+ Reply to Thread
Page 7 of 7 FirstFirst ... 5 6 7
Results 121 to 131 of 131

Thread: Diminishing Returns - Avoidance

  1. #121
    Join Date
    Jul 2007
    Posts
    16,409
    Yeah, i mean, you won't notice massive gains/losses if you're doing it to get stam socket bonuses in the end you'll gain maybe like 1% avoidance, and lose maybe 15-30 stam, neither of which are zomg gamebreaking.

    READ THIS: Posting & Chat Rules
    Quote Originally Posted by Turelliax View Post
    I will never be a kaz.. no one can reach the utter awesomeness of you.
    http://i.imgur.com/3vbQi.gif

  2. #122
    Join Date
    Jan 2010
    Posts
    6
    great thank you very much for all the info i really appreciate it

  3. #123
    Join Date
    Dec 2009
    Posts
    168
    Quote Originally Posted by Satrina View Post
    [*]The miss chance on the defense tooltip does not have diminishing returns taken into account (see below for how to calculate miss chance.) The tooltip is also reporting only the non-diminished amount of miss chance that your defense is contributing - it does not include the basic 5% miss chance that an equal level opponent will have against you.
    Specifically... "5% miss chance that an equal level opponent will have against you."

    What is it for raid bosses? (since they're 3 levels above you)

    What about for heroic bosses? (2 levels)

  4. #124
    Join Date
    Dec 2009
    Posts
    168
    Also, another question...

    What is meant by the "cap" for dodge/parry/miss?

    MISS: I'm assuming I can't go higher than 16% miss AFTER diminishing returns.

    DODGE: I can't go higher than 88% dodge after diminishing returns?

    PARRY: I'm not sure the number but I know it's lower than dodge so I'm assuming that means I can't get higher than X parry after diminishing returns?

    ..and further..

    Why is it that parry hits diminishing returns faster than dodge? (or was that changed with the dodge/parry change a few patches ago)

  5. #125
    Join Date
    Oct 2008
    Posts
    4,930
    Quote Originally Posted by Felycitas View Post
    What is it for raid bosses? (since they're 3 levels above you)

    What about for heroic bosses? (2 levels)
    4.6% for Heroic 5-man bosses, 4.4% (0.2% per level difference) for Raid bosses.


    Quote Originally Posted by Felycitas View Post
    What is meant by the "cap" for dodge/parry/miss?
    The 16% Miss, 88% Dodge, and 47% Parry "caps" are the limit to which the diminishing return curve asymptotes. In plain English, that is the value you will never quite be able to reach, if you had 2 trillion dodge rating you would still have 87.9~% dodge chance (actually, I could be off on my decimals there, but you get the idea).

    Quote Originally Posted by Felycitas View Post
    Why is it that parry hits diminishing returns faster than dodge? (or was that changed with the dodge/parry change a few patches ago)
    Originally, the two stats were separated by rating exchange *and* the cap, but now it is only the cap (the patch only made the pre-DR exchange of dodge and parry the same). The idea is that Parry technically gives you more than Dodge in that it also gives you Parry haste. The net effect of that is pretty small, but it is there and not insignificant if you are a DK with a 2-hander. It is not enough to make Parry a significant threat stat, or really shift the value of the stat, but off the top of my head, I think it makes 1% Parry worth something like 0.07-0.30% haste on average, depending on weapon speed, attacker swing speed, etc.
    The (Old) Book on Death Knight Tanking
    The New Testament on Death Knight Tanking
    -----------------------------------------
    Quote Originally Posted by Horacio View Post
    Who f-ing divided by zero?!?

  6. #126
    Join Date
    Dec 2009
    Posts
    168
    Quote Originally Posted by Satorri View Post

    The 16% Miss, 88% Dodge, and 47% Parry "caps" are the limit to which the diminishing return curve asymptotes.
    So basically the reason people say to go dodge over parry (in a very basic explanation of dodge vs parry) is because you'll get more % for your rating in DODGE as you get higher and higher in both. Right?

  7. #127
    Join Date
    Sep 2009
    Posts
    1,900
    Basically yes.
    RNGesus - Saving you unreliably since BC.
    http://i689.photobucket.com/albums/v...ellvarsig3.jpg

  8. #128
    Join Date
    Dec 2009
    Posts
    168
    Quote Originally Posted by Satorri View Post

    4.6% for Heroic 5-man bosses, 4.4% (0.2% per level difference) for Raid bosses.
    Does this also go the other way for lower level mobs?

    I'd have an additional 10% miss against a level 30 mob.

  9. #129
    Join Date
    Dec 2007
    Posts
    2,022
    Quote Originally Posted by Felycitas View Post
    So basically the reason people say to go dodge over parry (in a very basic explanation of dodge vs parry) is because you'll get more % for your rating in DODGE as you get higher and higher in both. Right?
    Just bear in mind that if you stack dodge to all end but not parry, at some point, parry will be better just because you have advanced so far down the dodge curve. Deathknights don't currently reach that point as they end up with so much parry, there isn't enough dodge available to eclipse it. For warriors and paladins, it is much easier. There is a crossover point where parry become better:

    (char_sheet_dodge-10%) VS 1.875*(char_sheet_parry-10%)

    Again, that is only for paladins and warriors and that is a rough crossover as those 10% values actually vary with both class and race, but are within a few hundredths of a percent usually.

  10. #130
    Join Date
    Feb 2012
    Posts
    1
    Hello!
    This is diagram "Dodge" - expected, diminished, marginal diminished and Qexpected - Qdiminished.
    http://cs5679.userapi.com/u56329828/...5/untitled.jpg
    Last edited by ee1; 02-03-2012 at 05:25 AM.

  11. #131
    Join Date
    Jan 2009
    Location
    Karlsruhe/Germany
    Posts
    4,004
    That is using the old (WotLK) stat caps to calculate the diminished values. Cd and Cp are now both 65.631440 for warriors, paladins and deathknights; rather than Cd=88.129021 and Cp=47.003525. It also uses the level 80 base stat conversions (45.2509 per % instead of 176.7189 per %). This leads to a more uniform progression of the DR, as both parry and dodge diminish at the same rate (which is rather faster than in WotLK).

+ Reply to Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts