,181 13,802 11,597 7,855
6k 55,553 29,418 21,945 18,862 17,190 15,841 14,225 11,843 7,963
7k 64,298 33,353 24,249 20,346 18,179 16,500 14,648 12,089 8,071
8k 73,142 37,288 26,553 21,829 19,169 17,160 15,071 12,335 8,178
9k 81,786 41,223 28,858 23,313 20,158 17,819 15,495 12,581 8,286
10k 90,531 45,158 31,162 24,797 21,148 18,478 15,918 12,826 8,394
Larger trades are more efficient
The above graphs and table describe the most common kind of trade you're likely to make: 15 stamina for 10 dodge rating. However, it's worth noting that you have to take into account the whole trade if you're going to be doing more. Larger trades favor avoidance more. The following graph shows crossovers for burst time against 7k hits for trading 150 stamina against 100 dodge rating:
Notice first that the percentages on the x axis are much much larger: The trades of 10/15 were mostly within a +/- 5% relationship. Here, the scale is +/- 20%. Second, the crossover points are significantly shifted left compared to the 10/15 trades. More avoidance is more powerful, so when you make a larger trade, it results in favorable circumstances for avoidance. Here's the data in tabular form:
Code:
Crossover Points for 150 stamina vs. 100 dodge rating for warriors
0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9
------ ------ ------ ------ ------ ------ ------ ------ ------
5k 37,959 22,786 18,173 16,287 15,201 14,132 12,596 10,090 5,663
7k 52,182 29,648 22,307 18,978 17,000 15,325 13,347 10,507 5,815
9k 66,104 36,510 26,441 21,670 18,799 16,516 14,099 10,924 5,967
What I am taking away from this so far is that stamina and dodge rating are pretty well balanced in terms of itemization points. In the "critical areas" around which fights are balanced, making small trades of stamina for dodge rating or vice versa will not result in a huge difference in performance: They both boost your time to burst by about the same amount, and you have to really stack one in order for the difference to be felt, whether for good or for bad.
I'm also taking away the suspicion that somebody's going to look at these charts and think "Oh boy! I should stack stamina until I have 37k HP before I start try to improve my avoidance above 20%!" But, well, I hope I've put in enough disclaimers to prevent that.
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