This started in a different form and has evolved into a new pet project for me. I'm working on a way of intelligently constructing a breakdown to compare the value of each survival tool in the big picture with the hopes of creating a fairly easy but not too reductive system for tanks to consider the relative values of their choices on survival talents and stat distributions. This will take lots of time to refine, but I appreciate feedback and input so long as it is constructive.
Negativity and un-supported Op-Ed comments about how X class is broken, or Y class is overpowered only serve to derail the continued education of our community as tanks. Please take those threads elsewhere or stop posting them altogether.
Here is the starting point for this which I hope to maintain as the backbone of the evolution. This first breakdown is based on the following components:
- Simple Boss Melee Swings
- Baseline Passive Survival Stats (Health, Mitigation, Avoidance)
This is not meant to be all-encompassing, but this is the easiest portion to generalize about. This should also be a very big portion of the picture, though not at all the complete and tangled web. While this does not express the whole, the comparison in terms of changing a stat within a particular exemplar is meaningful.
**This is not a comparison of the classes. While similar in level, the four tanks presented have different gear and have made their own choices on how to set it up. All 4 classes have been added and expressed as such to be sure this is accessible to all 4 classes as it evolves.**
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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.
<<<<<<<<<EDIT: Original pre-3.2 values have been bumped to the bottom of the page. 3.2 details will follow here. >>>>>>>>
Here are the raw stats first (note, some gear has changed, updated ilvls will be posted):
Code:
Warrior Paladin Death Knight Druid
Health 48,938 49,501 49,357 56,319
Armor 30,333 29,550 30,818 32,744
Miss 8.82% 8.69% 9.53% 7.33%
Dodge 25.78% 24.49% 27.69% 45.41%
Parry 18.32% 17.97% 19.51% 0.0%
Block (%) 18.35% 17.75% 0.0% 45.00%
Block (V) 1,773 1,605 0 1,941
==============================================================================
Armor Rdx (%) 64.58% 63.98% 64.94% 66.31%
Total Avoidance 55.92% 54.15% 59.73% 55.74%
Total Dmg Rdx 12.7% 14.2% 12.5% 14.6%
Average iLvl 233.4 227.8 231.1 226.8
*New adjustments with new gear! Pally libram will approximate +2.5% dodge on average uptime/magnitude.
The new survival pie:
Warrior (avg ilvl = 233.4)
Code:
Factor iDPS % rdx
Unmitigated 60k/2.0s 30,000 0.0%
Atk Spd Rdx 60k/2.4s 25,000 16.7%
Avoidance 55.92% 11,020 46.6%
Armor Rdx 64.58% 3,903 23.7%
Misc Dmg Rdx 12.70% 3,407 1.65%
Block Rdx 738/sw 3,272 0.45%
===============================================
Total Inc 17.8k/2.4s 3,272 89.1%
Hit String 44.08%(1) 19.43%(2) 8.56%(3)
Health 48,938
Paladin (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 54.15% 11,463 45.1%
Armor Rdx 63.98% 4,129 24.4%
Misc Dmg Rdx 14.20% 3,543 1.95%
Block Rdx 1672/sw 3,223 1.07%
===============================================
Total Inc 16.9k/2.4s 3,223 89.3%
Hit String 45.85%(1) 21.02%(2) 9.64%(3)
Health 49,501
Death Knight (avg ilvl = 231.1)
Code:
Factor iDPS % rdx
Unmitigated 60k/2.0s 30,000 0.0%
Atk Spd Rdx 60k/2.4s 25,000 16.7%
Avoidance 59.73% 10,068 49.8%
Armor Rdx 64.94% 3,530 21.8%
Misc Dmg Rdx 12.50% 3,088 1.47%
Block Rdx 0/sw 3,088 0.0%
===============================================
Total Inc 18.4k/2.4s 3,088 89.7%
Hit String 40.27%(1) 16.22%(2) 6.53%(3)
Health 49,357
Druid (avg ilvl = 226.8)
Code:
Factor iDPS % rdx
Unmitigated 60k/2.0s 30,000 0.0%
Atk Spd Rdx 60k/2.4s 25,000 16.7%
Avoidance 55.74% 11,065 46.5%
Armor Rdx 66.31% 3,728 24.5%
Misc Dmg Rdx 14.60% 3,184 1.81%
Block Rdx 1973/sw 2,820 1.21%
===============================================
Total Inc 15.3k/2.4s 2,820 90.6%
Hit String 44.26%(1) 19.59%(2) 8.67%(3)
Health 56,319
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<<<<<<<<<<<<<<<<< Pre-3.2 values are below, preserved for comparison and historical reference. >>>>>>>>>>>>>>>>>>>
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.
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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