Ah yes, I was wondering about the parry suppression from level difference.
Do you happen to know if there is block or critical block suppression similar to how dodge/parry is known to work? (1.5% per level)
Also, isn't "miss" a thing when the level difference between player and enemy is less than 3?
This post seems to suggest block/miss suppressions apply based on level differences http://us.battle.net/wow/en/forum/topic/13087818929#16
Admittedly, most of the time we're plugging in 103 boss level to 100 player level, so miss goes away.
I see you've got crit suppression (1% per level diff), but any idea if a similar thing should apply to multistrike? I couldn't find a definitive answer to this and don't really feel like gathering dummy statistics.
The armor mitigation constant is supposed to use the source level. In the spreadsheet v 6.0.1.014 cell B59 it looks like the player's level is being accessed instead. Using boss level changes the armor mitigation from 63% to 54% or so and is probably making your mean physical DTPS too low by like 20%.
2014-09-10 fixed bug in expected damage reduction per rage from shield block
2014-09-10 added support for tier 17 2 piece bonus
2014-09-10 modified shield block uptime input to be time between casts
2014-09-10 improved defensive stance armour bonus reduced from 15% to 10% (build 18837)
2014-09-10 removed old shield barrier perk
2014-09-10 shield barrier scaling reduced from 2.75 to 2.35 (build 18837)
2014-09-10 defensive stance damage reduction reduced to 20% (build 18837)
also on the servers blood craze is only healing for 1.2%, my spreadsheet has it healing for 3%. though i will note my multistrike value seems rather high.
i'll compare these against simC, and if they still seem out i'll do some bug searching
I am kinda wondering if they're now trying to push us towards the DK sort of Play where it's not the number of absorbs that count, but the timing of them. I am glad Haste is doing better, hilst levleing on the PTR going full haste makes for a very fun playstyle, even when it was the most meh of our stats.
TBH I'm more concerned about the butchery of mobility skills.
DamageMod includes a multiplicator of 1/2, because half of the damage from the last 10 Seconds is already decayed. The resulting amount of resolve seems to be right, if you check your resolve at the dungeon tank dummy.