archmitohren
Welt-Boss
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Weil wir uns darüber immer wieder unterhalten und es in diesem Sektor in der letzten Zeit einige interessante Berechnungen und Ergebnisse gab, möchte ich die hier kurz darstellen. Die Infos stammen wieder mal vom Herr der Zahlen theckhd:
Calculating the avoidance value of expertise
by theckhd » Wed Aug 26, 2009 3:56 pm
I've edited this first post to guide-ify it. You can find the original post at the end of this one.
Since most people just want the TLDR version, I'm going to put that first, and then write about the methodology and results in detail.
Current conclusions:
NOTE: These conclusions only apply to bosses that parry haste! On a boss which has parry-haste disabled, expertise gives absolutely zero damage mitigation benefit. A reasonably complete list of bosses that parry-haste can be found here.
NOTE #2: It seems that the only bosses that parry-haste in ICC are Lady Deathwhisper and Sindragosa. This is a little disappointing, to be honest, because neither are significant tank checks (at least as far as melee swings go). So my recommendation at the moment is not to treat Expertise as an avoidance stat for ICC. It's still a good threat stat up to the soft-cap of 26, but that's about it. I'm leaving the math here for folks progressing through older content (Ulduar, ToC) and in case the next raid instance / expansion includes more parry-hasting bosses.
For Icecrown Citadel, expertise is roughly 91% as effective as dodge rating for reducing incoming damage, assuming a boss swing speed of 1.4 seconds (after JotJ). It varies significantly with boss attack speed though, from 78% @ 1.2 to 154% @ 2.4 speed.
For Warriors, this range narrows to 52-102%, with an "average" of 60% at 1.4-speed.
For Druids, it's 49-98%, with an "average" of 60%
For Death Knights (2-handed), the range becomes 36-71%, with an "average" of 46%.
Dual-Wield Death Knights (2.6-speed MH, 1.6-speed OH) range from 54-126%, with an "average" of 75%. Dual-wielding 2.6-speed weapons gives results almost identical to a Warrior, so just use their data.
For bosses outside of Icecrown, we would use an average swing speed of around 2.0, giving average values of 87% for paladins (53%-104% range), 57% for warriors (30%-69%), 56% for druids (28%-68%), 45% for 2H Death Knights (28%-52%), and 71% for DW Death Knights (36%-84%).
All of these can be seen in the plots in the "results" section.
Each point of expertise rating (above the soft-cap) also gives a Paladin about 60% the threat that a point of STR would.
Nähere Infos, Berechnungen, Ausführungen gibts es unter: http://maintankadin.failsafedesign.com/forum/index.php?f=6&t=25611&rb_v=viewtopic
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Meine bescheidene Meinung dazu: Waffenkunde hat offensichtlich für ICC in seiner defensiven Ausrichtung an Bedeutung verloren, weil nur noch 2 von 12 Bossen überhaupt eine Parry Haste haben. Das war mal anders. Soft Cap von 26 ist weiterhin ein Must Have, alles darüber hinaus scheint lediglich bei der Lady und Sindragosa eine defensive Komponente zu haben und sonst nur der zusätzlichen Bedrohungssteigerung zu dienen.
Daran an schließt sich dann auch die Frage, wie effektiv die WK Glyphe über Soft Cap noch ist. Erreiche ich über mein Equip und 26 WK oder mehr, macht es dann nicht viel mehr Sinn, die Richturteilsglyphe für mehr Bedrohung zu nehmen? Bleibt sie weiterhin eine Must Have Glyphe?
Calculating the avoidance value of expertise
by theckhd » Wed Aug 26, 2009 3:56 pm
I've edited this first post to guide-ify it. You can find the original post at the end of this one.
Since most people just want the TLDR version, I'm going to put that first, and then write about the methodology and results in detail.
Current conclusions:
NOTE: These conclusions only apply to bosses that parry haste! On a boss which has parry-haste disabled, expertise gives absolutely zero damage mitigation benefit. A reasonably complete list of bosses that parry-haste can be found here.
NOTE #2: It seems that the only bosses that parry-haste in ICC are Lady Deathwhisper and Sindragosa. This is a little disappointing, to be honest, because neither are significant tank checks (at least as far as melee swings go). So my recommendation at the moment is not to treat Expertise as an avoidance stat for ICC. It's still a good threat stat up to the soft-cap of 26, but that's about it. I'm leaving the math here for folks progressing through older content (Ulduar, ToC) and in case the next raid instance / expansion includes more parry-hasting bosses.
For Icecrown Citadel, expertise is roughly 91% as effective as dodge rating for reducing incoming damage, assuming a boss swing speed of 1.4 seconds (after JotJ). It varies significantly with boss attack speed though, from 78% @ 1.2 to 154% @ 2.4 speed.
For Warriors, this range narrows to 52-102%, with an "average" of 60% at 1.4-speed.
For Druids, it's 49-98%, with an "average" of 60%
For Death Knights (2-handed), the range becomes 36-71%, with an "average" of 46%.
Dual-Wield Death Knights (2.6-speed MH, 1.6-speed OH) range from 54-126%, with an "average" of 75%. Dual-wielding 2.6-speed weapons gives results almost identical to a Warrior, so just use their data.
For bosses outside of Icecrown, we would use an average swing speed of around 2.0, giving average values of 87% for paladins (53%-104% range), 57% for warriors (30%-69%), 56% for druids (28%-68%), 45% for 2H Death Knights (28%-52%), and 71% for DW Death Knights (36%-84%).
All of these can be seen in the plots in the "results" section.
Each point of expertise rating (above the soft-cap) also gives a Paladin about 60% the threat that a point of STR would.
Nähere Infos, Berechnungen, Ausführungen gibts es unter: http://maintankadin.failsafedesign.com/forum/index.php?f=6&t=25611&rb_v=viewtopic
---------------------------------------------------------------------------------------------------------------------------
Meine bescheidene Meinung dazu: Waffenkunde hat offensichtlich für ICC in seiner defensiven Ausrichtung an Bedeutung verloren, weil nur noch 2 von 12 Bossen überhaupt eine Parry Haste haben. Das war mal anders. Soft Cap von 26 ist weiterhin ein Must Have, alles darüber hinaus scheint lediglich bei der Lady und Sindragosa eine defensive Komponente zu haben und sonst nur der zusätzlichen Bedrohungssteigerung zu dienen.
Daran an schließt sich dann auch die Frage, wie effektiv die WK Glyphe über Soft Cap noch ist. Erreiche ich über mein Equip und 26 WK oder mehr, macht es dann nicht viel mehr Sinn, die Richturteilsglyphe für mehr Bedrohung zu nehmen? Bleibt sie weiterhin eine Must Have Glyphe?