Archive for November, 2009

28
Nov
09

Breaking down Theck’s newest headache

I briefly touched on Theck’s new formula  a few posts ago, and Rhidach and Honors have done the same, but I wanted to discuss its benefits in the near future a bit more. Currently there is probably only one encounter that you would use this on, and that is the encounter you are wiping on. The problem with this current situation is that there are plenty of smart tanks that are easily available who have cleared the content and can help you with your gear questions. There are no fewer than 5 to 10 posts a day in the Gear Questions and Advice forum on MainTankadin, and these do not include the daily whispers that most top Tankadins get on a daily basis regarding strategy, gearing, and philosophy.

The formula courtesy of Theck, bringer of numbers and pounding headaches…

I don’t know about the rest of you, but just looking at that formula gives me a headache, so why have we been giving this so much attention over the past few days? The values of X and Y in that formula are very easy to obtain via World of Logs or WWS or what ever parse application you use, and they provide for some very powerful information. What we can do with this formula is calculate our effective health for any given death situation. Some of the variables are defined below by Theck, and these account for our specific gear sets, making this formula universal.

The formula uses the following mitigation factors:
Ma is the mitigation due to armor, defined as M is in section I.
Mt is the mitigation applied to physical damage due to talents
Mg is the mitigation applied to magical damage due to talents
Mr is the mitigation applied to magical damage due to resistances

Here X is the percentage of our damage intake that’s from bleed effects, Y is the amount of damage taken from magical sources, and 1-X-Y is the “leftover” amount due to regular physical damage.

Why do you ask is this an important thing to understand? Well as you very well know, I am a fanatic when it comes to gear discussion and theory, and It is where most of my expertise lies when it comes to theorycraft. And, this formula gives us a direct insight into our gearing choices and whether we should be altering our progression gear set for a specific encounter. For those of you who have the same level of math savvy that I do, the following breakdown clears somethings up for us:

The take-home message of these formulas is that armor loses effectiveness linearly with the percentage of “regular” physical damage intake for a given fight. In other words, for a fight with only 50% non-bleed physical damage, armor is reduced in effectiveness by 50%. If an armor trinket is worth 100 stamina on a purely “regular” physical fight, it will only be worth 60 stamina on a fight with 15% bleed damage and 25% magic damage (60% “regular” physical). – Theck

This gives us some insight into whether or not we should be wearing those juicy bonus armor pieces from Icecrown Citadel when fighting progression encounters with in that instance. We have all come to the consensus that bonus armor is a great weapon, and even more over, the armor trinkets that most tanks refuse to wear will have their day in the sun, however, they will be few and far between. The armor trinkets that we have access to through the badge vendors in this tier, and even the upgraded armor trinket with a stamina stacking proc in the next tier, will have specific times to shine, as our block rating gear has on Anub’arak.

It is important to understand though, that the use of these trinkets will be purely situational and most likely in a gimmick set, and not as part of our progression main tanking set. For that set, we will have the Scarab/Juggernaut trinket and the 228 stamina from the badge vendor in ICC. Once again, I give you Theck:

  • Stam is better in general, because it works everywhere. It’s the VISA of EH.
  • Armor is American Express. More exclusive, but very powerful in the few places it should be used.
  • This wasn’t intended to imply that Armor needs to be reworked. I think that Blizz is better off leaving armor as-is. But we need to be able to make intelligent gearing decisions as tanks, and knowing when to use or not use armor trinkets helps us do that.
  • Is this going to benefit the Greater community, or just the number crunchers?

    The true power of this equation is that it will help both sides of the community. First and foremost, this is a better evaluation of the formula and theory of Effective Health. This does not, in any way, change our view on effective health, or how it is achieved. What this does is show us the tipping points in certain encounters where the magic damage or bleed damage has become great enough that armor is no longer as powerful as stamina at a 11.7:1 ratio.

    For the number crunchers, we can analyze our death logs and evaluate our X and Y values to see if we need to modify our gear set to include more or less armor versus stamina, and we can do so in real time with irrefutable data. For those of you that do not do that, but still want to be prepared for the fights to come, The gear gurus of the community are beginning to work together to compile a list of damage sources which result in “spike” damage. What I mean by this is, we are starting to comb through our parses and get the damage numbers for our spike damage events for each applicable fight, and we will, when confident that we have a large enough sample size, publish the X and Y values for each encounter.

    This will provide a great wealth of information which will empirically define what gear sets you should wear for your progression encounter. If you are dying on Northrend Beasts to Gormok’s impale, then you can come look at those relative X an Y values and see if you need to shed or gain some armor for stamina. What is important to understand though, is that this formula is used to provide insight into those burst damage situations, not overall damage mitigation throughout the fight. Meloree and Brekkie brought this up half way through our discussion and they were spot on with their assessment, it is important to understand the following:

    People hear the term EH and they think “that number = my survivability”. In the way you are modeling EH, that is not strictly the case. Tanks gear for EH-contributing stats for progression, this is true, but the ultimate goal is not to maximize your absolute EH. It is to maximize your chance of survival against the primary “tank-killer” scenario of the current fight.- Brekkie

    Conclusions and a path forward?

    The formula gives us a very logical source of theorycraft from which we can make gearing decisions. It requires a bit of manipulation and data gathering, however when that is complete, we can effectively make on the fly decisions during progression encounters about our gearing choices. Where most great tanks do this already using the trial and error method, coupled with a vast amount of knowledge and gut feeling, we can empirically answer the question with a mathematical formula that should be fairly easy to do in between wipes.

    For now, We can go back to Trial of the Grand Crusader and analyze the parses for values of X and Y. As a community we will more than likely come up with an acceptable sample size and get some great values for effective health with respect to the gear we wear. Going forward, I would like to create a spreadsheet for dummies (read myself when I say dummies), which uses simple excel formulas to mimick Theck’s equation and allow anyone to plug in their values to give you your outputs. If the work is on the back end, you can easily create a format where you can plug in your mitigation factors, values for X and Y, and you will have your effective health. Tweaking those mitigation factors will give you a good idea on whether or not you want to stack more armor, more stamina, or even consider a resistance flask.

    25
    Nov
    09

    Epiphany and Dilemma

    A Digression from the plan

    I know that I said that I was going to go over each of the options for our tier pieces and the off set gear so that we can better understand how we want to spend our emblems of frost, but I came to the realization this morning that I have indirectly had a hand in something that I am not happy about. I will have to admit somethings that you may or may not care to hear in order to tell this story, so I apologize in advance if you get any bad images in your head.

    Morning Reading…

    As I said yesterday, I have had quite a few emails and blogs to read over the past few days, since my return home, and I just finished catching up this morning. I was spending some leisure time at work in the john reading everyones blogs over the past week, when I came across one by Tengen. He was outlining the proper etiquette one should hold themselves to when leaving their guild for “greener pastures.” It initially got me to thinking about my guild and the times that I have wanted to move on so that I would not have to deal with the poor attendance.

    To be honest, I am pretty sure that I would quit the game before I would leave my guild, however there are always unforeseen forces in the future which can change things. However, I digress. When I was reading Tengen’s blog, he mentioned another fellow blogger, which was the source of inspiration for his blog topic. Dämmerung of The Children of Wrath had a post on the subject that I must of originally skipped over in my reader, because if I would have read it, this would have been my topic of discussion yesterday. Tengen was talking about the methods and stories of different people as the leave their guilds.

    After I finished reading Tengen’s blog, I had to get back to work and I didn’t give it another thought for a few hours. Then, out of no where, I realized that the blog was about people defecting and going to another guild. I also realized that Dämmerung is the GM of a guild called Legacy. Like dominoes, all the pieces started falling together, and I stopped working on what ever it was that I was working on and opened up Children of Wrath to find this topic that Tengen spoke of, and found what I was hoping was not the story.

    From the epiphany comes a dilemma

    As I read the opening line of the blog, I already knew the story, with out needing to see my guilds name half way down the page.

    We recently lost a group of five players to faction transfer.

    As you may remember, I was talking about some attendance issues that our guild was having. Really in the long run, we were doing fine, we cleared all available content save Anub 25 man Hard mode in one and a half raid nights, but the progression fights were hurting. Well, while I was on vacation over the past week and a half, my guild picked up five faction transfers from a guild called…Legacy.

    I normally don’t give a second thought to the previous places that our new recruits came from, and I only focus on the future of working them into a raid, understanding their needs and their motivations, and over all seeing if they are a good fit for our guild. However, today I am faced with both sides of the story. I feel as though our blogging community is a small guild of its own. We share similar interests and we talk amongst ourselves regularly. Knowing that I am the result of some unwanted stress and pain is not how I wanted to end my day. Even more so, the question has crept into my mind, do I really want people like that in my guild?

    Apologies and Considerations…

    Mr. Renaissance Man, I feel for the first time, regret and empathy for the guild and the leader which some of our applicants left to join us. It is an interesting coincidence that the source of your frustration and my own guild and raiding team are one and the same tangled web. With that being said, I have to figure out what I should do about these new recruits. Originally, I was going to treat them as I do any other member of our guild, but I feel that I should be wary of their actions prior to leaving their previous guild.

    I guess with every end, there is a new beginning…

    24
    Nov
    09

    What a difference a week makes

    I’m Back!

    After around 550 emails from work and 75 blog entries to read, not to mention guild and MainTankadin forums, I am no where near caught up from my trip. It seems as though the Icecrown Citadel has fueled most blogs in the past few weeks, and I am ready to jump into the fray so to speak. As I began to peruse the MainTankadin forums, I already felt out of place. When you have a forum community that is that massive, if you do not keep up on a daily basis, you fall behind and have to start all over again. I was always thankful that MT was better than EJ in the sense that there was more than one 100 page long thread to find your information, but it is still a vast amount of information and once you are more than a few pages behind, its a daunting task to catch back up.

    Theck strikes again…

    Theck has a very interesting and insightful post up on MT which mathematically outlines the effectiveness of armor in fights where magical damage is a percentage of your total damage taken. As we all know there are very few fights where you are sure that you will only take physical damage. The encounters now a days are throwing both boss melee swings in with aoe magic damage, and special physical or magic damage. The real game application of armor’s contribution to effective health is less than what we see on the tooltip. Theck sums it up…

    So for a purely physical fight, armor seems like a pretty good deal. But for even a fight with 20% magical damage, Armor becomes devalued by 20%. This will generally be enough to make a Stamina trinket provide more EH than an armor trinket.

    For an example, let’s look at the Glyph of Indomitability, since that’s what started this thread. It gives 1792 armor, which is equivalent to 153 stamina. However, for a fight with Y=20%, we get only (1-Y)=80% of that, or 123 stamina. For a fight with 30% magical damage, it’s only worth 107 stamina, and so forth. – Theck

    Icecrown Gear and You…

    Icecrown gear has a lot of bonus armor on it, and while it is never something you should pass up on, the question remains: With theck’s analysis under our belts, do we want to use off set pieces over four piece T10?

    I had every intention when I was on vacation to start writing about icecrown gear and encounters, as I have beaten Anub’arak and ToTGC to death on this blog. The data mining has provided us with more juicy pixilated morsels on MMO-champion, and we can start to gain a better understanding of our gearing options going forward. Now while we are being subjected to Chill of the Throne as well as our red headed step child of a four piece bonus, Theck’s work has thrown us a curveball when it comes to deciding what type of gear we should select going forward in ICC. It is important to remember that all of Theck’s conclusions were comparing stamina to armor, so that is the only thing that matters when comparing gear based on his assessments, I will weigh in on the other stats myself.

    While we will all walk into ICC with the same general ratio of statistics with respect to Stamina, Armor, and Avoidance, where your guild is in progression will dictate what exact pieces you are wearing. For some of us, that will be full 258. For most of the people it will be a mix of gear. Either way, every piece that drops from ICC is an item level upgrade. So, how do you chose what you should be gearing towards and when you should equip it.

    An initial look at our Tier Gear versus Off Set Gear

    This is going to be a long journey for us when it comes to gear selection. We have three chests to choose from in the iLevel 264 category, our T10 chest, the Blightborne Warplate, and the Cataclysmic Chestguard. All three of these have unique strengths and weaknesses which make them powerful pieces for compiling full sets, but as individual pieces, we can compare the relative gains and losses of wearing each piece. Each off set piece has a net gain of 23 defense from the tier piece, while there is some room for debate on whether or not stacking defense is still of benefit to us, it is still raw avoidance that you are gaining. Let’s take a look at each of these pieces and analyze their strengths and weaknesses…

    This beauty looks great from a holistic point of view. all of the chest pieces have over 200 stamina on them, this one has three sockets, defense, dodge and hit! While I am currently very excited about this hit rating, I don’t want to get ahead of myself. Part of the reason that hit seems so attractive to me is the fact that I have less than 50 hit rating currently. What this piece offers us are sound defensive stats and hit rating for threat. To me, this is the perfect chest for our threat set.

    This chest SCREAMS effective health, but then again I did just read Thecks post about armor and it’s reality in boss encounters that offer up more than 20% of their total damage as magical damage. This chest has the same base stamina, same number of sockets for 30 stam gems, and it has a 1176 bonus armor. With the expertise trade off for hit rating and the same amount of defense, you are trading 108 dodge rating for A LOT of armor. On the surface that seems like a pretty good trade off if you are not a hit junkie.

    Finally, Tier 10…. While the base stamina is 12 more than the off set pieces, you lose a socket bonus in the process, netting you a negative 18 in stamina. You are also losing 23 defense rating. While this is not a huge loss, as we will be well above the defense minimum of 540, defense is still pure avoidance, which I have always liked. This chest is the pure balance that I dreamed of until the day that Ghostcrawler came along and crushed my dreams with a zone wide debuf called Chill of the Throne. With out Chill, this is my favorite piece, because you can get more overall avoidance out of it, however with the advent of a 20% reduction in dodge, this piece has earned the bottom of the list. The only way I will wear this chest is if the Helm, Legs, Shoulders, or Gloves are worse.

    Conclusions?

    I will be picking up all three chest pieces for the sake of my gear sets, however as long as I am not threat capping my dps, I will be wearing the Cataclysmic Chestguard for progression. While I do not know where these things drop, my best bet is that they are off some of the latter bosses. If I have to pick up the Tier gear to get my stats up, I will, however if not, I will be spending my badges on other gear prior to picking up the T10 chest. Over the next few days, I will be looking at some more of the pieces, namely gloves, legs, shoulders, and helm, to compare what they have to offer us. From the pattern I am seeing, Icecrown will offer us three pieces for each slot, and each of those pieces is specifically tooled for a job. The itemization is a soggy wet dream come true for a gear set lover like myself. There is something for each of my gear sets, EH, Threat, and Balance.

    19
    Nov
    09

    Out of the Office

    I know it’s been some time since I have posted, so I wanted to drop by and let everyone know that I am alive, kicking, and on vacation. I’ll be out of the office, so to speak, until next week. I have gotten a chance, in the small amount of unrestricted internet I have had, to check out some of the Icecrown loot, and I have a good deal of writing material when I get home. Until then, keep on tankin’

    11
    Nov
    09

    Quality over Quantity, a theory on Raid Management

    …and another one bites the dust

    I am going to purposely neglect reading the previous posts that I have had on this subject ahead of time to see if my point of view has changed over the past few months on this subject. Over the course of the weekend, in addition to getting a nasty virus that kept me in bed for a few days (but not away from raiding, psh lets be honest, you can raid when you are sick), another guild bit the dust, and then another one (and another one). Well not the third one, but it seemed to fit the song title well. When I logged back into wow a few days ago, one of our main raiders whispered me and asked if we could talk in vent. After the pleasantries were exchanged, he got down to what he wanted to talk about.

    tombstone

    One of his friends was looking for a new guild, as his was on the rocks and in the process of imploding. When we first started to talk about this, I was unaware that the guild that was imploding was one of our main competitors on the horde side for progression firsts. Shortly after that, another one of my guildies approached me with a similar request. This time it was a bit more devastating to the previously not to be mentioned guild. He was in contact with some of their officers, and a large portion of the guilds officer corps was looking for a new home with our guild. This would vacate not only the vast majority of the guilds leadership, but one of their main tanks, main healers, and their best dps.

    While some guild politics prohibited the immediate acquisition of any of these players, It got me to thinking about stability, our server, and why so many guilds are failing. While some guilds were set up to fail, based on leadership inadequacies, player base, mass recruitment, or the end all of some high end progression guilds, the Attempts Remaining counter, Crypt Friends has endured. Now I ask myself, as we are running into raiding attendance problems of our own (take three), what do we do differently, and how do we set ourselves up for success over failure.

    Two guilds, one result

    In addition to our main competition guild having attendance issues to the point where they are looking elsewhere to get their shiny purples, the best alliance guild on the server imploded due to a handful of officers server transferring. While I don’t understand the logistics of why they would do such a thing, both from the perspective that they just got 25 man Mad Skill, an the fact that it was the officers that left, I have to ask myself what we do differently. With two more guilds down, we have unofficially moved into the ranks of number one guild on the server for 25 man progression, a few days after our guilds fourth birthday.

    Since I was not a member of either of these guilds, I am left to speculate some of the reasons behind their demise. For the horde guild, I have run pugs with their members, and from the perspective of a main tank, their strategies, execution, and abilities are not up to the caliber of the progression they have achieved. This tells me that they are a brute force guild. What I mean by brute force is the fact that in Ulduar, they raided 5 nights a week to achieve the same level of progression as our guild achieves in two nights. I believe that the Attempts Remaining counter has devastated a lot of top tier guilds who were all about quantity over quality of time spent in an instance.

    I can understand that their people who have seen nothing but 5 day raiding schedules would have a hard time with the paradigm shift of quality over quantity. It is just the way that things are. If you want to progress fast and hard, you have to put a LOT of time in. I am confident in my opinion that this is a complete fallacy. While I am not a member of a top 100 guild, we are pretty close, and we are doing it on a little over 1 night of raiding progression a week. We have been a guild that has always had something on farm once it was killed the first time. From my early days of raiding in SSC/TK, to the difficult encounters of Sunwell, up through the Hard Modes in ToTGC, once something is dead, It dies with out more than 1 wipe every week after. We are consistently getting to Anub’arak with 48-50 attempts remaining and have been since the week after we killed Twins. Once again, Quality over Quantity is the paradigm shift in top end guilds right now.

    Should we change our Raid Management

    I called a guild meeting last night to discuss with our raiders the possibility of open recruitment and stricter competition between our members to earn their raid spots. Even though we are a quality over quantity guild, we are still having attendance issues on our second and third raid nights. Tuesday is always bright with possibilities, and we kill everything in ToTC and ToTGC save anub’arak hard mode. We are basically done with raiding for the week. Our second raid night brings promise of a great night of learning and progress on Anub’arak, for which we have made a lot of in the past few weeks, however we do not have the numbers to do such an encounter.

    How is it that a guild with such a relaxed raiding schedule and such success in killing bosses cannot get 25 people together two nights in a row? We are plagued with the casual hardcore raiders, and as a result, the brick wall progression fights are very difficult to fill. Our dilemma as officers and leaders of our guild is as follows:

    Do we alter our dkp and attendance policies to better reflect the issues that we are having, rewarding our “SUP sunday raiders” as one of our warlocks loves to say to the 15 of us that show up 100% of the time, or do we recruit to fill those spots and alienate the people that have built this guild into the quality over quantity powerhouse that it has been for as long as I have been privileged to be a member.

    As an individual in the guild, and a main tank with 100% attendance, I would love to invite 10 new top end raiders and make our current raiders fight for their raid spots once again, as we did in sunwell. I want to see bosses drop dead, and I want to know that when I log on during the week, that I will have the opportunity to push progression. However, as a leader and an officer, I feel that it is my duty to preserve what we have created in our guild; tolerance for sub par attendance, settling for less raiding days because we get to keep the quality and caliber of raider that we have built over the years, and ensure that our guild makes it to it’s fifth birthday.

    Solutions are not black and white

    I believe that in the end, the solution to our problem will be a mixture of both options. We will have to recruit if we want to continue to progress. We are going to lose people to real life, or the next spawn of top end raiding guild that appears out of the ashes of the two guilds that are dissolving before our eyes. However, we are, as officers, obligated to keep the environment and tolerance that we have built and which our raiders enjoy so much. To maintain the balance is the true challenge that our officers are faced with on a daily basis. There are some people in our raid that should be replaced, and if we can entice some newly guildless players with the talent to join our guild, then we will be better off than we were. However, we must balance new recruitment with tradition and a mindful understanding of the core of our guild, the players that define us and ensure that we do not go the way of the last four guilds which died.

    06
    Nov
    09

    Why is Chill of the Throne Dodge reduction?

    I just got finished responding to some questions on Maintankadin regarding the mechanics of Chill of the Throne and why exactly blizzard chose dodge as their target reduction. While I understand some of the mechanics of our tanking brethern, this explaination will be specifically tailored to Paladin Tanks, as that is what this blog is about. If we take a closer look at the debuf that we will recieve, we must ask ourselves, why would you select one over the other? What follows is a detailed hypothetical situation of the effects of our gearing philosophy if Chill of the Throne was a 20% flat reduction in parry…

    Arathas' Chill of the Throne

    The benefits of Dodge and Parry

    If we want to understand what we will be losing based on a flat 20% reduction in either parry or dodge, we first must understand what these mechanics give us, and their diminishing returns in general. Dodge is plain and simple. You completely avoid an attack. Dodge’s diminishing returns are less stringent when compared to parry, and as such, we as tanks always have more of it. A fully unbuffed paladin with best in slot gear will have more than 20% (Typically 26-28%) dodge standing in Dalaran regardless of gemming and enchanting philosophy.

    Parry on the other hand, has two components to it which factor into its value and reasoning behind the steeper diminishing returns. Parry gives us the same flat avoidance that dodge does, if the attack table deems that we are to parry an attack, the attack completely misses us and we have suffered no damage. In addition to the built in avoidance that parry provides, it also speeds up our swing timer, creating an additional threat component. The hasting that we are granted following a parried attack is one of the reasons that parry is on a much steeper diminishing returns curve. Going back to that fully unbuffed paladin I mentioned above, That same tank can, based on gear selection modify his or her parry percentage to be anywhere between 17% and 23% parry regardless of gemming and enchanting philosophy.

    This disparity between parry and dodge gives us some insight into why the developers would choose dodge over parry. This is completely forsaking the threat component of parry that all tanks use. I will provide you with some raw numbers that a tank will have based on their selection of “Best In Slot” gear to minimize parry while maximizing stamina and armor. There are only four pieces of gear that will need to have substitutes in order to go from all 258 gear Best in Slot to a minimum parry gear set.

    The gear set

    The following gear is what I used to calculate the relative values of dodge, parry and stamina. Also keep in mind that, because we are talking about theoretical situations with in Icecrown Citadel, all gems save one are stamina, all enchants are stamina.

    258 T9 Helm, Shoulders, Gloves, and Legs, 258 Legionnaire’s Gorget, 258 Pride of the Demon Lord, 258 Hauberk of the Towering Monstrosity, 245 Saronite Swordbreakers, 245 Heroic Belt of the Nether Champion, 258 Dawnbreaker Greaves, Band of the twin Val’kyr, Clutch of Fortification, 258 Juggernaut’s Vitality, 245 Juggernaut’s Vitality.

    Here is the Chardev Link for this set…

    As you can see, unbuffed, you have 28.31% dodge, 17.5% parry, and 45.1k HP. The gear that you had to trade out to get to this point is a net loss of 1k stamina from pure best in slot items, and 2% avoidance. Clearly the set linked above would be in response to the environment, as best in slot gear gives you a much better bang for your buck in all areas. By switching out the cloak to the Tribute Chest cloak from 10 man Hard Mode Insanity, the Bracers to the Bracers of the Shiledmaiden, the belt to the Belt of the Bloodied Scars, and the Ring to the Band of the Traitor King, you have lost a good deal of avoidance and stamina, but you have gained your four piece set bonus.

    The trade offs are fairly even when it comes to the grand scheme of things, however the effect on chill of the throne is quite noticeable.

    What if Chill of the Throne effected parry?

    As you can see from the chardev link from above, you would be sitting at 17.5% parry. Your total avoidance in that set is 61.07%. If Chill of the throne was a 20% reduction in parry, your parry percentage would drop down to 0, and you would receive a net GAIN of 2.5% avoidance because you were below the 20% mark. This gives you effectively 44.2% total avoidance. Conversely, if you chose to use all best in slot items, your gear would be giving you a total avoidance of 63.4% total avoidance, before you step into Icecrown Citadel. Post Chill of the throne would place you at 43.4% avoidance. This is a swing of 3.2% lost avoidance, so the relative benefit is quite significant.

    Empirically speaking, while 1% avoidance for 1000 hp does not see like a reasonable trade off with what is looming ahead in Icecrown Citadel, you have to remember that as we start to get into the 264 item level gear, you can pick and chose even more and extend that discrepancy between your parry and dodge. Your parry will still suffer steep diminishing returns, while your dodge percentage will continue to climb. In order to push past that Chill of the Throne reduction in avoidance, it would require more parry than dodge per point of avoidance. Now I must clarify that Chill of the Throne does not change the diminishing return formula, so the previous statement holds true no matter where you stand, however if you chose to eliminate parry from your gear sets, then it would take you more parry to start seeing an avoidance benefit than if it were dodge.

    Conclusions?

    In the end, these differences are as small as the gearing differences between the Stamina tanks an my own gear sets. When we have discussions based on stamina versus avoidance, it was for that last few percent after you ensured your survival. To me, and I may once again be alone on this, the trade off of 1k hp is more than worth get net gain you would get if you had a parry reduction from the Chill of the Throne mechanic. While I don’t believe that the developers were strictly looking at this as a justification to select dodge, I believe that with their current knowledge of the gear stats coming on the T10 items (which we currently do not know), this gearing philosophy could be achieved and chill of the throne could be partially avoided, thus the underlying motivations behind reducing dodge by 20%.

    05
    Nov
    09

    Icecrown Pallies will have Skirts and Skulls

    Tier 10 makes me happy!

    I am more than likely a little slow on this, but I wanted to wait for blizzard to officially post the paladin skins for Tier 10 before I jinxed myself. I will have to say that I am quiet pleased with the decision to have two skirts in one expansion. I loved my T8, it always covered up the nasty boots that always matched the warrior tier over our pally gear. Moreover, I love me some blue with flames on it. When I first saw the datamined gear, I was not pleased with the fact that they were trying to gear out the “bringers of light” with skulls, but as time has passed, it has grown on me. It is still not as awe inspiring as T2 or T6, but I will take it! Now show me a Female Belf version…

    Tier 10




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