Combat table events are driven off of the attackers attack skill versus the defenders defense skill which is derived by level difference. You lose 0.2% to each of these stats per level the attacker is higher than yourself. So against a raid boss which is always valued at player level + 3, you would have 0.6% taken away from Miss, Dodge, Parry, and Block. Additionally, they gain chance to for Critical Hit at the same rate of 0.2% per level.
Avoidance factors come before attack factors. The melee combat table in order of priority is as follows.
The total of all events is equal to 100%.
Miss Rate = 5%, +2% if Night Elf
Dodge Rate = % Dodge from character sheet (post deminishing returns)
Parry Rate = % Parry from character sheet (post deminishing returns)
Block Rate = % Block from character sheet (block is not subject to deminishing returns, however as the first event pushed off the table has a variable hard cap)
Critical Hit = 5%
Crushing Hit = 0%
Normal Hit = 100% of whatever remains.
You have talents which reduce chance to be Critically Hit by 6%. So this a raid boss at player level plus three will have a 5.6% chance to crit which after your talents will be 0%. We can remove crit from the possible events. Additionally, Crushing Blows only apply when there is a level difference of four or more levels and since a raid boss is only three levels higher this will also be 0% and can be removed from the table. Leaving you with the following more simplified table.
Alright, so now to your example.
15% Dodge (from character sheet)
15% Parry (from character sheet)
100% Normal Hit
Against a raid boss, all amounts are reduced by 0.6% so we get:
100% Normal Hit
Now, there is a functional cap on the combat table of 100%, you actually take away events at the end of the order. How this process works is you sum up the values from top to bottom. Once you exceed 100%, anything above 100% is removed from the events. As a result of this we get the following:
64.8% Block (4.6% of Block was beyond 100%)
0% Normal Hit (You are "unhitable".)
As for critical block mechanic, this is a secondary roll that occurs as you can only critically block something that was actually blocked. Assuming you had 50% chance to critically block, you expected amount of critical blocks in this case would be 32.4%.
So if you were to look at a parse of combat against a raid boss you'd expect to see numbers trend towards the following...
64.8% Block (32.4% Critical, 32.4% Normal)
0% Normal Hit
Bare in mind all of these mechanics are random. As the number of swings goes to infinity you'd expect it to trend closer and closer to these numbers, however in the limited scope of combat of a single boss encounter there can be more variance.
Last edited by Quinafoi; 07-14-2011 at 09:00 AM.
Reason: fixed crit block numbers
"In anything, if you want to go from just a beginner to a pro, you need a montage." /w TankSpot WTB Montage for Raiders.