Tuesday, April 6, 2010

Electric Toothbrush Smells

[Stats] Know your limits!

Now, comrades, I'll try to help you deal with something a little critical when it begins a tank class: figures, stats and ratios of all kinds. However, once mastered, these few ideas can become oriented in its equipment, tapping etc ... Note that you will find at the bottom of the article, a summary of all information provided. (See directly abstract: click here )


The "cornerstone" of this article will be your character sheet, and especially the tabs Defense, Melee and General (one corresponding the ability to absorb the wallop, the other featuring the stats related to the threat, and the latter being especially useful to see their HP and skill level) any reorganization leisure, simply by dragging the tabs.
Regarding tab Defense, we will focus on all stats except Blocking (Blizzard have not deigned to give us a shield) and Resilience (stat purely PvP). In the melee, I'll give mainly information about the PA (Power), touch and expertise.


Note that there is also a tab "features" that you can have a look, especially if you want to see how much strength and endurance you have accumulated (possibly Agility), a tab Resistors "-indicating the past and" Output "tab that will sometimes be useful to see your touch spells (spells because DK are dependent on the touch point, no one melee).


Concepts to master:

  • Avoidance and Mitigation:

    The avoidance is the ability of a tank to avoid the mandalas. This includes the fact of the dodge, parry them or be missed by the enemy. So generally speaking as% avoidance to compare two objects (or enchants, etc ...) between which one hesitates. For example, if an object gives 1.2% dodge and 0.6% parry then we say it offers 1.8% avoidance. Since the demise of the defense, it is possible to increase his chances of being missed. The chance that a mob, the same level as you, rate is 5%.
    Each level has the mob over the player gives him that extra 0.2% is not his shot missed, or dodged or parried. A boss (your level + 3) therefore gives a penalty of 0.6% likely to be missed, parry, and dodge or a minus to the total avoidance of 1.8%.

    Mitigation, she is the ability to collect damages received. This requires endurance (and therefore life), armor, blocking (for our friends warriors and paloufs) or by various talents and techniques reducing the damage, as Blade Barrier or the Blood Shield for us Death Knights. Our main source of mitigation remains the Presence of Blood (since it increases stamina, armor and damage reduction!).

  • Difference between score and pure value:

    One thing especially disconcerting when you start is that some stats have a gross value that corresponds to a particular score, often depending on the level. In general, the As levels, we need more scoring from a stat to increase the value thereof. This is done to avoid an object for a player of low level is used by a high level player; concrete example: at the time of the WoW version 1.X, the stats today on the objects were scored as percentages of the allowed level 60 to level objects for 40 with, for example, 1% crit taking full advantage of the bonus. With the score, and its effectiveness at lower As levels (as in the percentage score given constant decreases as the level rises), this problem is solved!

    We must therefore distinguish dodging and dodge rating (just for show, the critic, haste, etc. ...). Indeed, at 85, 1% dodge is 176.7 dodge rating. For example, Greaves splendor increase your dodge by approximately 1.48% (before diminishing returns, I will come back) at level 85 as they offer 262 of dodge rating. You will find

    here correspondence between score and percentage (or value) depending on the level.

  • Diminishing returns (DR):

    This concept is the fact that some statistics losing strength as and as you earn. For example, if low-level equipment, while your dodge rating is low, an object with a dodge rating of 177 will give you 1% dodge (according to the ratio score / percentage for this statistic), but the more you will accumulate dodge rating, the less it will be effective and, therefore, an object with the same score 177 to no longer offer the dodge that 0.8% (I illustrate with a value likely).
    Clearly, it means that more a statistic is cumulative, unless additional contributions are interesting . The scores affected by this mechanism are dodging and parry. I mean scores, because the effects that provide a pure percentage does not come into account, so the Rune of Sword- will offer 4% parade anyway.

    Refer end of the article for details and accurate data on diminishing returns.


defensive stats:

  • Armor, Stamina and Effective Health (EH):

    The Armor reduces physical damage received (in a very intuitive calculation ^ ^). It is a source of mitigation very interesting because by limiting the damage taken, you leave more time for your healers to back you. The armor is mainly obtained through parts of equipment, talent your Rune Gargoyle Skin of Stone , different raid buffs or consumables and some gems or enchantments .
    To go further in the calculations on the armor, you see end of the article!

    The endurance is the statistical base of any tank: one who increases the hit points of the character. The Death Knight has specialized in the Blood of basic improvements in endurance namely the presence of blood and Veteran War III, but also Specialization via Plates. In
    raid configuration, you often seek to improve it either by buffs, enchants, gems and consumables (All these points will be discussed later).

    The Effective Health (EH) is the amount of damage inflicted by an enemy that you can take before drinking the broth eleven hours! Fairly simple, this corresponds to your quantity of life point, weighted by your mitigation. Example: If you have 80,000 points and 60% mitigation, it will inflict on you 80 / (1 - 0.6) or 200 000 points of damage (unmoderated) to kill you.
    I will not elaborate more than that here, as the EH calculations sometimes involves a bit heavy (and no interest at this level of play), but know that in general we may judge of survival by a patch made by EH offered (ie endurance and armor made), except in cases where we will focus on the avoidance or control.
    For the curious, see end of article for details on EH.

  • Parade and Dodge: The

    parade is the ability to stop a melee attack with your weapon. In general, it must have items of parry rating to increase your chances to parry, but the tank classes sclerosis enjoy a little more: strength helps increase the parade through the passive technique giving 25% of the Force in parry rating.
    In terms of scores, it is 176.7 scoring parade for about 1% chance to parry at level 85. Note that if the parade is as expensive as the dodge (176.7 sc = 1%), it is now subject to the same diminishing returns (big change from WotLK, with the fact that it no longer increases speed attack).


    As the parade, the dodge will help prevent some strokes completely, as New faking elegant balls Agent Smith and his pals. It can be increased by agility (which is still not a stat for DK, but then not at all) and objects with the dodge rating. To gain 1% dodge, it takes about 176.7 to dodge rating (always at 85).

    Now (in Cataclysm ) the parry and evasion are completely equivalent (same ratio sc /%, same CD) I can only advise you to balance as far as possible (via reforging, if you have no stat more useful retouch). Indeed, quite logically, the two scores will be less unequal, less you suffer diminishing returns: if you have 60 dodge and 40 parry, 10 are allocated to the tranche 50-60 dodge suffer more from county if they were assigned to the 40-50 bracket in parade (if you were 50-50, so)! Details
    to balance your percentages explained end of the article in the section on DR.

    For information, please note that the game calculates a first die roll of 1 to 100: missed, dodge, parry, (blocking) receive criticism (aside from talent), normal touch.

  • Mastery: (Reprise paragraph on this stat in the first section of the blog)

    Mastery is a new stat appeared with Cataclysm. Operation is fairly simple: control can be learned from his master class at 80 and adapts to your chosen specialization (which means that there are thirty master's total in the game, with three per Per-specific classes, for ten classes available). This control (the "fate") will be enhanced by statistics of the same name.
    What is the value of such a system? It will help put the pieces of equipment a statistic that will be desired by everyone, since it will modify a feature of specialization. To summarize, it works like this: The

    • jurisdiction Master can be learned (once and for all) with one of your masters class at level 80. This skill will adapt to the talent tree active (and change with your tree when resp). The statistical
    • Master can be found on various pieces of equipment, and improve the bonus provided by your Master (competence). The gain control point will be indicated on the tooltip control, readily accessible in the "Summary" of your talent tree

    Regarding the DK tanks, control will Shield Blood to be a part of mitigation (ie to say that tempers the damage taken) by placing a shield whose strength will depend on the care received by Death Strike. To win a point Mastery (which corresponds to the DK Sang to 6.25% in the shield) will require mastery of the score 179.3. Finally, note that the "size" of the shield may not exceed our maximum PV.


    Needless say that the timing and frequency of use of this Death Strike will be essential to make the most of this control, and provide an opportunity to make interesting choices in the cycle. We will return in the articles on the cycles, the important thing was to understand what is offered such control. :)

  • Defense:

    He made a big hello! Indeed, with Cataclysm, this stat goes out the window! Now, the ability to not be affected by critical hits for the tanks (as it was the main function of the defense) is provided via talents. Regarding the Death Knight is the presence of improved blood .


offensive stats:

  • Touch: The touch

    affect the ability of your spells, special attacks and automated attacks to achieve their target of reaching the higher your score is high, unless you have chances of seeing a "failure" on such an attack. The ratio for the melee hit 120.1 is the score for 1% hit (and spells: 102.4 sc /%) which gives, knowing that it takes 8% melee hit for not having failed, 960.8 Hit Rating for be capped melee. For spells, knowing that the course is 17%, it would be to 1740.8 from behind to be capped.
    As a tank, your spells are the main Icy Touch , Fever Outbreak, Bloody Boil the Death Coil, the Freeze Spirit (sometimes Strangulation ), the Pestilence, Death and Decay and, occasionally, the Ice Channel (Important: Dark Order can not be missed). Yet even with the melee hit cap, you're almost 8% misfire on spells, which can be particularly troublesome for spells with a CD (for which a "failure" would be really problematic). Therefore, depending on your hit rating, invest 0-3 points in Virulence is not a bad idea!

    To know what are your chances of hitting a target based on its level, please refer to the bubble in the form of your character:


    The tooltip shows you your chances of missing depending on the level of the target.
    A boss is a target of level 3 (or 88 when you're 85).


  • Expertise:

    expertise reduces the chance that your enemy does not dodge or shield your melee attacks. For information, the NPC in WoW can dodge and parry from the front, back and only dodge (unlike you, who do not dodge parerez back). There are two caps for the expertise: soft cap that makes your attacks can not be evaded and that is 26, and the hard cap that frees you from any parade and is 56.
    In general, we consider that a tank should be close to the soft cap (26) and shall not in any way endorse the hard cap (56 loli), even if the expert Extra is never wrong! Even if the threat is no more a concern, it is important not to be too constrained in cycles. Personally, I like to be between 18 and 23 expertise, if possible, and try to never be below 15.


    By specializing in the branch blood, you get the passive Veteran War III that gives you +6 to expertise. This figure is entered in your character sheet (and not add to the expertise you can read, as some believe DK).
    For conversions (attention is tricky for expertise) 30 expertise rating to give, at 85, an expertise (ie 0.25% reduction in dodge / parries). This gives a soft cap at 780 expertise rating to minus-6 or 180 expertise offered by the sc-specific, that is to say 600 of expertise rating to be provided through the equipment, enchantments, and gems.

  • Force:

    offensive stat is the basis of mixed plate. It affects attack power (with power ratio 1 → 2 AP) upon which all your techniques, so that the force to a direct impact on the threat. In addition 25% of your Strength score is converted into parade. For example, at 85, an item you are offering 300 Force 75 will therefore be of parry rating, with a ratio of 176.7 (sc /%), approximately 0.42% parry (before diminishing returns).
    In game, you quickly notice that the objects are equipped with tanks for boosting stats redemption (mitigaton and avoidance) but also the threat and you find very often on the strength thereof.

    Overall, you will take the force provided by your armor pieces without looking absolutely increase by enchantments or tapping (as it would be at the expense of more essential statistics).

  • Agility: Agility

    really is a minor stat for DK. Nevertheless, it should be borne in mind that it offers a few critical hits (for 1% crit will require agility 243.7) and dodge (~ 431 agility for 1% at 85) .
    For this reason a team with a weapon of Agility (thus gun hunter or druid) is not a nameless horror! =) It's still not very often optimistic: dodging obtained by the acting is very costly for a DK (unlike the pala has a ratio 305 / 1%). If we compare a
    weapon strength and weapon acted level equivalent to 85, each provides 302 of the stat question. Thus, where the weapon power supply 604 of PA and 0.43% parry, it acted only provide 1.24% crit 0.70% dodge but (not to mention that weapons are often not acted nits). So basically, armed force if survival is not a concern too, and acted if the threat is not a concern (and vice versa coughed).


Summary Scores and caps:

  • Hits: In the melee, 1 = 120.1% score, heading to 8%. For spells 1% = 102.4 score, heading to 17% (do not try to achieve, but approach it as needed through Virulence ).

  • Expertise: Expertise 1 = 30 score = -0.25% parry / dodge (on your attacks). Soft cap at 26 expertise, but not necessarily to strive towards it. The expertise beyond is still beneficial (reduction of the parade), but we prefer reforge overall survival.

  • Mastery: 1 MA = 179.3 score (= 6.25%).

  • Dodge / Parry: 1% = 176.7 score (before diminishing returns).

  • Force: Force 1 = 2 AP, 25% Strength Score = parade.

  • Agility: 1% crit = 243.7 Agi, 1% Dodge = 431 Agi.

  • Prioritizing stats: There really order itself. For two reasons: first, forget the caps touch / expertise, they're going very well (personal, with 1% hit and 18 expertise, no worries), and in addition there is the school "maîrise "School and" avoidance ". That directs his stuff to control where avoidance is a matter of personal choice and none really pulls ahead of the game's

  • Note on the offensive Caps (observation post-Cata ): After my first experience in dungeons and raids, I would point out that being 8% / 26 (for the touch / expertise) is not a mandatory minimum. It runs very well 3% / 18 (it is an order of magnitude), the important thing is that the cycles, especially Death Strikes , are not too disturbed by the parries and dodges bosses. The aggro is not really a concern and some miss the Rune Strike are quite acceptable, the only time it is critical is to pull, and between Dancing Rune Weapon Glyph and diversions, this is easily managed!


How retouch my items?

The editing is extremely important since an option can significantly improve your equipment and the cost for a completely honest (with a few gold per item reworked). To edit a room, simply go to the NPC in town (ask a guard if necessary) and use the intuitive interface to edit the piece. Know that editing can convert 40% of statistics (other armor sets, Strength, Agi, Stam and Intel) in another, with a 1:1 rate (so no loss!).


course, the stats are those corresponding to priority guidance (avoidance or control) selected. Here, I give the rule for school "avoidance", but you will not hurt to transpose it to control . The rule to follow is quite simple:
  • If you really miss touching or expertise (3% / 18 is sufficient), edit the parts with the stats of mastery. Try to choose the piece to touch in order not to accumulate too much, to the detriment of defensive stats.

  • If you're tired, and that the room has the feel and / or expertise, convert the statistical dodge or parry (see paragraph below for how to balance these stats).

  • If the piece has the mastery, edit it by avoidance (see note to the previous point ^ ^)
Also note that the editor may allow you to use a piece DPS tanking if you really have nothing better to put you in the tooth (especially valuable in the process of stuffing pex or early pre-Raid). For example, if you loot the Helm made Easy Death and you drag an old helmet quest (and no DPS neede not, of course!), You can equip it and change 40% of the rush Junk in another stat more useful, until we have a real tank helmet.



Table of diminishing returns:

Below here is a table with diminishing returns for the parade or dodge at 85 (these are the same!). In the left column, Parade / dodge before diminishing returns, which is readable in your character sheet, and right, the value at which it is in reality (it goes fast spin, the avoidance ^ ^).
0% 0.00%
4% 3.93%
6% 5,73 %
8 % 7,42 %
10 % 9,02 %
12 % 10,54 %
14 % 11,97 %
16 % 13,34 %
18 % 14,63 %
20 % 15,86 %
22 % 17,04 %
24 % 18,16 %
26 % 19,23 %
28 % 20,25 %
30 % 21,23 %
32 % 22,17 %
34 % 23,07 %
36 % 23,93 %
38 % 24,76 %
40 % 25,55 %
28.45%
42 % 26,32 %
44 % 27,05 %
46 % 27,76 %
48 %
50% 29.11%
60% 32.08%
70% 34.61%
80% 36 , 78%
90% 38.67%
100% 40.33%
The calculations were made using the values found on this topic EJ.

Ok, but how I balance my stats to minimize DR me?

Already as seen previously, it must (after the calculations to follow), dodges = parade for as little as possible of these stats may go into the DR. But do not take the stats directly into your character sheet: there are parts of avoidance that are not subject to DR.
  • Parade basis: 5% for the DK

  • Dodge
  • base: 3.664% for the DK

  • Basic Agility: 121 (average which we will approximate quite acceptable) is provided in 127.05 raid. With a ratio of 1% Dodge = 430.69 Agi, this gives (approximately) .295% dodge.

  • Force Base: 191 (average) 200.55 is provided in the raid. Increases not parade.
(Thanks to the post of Aelordel !)

Thus, it should reduce to a max-CDs arrive at the following equation:

% parade subject to the county =% dodge subject to DR
parade % -% parade basic =% dodge - dodge% basic
gold % base parry = 5% and dodge% basic = 3.664% + 0.295% ≈ 3.96% is

parade % =% dodge + 1.04%

(with%% and parade dodge the values in the form of Me)

Note that the problem arises mainly from DR when the level of avoidance becomes high, that is to say, often when your character starts out equipped. If you're new stuff just your tank you can hide the mechanics. But when it starts to affect you a lot, editing and balance of stats is a factor not to overlook if you can afford!
Typically, it will be interesting to edit the parade or dodge if You can not edit in control (because the piece has already) and you're good at caps. For example, if you feel well enough and you have a room with control and touch, touch up touch (olol) in parade / dodge in order to balance these stats.



Understanding Armor:

As mentioned in the article, the armor provides a reduction in physical damage according to a calculation that has nothing intuitive, and giving a reduction via Armor is not linear (there is A = Armor; L = level of the attacker):

DR = A / (A + x L 2167.5 - 158167.5) = (Cata vs. bosses) A / (A + 32572.5)

This means that the reduction is not proportional to the armor but the more you earn the less armor and the contribution to be felt as a percentage reduction (which does not mean that the armor stat is a wasteful, far from it!). In numerical application, it makes against a boss level 88 (thus applying the formula above):

39810.8
DR Armor required
50% 32572.5
55%
60% 48858.7
65% 60491.7
70% 76002.5
75% 97717.5

Graphically, it looks like (basically, it's still the Excel ...) to this:




improve its EH:

To find the best performance in EH, we must first understand how it is calculated. (Note here that I rely solely on physical pe ... On that magic was little choice to make)

pe = PV / ((1 - DR) x (1 - Mi_P))
    with HP: Hit Points, RD: Mitigation of armor (same as above ^ ^); Mi_P: Mitigation-related physical talents and buffs (and whose value we do not care)
If we develop the formula, considering that we are facing a boss level 88 (level because skull = + 3 for recall), we obtain

pe = PV * (Armor + 32572, 5) / (32572.5 x (1 - Mi_P))

physical beating So cons, a point of armor is more interesting than a point of life if PV> Armor + 32572.5 . So if you hesitate between two pieces of equipment, calculate PV and your total armor, once buffed experiencing comabt and see how you stack up against this inequality.
This will enable you to decide if you hesitate between an object providing only the armor or only endurance (typically jewelry) or between an object and one without armor with armor but less endurance ( some as necklaces, rings).
... At your calculators!



Base Stats:

The basic statistics are your stats when you are without equipment, without talent, without buff ... Nothing. A pwal what! About the DK, the base stats at 85 are averages (Because they can vary by race as you can see on this page ): Force = 191 / = 121 Agility / Stamina = 174 and smarts / mind, it will step in as DK , it goes without saying.



speed generation of runes and runic power:

This part is just there for information if you need to do math. :-P as runes runic power are (re) generated according to precise formulas (and quite simple).
  • Temps_régène_rune Temps_de_base = / (1 + Haste% ) with Haste% the percentage of haste (so if you have 22% haste, Haste% = 0.22) and Temps_de_base = 10 seconds of free basic improvement or presence (and then he varies depending on the presence, talents, etc.).
    Temps_de_base = 10 sec Blood Presence and Presence Frost, P 9.09 resence Unholy , 8.70 in Unholy Presence Enhanced and 8.33 Presence in improved blood .

  • PR_Générée Nb_runes x 10 = simply. =) (Nb_runes : Number of runes used by the technique).


Bloodsim a tool to do its tests in two clicks!

Lichloathe, DK American active on fofos theorycrafteur and respected, has developed a simulator very efficient and well maintained that you can test the effectiveness of your character. This is especially useful if you want, with varying stats, comparing different types of items or ways to get stuff (either by focusing on avoidance, the endurance, armor, control, etc ...) .
Bloodsim can be downloaded here .


Sources:
  • The post of Aelordel the official fofo.

  • A topic of EJ the scores level combat 85.

  • The topic of Lichloathe fofo off the U.S. (especially for Bloodsim).

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