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It is hard to know which pieces of equipment is best to use. This is my way
of deciding which piece of gear I think is best.
As various bonuses have different values depending on both how much you already have in a stat and how much you have of other stats, one cannot just define that this bonus is worth a fixed amount compared to another. Thus, my approach is to use a given set of gear (and talents), and then calculate relative values of adding one of each type of stat. Picture an N+1 dimensional graph, where N dimensions each represent one slot we can equip an item, and the last dimension being how good our total gear is. By getting proper values of each stat with a given set of gear, we should be able to detect the direction we need to go to get a better set of gear. We might need to re-evaluate the weights as we go a few times, and we might even reach a local maximum on the graph, but we should be able to do fairly well. Hopefully, the weights will not vary too much as we move, and thus, if we get a best in slot item, it is hopefully also best in slot once we get to the global maximum. To prevent us going into a local maximum we will try to compare our result with the best gear we can identify that blizzard seems to have intended us to use for tanking. Such as the highest tier set. Firstly, this calculations will only be confirmed for night elf druid tanks with my set of talents. But I might extend it a bit later. I'm not expecting it ever to be valid for other classes though. I don't tank with other classes, so got no intention of doing that work. If someone wants to try, I can give you my perl code for this page. A note about rounding. The values here aren't 100% correct. WoW rounds of many numbers. For instance, there is no gain in having 0.8 defense points extra, and stamina is rounded down before multiplying with 10 to calculate health for instance. But, as I want to evaluate how much gain you'll get by adding a single point in an attribute on average, I do not round of any values, as one would get artifacts such as getting one more defense rating would have no effect at this time, but at another time would add a whole new point of defense. |
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The following formula tells us how much damage we can take without healing before we die. Updated to version 3.0.9.
Damage * Mitigation factor = Health
Health here is merely the amount of health you have in bear form, which can be calculated based on stamina, your current level, and your talent choices. As we want to optimize for raids, we also assume we have relatively common buffs.
Health = 10 * ((Stamina + Mark of the wild bonus + Power word fortitude bonus + Food buff) * Blessing of Kings bonus * Survival of the fittest bonus * Heart of the wild bonus * Bear bonus) + Naked health at level 80 + Bonus health + Blood Pact Bonus
The mitigation factor is a bit more complicated. It factors in your armor, dodge, resistance, talents and skills. Even more complicated for other tanks factoring in parry and block, which we will ignore. It is also different for different types of damage. Armor and dodge is skipped for magic damage, while resistance is only used for magic damage. The damage part is different for each type of encounter, but in general, each encounter has a given percentage of the damage as physical damage, and another percentage as spell damage.
Mitigation factor = Physical Damage Coefficient * Physical Mitigation factor
+ Spell Damage Coefficient * Spell Mitigation factor
Physical Mitigation factor = Physical Avoidance Factor * Armor Reduction Factor * Boss Parry Increase Factor * Protector of the Pack Modifier * Savage Defense Factor Spell Mitigation Factor = Protector of the Pack Modifier * Spell Resistance Factor * Boss Crit Factor As far as I know the WoW combat system, a single roll is used to decide whether boss hit, miss, crit or get dodged. Thus the avoidance factor just adds and removes from 100%. Each percent crit represents a double damage hit. Each percent dodge or miss represents a percentage of attacks that doesn't do any damage.
Physical Avoidance Factor = (100% + Boss Crit Chance - Boss Miss Chance - Dodge Chance) / 100%
The armor reduction factor is given by a formula I found at wowwiki that I hope is still correct. Note that for calculations done here, we use mob level of 83, and values thus differ from what you see in game which shows versus level 80 mobs.
Reduction Factor = 1 - Armor / (Armor - 22167.5 + 467.5 * Level of Mob)
I use this formula for calculating total armor. Note that this is only valid after patch 3.0.8 which has not yet come on live servers.
Agility = Base Agility * Survival of the fittest bonus * Blessing of Kings bonus
Armor = 2 * Agility + Bonus armor * Thick armor bonus + Item Armor * Thick armor bonus * Bear armor bonus * Survival of the fittest armor bonus The effect of expertise is counted into the boss parry increase factor. If the boss parry, he cuts down his swingtime with 40%, if he has at least 60% of the swing time remaining. Thus, he can only get a speed increase once for each swing. The idea here is to calculate the chance of a parry happening in the boss swing, and use that to calculate the average time of a boss swing, and create a damage increase factor based on the relative difference between the no parry attack time, and the average attack time with parries. We assume that only the auto attack swings from boss gets a speedup from the parry, and that the damage from these auto attacks is only a part of the total damage from the boss.
Boss Parry Increase Factor = Boss auto attack coefficient * (1 / Haste factor)
+ (1 - Boss auto attack coefficient)
Haste Factor = Average attack speed / (2.0 (Boss attack speed) * 1.2 (Infected wounds)) Average attack speed = Parry probability * Boss attack speed * 0.6 + (1 - Parry probability) * Boss attack speed Parry probability = Boss chance to parry * Probability of one attack to hit boss in parry window (40% of the 2.0 swing time) + Boss chance to parry at least 1 of two attacks * Probability of two attacks to hit boss in parry window Probability of auto attack hitting boss in window = 2.0 / 2.5 (bear attack speed) Probability of instant attack hitting boss in window = 2.0 / 1.5 (druid global cooldown) Probability of no attack to hit in window = Probability of auto attack not hitting * Probability of instant attack not hitting Probability of two attacks hitting in window = Probability of auto attack hitting * Probability of instant attack hitting Probability of one attack hitting in window = 1.0 - Probability of no hit - Probability of two hits Savage Defense adds some mitigation if it is up. How much varies with your critrate and boss attack speed, and sadly boss DPS. Thus we also have to set a boss DPS amount in order to make this value count.
Savage Defense Factor = (Boss damage per attack - Average damage blocked by Savage Defense) / Boss damage per attack
Boss damage per attack = Boss DPS * Boss attack speed Average damage blocked by Savage Defense = Damage blocked by Savage Defense * Chance of critting between boss attacks Damage blocked by Savage Defense = Attack Power / 4 Chance of critting between boss attacks = 1 - (1 - Crit chance) ^ Average number of hits between boss attacks Average number of hits between boss attacks = Boss attack speed / Druid auto attack speed + Boss attack speed / Global cooldown Assumptions
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Done for WoW version 3.1.0
The paperdoll caster values here can be mined from armory or similar. Note that you need to scan equipment to figure out how much bonus armor and health one have. The adjusted values gives raw values for the stats. That is, values unaffected by talents and unaffected by each other. That is, effects by agility and bonus armor is removed from the armor, such that armor is base armor. Using the adjusted values simplifies calculations later on. Agility = (Base agility + MotW bonus + Food bonus) * SOTF bonus * BoK bonus = (631.13 + 51 + 40) * 1.06 * 1.1 = 842.00358 Strength = (Base strength + Mark of the wild bonus) * Survival of the fittest factor * Blessing of Kings factor = (273.58 + 51) * 1.06 * 1.1 = 378.46028 Stamina = (Base stamina + MotW bonus + PowF bonus + Food bonus) * BoK bonus * SotF bonus * HotW bonus * Bear bonus = (1841 + 51 + 214 + 40) * 1.1 * 1.06 * 1.1 * 1.25 = 3440.5745 Health = 10 * (Stamina - Naked stamina * Bear bonus) + Naked Bear Health + Bonus Health + Blood Pact + Elixir bonus + Commanding shout bonus = 10 * (3440.5745 - 97 * 1.25) + 8447 + 0 + 0 + 650 + 2255 = 44547.745 Armor = 2 * Agility + Bonus Armor + Base Armor * Thick Hide bonus * Bear Armor Bonus * SOTF bonus * Meta Gem Armor + MotW bonus = 2 * 842.00358 + 2440 + 3399 * 1.1 * 4.7 * 1.33 * 1.02 + 1050 = 29013.308338 Armor reduction = min(75, 100 * (Armor / (Armor + 400 + 85 * (Mob Level + 4.5 * (Mob Level - 59))))) = min(75, 100 * (29013.308338 / (29013.308338 + 400 + 85 * (83 + 4.5 * (83 - 59))))) = 63.5583428922991 % Defense = Defense Rating * Defense per defense rating = 114 * 0.203314099 = 23.177807286 Chance to be missed = max(0, 5 + Defense * 0.04 - (Mob level - Player Level) * 0.2) = max(0, 5 + 23.177807286 * 0.04 - (83 - 80) * 0.2) = 5.32711229144 % Chance to dodge = Naked dodge + FS bonus + NR bonus + Dodge Rating * Dodge per dodge rating + (Agility - Naked agility) * Dodge per agility + Defense * 0.04 - (Mob Level - Player Level) * 0.2 = 7.04 + 4 + 6 + 218 * 0.02541425997 + (842.00358 - 87) * 0.024 + 0.04 * 23.177807286 - (83 - 80) * 0.2 = 41.0275068849 % Diminished chance to dodge = (Dodge - Base Dodge - FS bonus - NR bonus) / (K + (1 / C) * (Dodge - Base Dodge - FS bonus - NR bonus)) + Base Dodge + FS bonus + NR bonus = (41.0275068849 - 7.04 - 4 - 6) / (0.972 + (1 / 116.890707) * (41.0275068849 - 7.04 - 4 - 6)) + 7.04 + 4 + 6 = 35.073942021737 Boss parry chance = 16 - Expertise / 4 = 16 - 21.10094895 / 4 = 10.7247627625 % Boss swing parry window = Boss Attack Speed * Infected Wounds factor * 0.4 = 2.4 * 0.4 = 0.96 s Chance to crit = (Naked crit chance + Crit Rating * Crit per Crit Rating + Agility * Crit per Agility) / 100 + Sharpened Claws bonus + Leader of the pack bonus = (7.47 + 96 * 0.0217817468961011 + 842.00358 * 0.0120048019207683) / 100 + 0.06 + 0.05 = (7.47 + 2.0910477020257 + 10.1080861944778) / 100 + 0.06 + 0.05 = 0.306691338965035 Attack Power = ( Base Attack Power + Predatory Strikes attack bonus + Weapon Attack Power + 2 * Strength + Bear attack bonus ) * Protector of the Pack bonus = ( 532 + 567.8 + 2239 + 2 * 378.46028 + 240) * 1.06 = 4557.8637936 Average attacks = Boss attack speed / Druid auto attack speed + Boss attack speed / Global cooldown = 2.4 / 2.5 + 2.4 / 1.5 = 2.56 Physical avoidance factor = (100 + Chance to be critted - Chance to dodge - Chance to be missed - Night Elf bonus) / 100 = (100 + 0 - 35.073942021737 - 5.32711229144 - 2) / 100 = 0.57598945686823 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Here follows calculations for some various gear sets. First some calculated
values are given, such that you can verify that calculated values are equal (or
at least fairly close) to actual values in WoW. When, some various sets of
weightings are given. For mitigation weights, the absolute value is the number
of extra points of damage you can take if you add a single point to the given
attribute. The relative values are given relative to the attribute with the
poorest scaling.
The balanced mitigation weight penalizes stamina as boosting stamina leads the healers to have to heal more per time. However, having plenty of stamina can make the healers able to heal more mana efficient if they otherwise could not use their best abilities due to time constrictions. Stamina also works against all kinds of damage. The balanced mitigation weight can also penalize spiky mitigation, such as dodge, to prefer constant mitigation such as armor, which is easier to heal through. How much we should weight these factors is a totally open question though. Some think that stamina is worth close to nothing once you pass a minimum allowing people to heal you efficiently, while maybe the fact that healers have better time can lead them to heal just as easy due to being able to use big heals, and you may also be able to cope with spell damage or healer silence/interrupts better. Note that, though mitigation like dodge is very useful for healers to use less time overall, during a long fight, the boss will have lucky streaks where he scores many hits in succession without any of them being dodged, so healers have to be able to cope with the undodged mitigation values over a smaller period of time. |
| Common settings used for these calculations | ||
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| Factor | Value | Description |
| Boss auto attack damage coefficient | 100% | Amount of raw boss damage being from auto attacks |
| Boss attack speed | 2.0 s | How often does boss do an auto attack |
| Physical damage coefficient | 100% | Part of raw boss damage that can be mitigated with armor and dodge |
| Spell damage coefficient | 0% | Part of raw boss damage that can be mitigated with spell resistance |
| Factors used for balanced weights | ||
| Spiky mitigation penalty | 5% | Factor to penalize spiky mitigation abilities such as dodge |
| Mitigation preference factor | 20% | Factor to prefer mitigation factors, such that we need less healing per second |
| Talent points we assume you have | ||
| Heart of the wild | 5 | Gives 20% life boost |
| Thick hide | 3 | Gives 10% bonus to all armor from items. Both base and bonus armor |
| Survival of the fittest | 3 | Gives -6% chance to be critted, and 66% bonus to base armor after patch 3.0.8 |
| Feral swiftness | 2 | Gives 4% dodge |
| Natural Reactions | 3 | Gives 6% dodge |
| Primal Precision | 2 | Gives 10 expertise |
| Protector of the pack | 2 | Gives 12% damage reduction of all types of damage |
| Infected wounds | 3 | Assuming to always be applied twice on boss, will increase boss attack speed by 20% people say (Though talent says it will decrease instead) |
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Naked
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Current Tank
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Well Equipped
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Raw mitigation: head shoulder chest waist legs feet wrist hands cloaks amulets rings trinkets weapons
Modified mitigation: head shoulder chest waist legs feet wrist hands cloaks amulets rings trinkets weapons
Modified mitigation - No stamina: head shoulder chest waist legs feet wrist hands cloaks amulets rings trinkets weapons
Pawn Ratings
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