Perguntas gerais de tanking

Ir em baixo

Perguntas gerais de tanking

Mensagem  Shinju em Dom Fev 10, 2008 2:10 pm

0.1 Answers to Oft-asked Questions
1. Shield Slam is the highest-threat Warrior ability on the Global Cooldown. Revenge follows behind, and can cost as little as 2 rage. Sunder Armor and Devastate follow immediately behind this. Here are the best ability rotations for a 41-point Protection Warrior:

Beginning An Encounter
Devastate, Devastate, Devastate, Shield Slam, Revenge, Devastate, Devastate

Repeating Cycle
Shield Slam, Revenge, Devastate, Devastate

Read & Respond: http://www.theoryspot.com/forums/52460-post24.html

2. Shield Block removes Crushing Blows from the combat table. Defense does not remove Crushing Blows. Also, you do not need 25% Shield Block to eliminate Crushing Blows; you merely need your Dodge, Parry, Miss, and Shield Block to add up to ~25% to reach that minimum.

3. 490 Defense is the Defense "goal" to remove critical strikes from the combat table. Creatures cannot critically strike players with special abilities. Past 490, Defense still gives increases to Block, Dodge, Parry, and Chance to be Missed. Please note that creatures and players with greater than 5% Crit may still critically strike you.

4. Shield Mastery affects Shield Slam. So does One-Handed Specialization. (0.7)

5. Dodge and Parry are not the same. Parry causes a counter-attack to occur. Creatures can Parry. (0.4)

6. Spell Reflect will reflect or negate most single-target spells. It will reflect the single target aspect of some spell volleys, such as Shadowbolt Volley. It will not reflect most pure AOE skills, such as Frost Nova.

7. Weapon Speed Normalization affects the Attack Power portion of your damage. It does not affect the normal damage range of your weapon; they are independent. A slower weapon will hit harder with instant attacks based on weapon damage than a faster weapon. Daggers are Normalized at a much faster speed than any other One-Handed Weapon, and are inefficient for use with Devastate.

8. Proc-Per-Minute enchants such as Mongoose and Executioner benefit greatly from slower weapons and will proc more often on average when using instant attacks. Per-Hit abilities and enchants, such as Heroic Strike or +Weapon Damage, benefit greatly from faster weapons.

9. 365 Resistance is the maximum effective Resistance.

10. On bosses, Improved Demoralizing Shout is not effective past 2 talent points. This is a significant change related to Attack Power values in Burning Crusade. However, in situations where Curse of Recklessness is applied to the creature, the full 5 points will be effective and will negate the additional Attack Power.



0.2 Rating & Conversions at Level 70

Defensive

Defense Rating _______ 2.4 to 1

Dodge ________________ 18.9 to 1

Parry ________________ 23.6 to 1

Block ________________ 7.9 to 1

Resilience ___________ 39.4 to 1



Offensive

Expertise ____________ 3.9 to 1

Hit __________________ 15.8 to 1

Critical Strike ______ 22.1 to 1

Haste ________________ 10.5 to 1

0.3 Defense & Armor

1 Defense Skill

Dodge __________________ 0.04%

Parry __________________ 0.04%

Block __________________ 0.04%

Chance to be Missed ____ 0.04%

Chance to be Crit ______ -0.04%


Defense does not calculate added Defensive bonuses against same-level mobs until it reaches the baseline of your character. The baseline Defense can be found by multiplying 5 * Character Level; in the case of a level 70 Warrior, this is 350 Defense.

For Defense to effectively remove Critical Strikes from the combat table on higher-level creatures, you need to reach the 5% reduction according to the baseline of that creature. Creatures have a 5% chance to Critical Strike, so you would need to reach the Defense required for a level 73 player to reduce Critical Strikes by 5%. Since 125 Defense is equal to 5% Critical Strike reduction, you would add to the level 73 baseline of 365 -- your goal, then, is 490 Defense. Most "Skull" Elites are effectively level 73 creatures.

Crushing Blows (150% Damage normal attacks) are calculated with Defense in relation to the level of mob you are fighting. Crushing Blows can only occur from creatures 3 levels higher than you or greater; the chance to receive a Crushing Blow cannot be reduced below 15%. Defense beyond your baseline does not affect Crushing Blows.
avatar
Shinju
Grão-Mestre
Grão-Mestre

Mensagens : 52
Data de inscrição : 20/11/2007
Idade : 37
Localização : Coimbra

Ver perfil do usuário http://ropesu.hi5.com

Voltar ao Topo Ir em baixo

Re: Perguntas gerais de tanking

Mensagem  Shinju em Dom Fev 10, 2008 2:11 pm

Armor
Please note: a very detailed explanation of the relationship between Armor and Stamina can be found in "Effective Health" towards the bottom of this page. It is the first in the articles section.

Armor

Mitigation (70) = -----------------

Armor + 10557.5



Armor

Mitigation (73) = -----------------

Armor + 11960


Mitigation represents the actual Damage Reduction you receive from Armor. The 70 and 73 represent the levels of your opponent.

Examples of Damage Reduction against level 70 creatures:

AC Mitigation

5,000 _______________ 32.14%

10,000 ______________ 48.64%

12,000 ______________ 53.20%

13,000 ______________ 55.18%

14,000 ______________ 57.01%

15,000 ______________ 58.69%

16,000 ______________ 60.25%

17,000 ______________ 61.69%

20,000 ______________ 65.45%

25,000 ______________ 70.31%


Note that there are significant Diminishing Returns on Mitigation; as you gain each new point of Armor, each point provides a smaller net benefit in terms of mitigation.

However, in the words of Satrina, "Mitigation is subject to diminishing returns, but Armor is not." What this means is, Armor provides a linear increase to lifespan, if not mitigation.

To better understand this, use the following examples Satrina used:


1) I have 3000 armour and 5000 hitpoints. Against a level 60 opponent that deals 200 damage per second I will live for 38.64 seconds Now I will add 1000 armour, giving me 4000 armour. Against a level 60 opponent that deals 200 damage per second I will live for 43.18 seconds Adding 1000 armour increased my time to live by 4.54 seconds.

2) I have 6000 armour and 5000 hitpoints. Against a level 60 opponent that deals 200 damage per second I will live for 52.27 seconds Now I will add 1000 armour, giving me 7000 armour. Against a level 60 opponent that deals 200 damage per second I will live for 56.82 seconds Adding 1000 armour increased my time to live by 4.55 seconds.

3) I have 10000 armour and 5000 hitpoints. Against a level 60 opponent that deals 200 damage per second I will live for 70.45 seconds Now I will add 1000 armour, giving me 11000 armour. Against a level 60 opponent that deals 200 damage per second I will live for 75.00 seconds Adding 1000 armour increased my time to live by 4.55 seconds.




0.4 Avoidance & Shield Block
Avoidance can occur in nearly all situations, including while mounted or while using a Ranged weapon. Avoidance is one of the most helpful attributes of a tank and accounts for a significant reduction in necessary healing.

0.4.1 Dodge
Dodge represents 100% avoidance of a frontal attack. Players can Dodge most Physical attacks, including many Cleaves and Whirlwinds. Most Elemental-based Melee attacks can be Dodged. A player cannot Dodge a Critical Strike or Crushing Blow under normal circumstances.

Creatures are capable of Dodging attacks from any direction.

Dodge is the most effective itemization in terms of reducing Crushing Blows. This is because Dodge can stack relatively high with Itemization points. When using the Shield Block ability, an attack that would not otherwise be a Crushing Blow can be Dodged, allowing the charges of Shield Block to stay active on creatures that would may have attacked too quickly and used the Shield Block charges before the cooldown was available again.

Defense is more effective than Dodge when attempting to become passively uncrushable, which requires the non-Avoidance stat Block.


0.4.2 Parry
Parry represents 100% avoidance of a frontal attack. Players can Parry most Physical attacks. Most Elemental-based Melee attacks can be Parried. A player cannot Parry a Critical Strike or Crushing Blow under normal circumstances.

Parry represents an offensive avoidance and costs considerably more in terms of itemization. When a player Parries, their next normal melee swing becomes a counter-attack sped up by as much as 50%.

When a creature Parries it also gains attack speed. Raid bosses normally have greater than 12% Parry. For this reason, it is beneficial to keep all non-tanking players directly behind a creature. In addition, Expertise reduces the chance of Parry and the following counter-attack.

Parry is most beneficial when using slower weapon.


0.4.3 Chance to be Missed
Being Missed represents 100% avoidance of an omni-directional attack. Being missed can occur by any Physical attack and most Elemental-based Melee attacks. Reducing a creature or player's Chance to Hit will increase their Chance to Miss.

Chance to be Missed only comes from Defense. This attribute is shown when you highlight your Defense attribute in your Character Pane. Also, creatures have a base 5% Chance to Miss and that can be added to your Chance to be Missed from Defense.


0.4.4 Shield Block
Shield Block represents a reduction in damage from a frontal attack. Shield Blocks are effective against all Physical attacks, including Ranged. Shield Blocks are usually ineffective against Elemental-based Melee attacks.

The use of the Shield Block ability can boost Avoidance and Shield Block well above 100% on the combat table. When this occurs, Shield Block takes priority over Crushing Blows and Critical Strikes. As a result, an attack blocked with the Shield Block ability can never be a Crushing Blow.

Players can Block a Critical Strike from special abilities. This means that special attacks from Players can be Blocked. Creatures are incapable of landing a Critical Strike with a special ability, however, and Defense effectively removes Critical Strikes from environmental content.

For technical reference, Shield Block is not a form of Avoidance but a form of Mitigation.


0.5 Threat & Threat Values
0.5.1 Threat
Threat should not be looked at as an arcane, mysterious entity that can not be understood or put into real terms. It is based on real and understandable concepts and numbers.

Let's say that 1 Damage is equivalent to 1 Threat. For the purposes of this game, this is the best way to quantify threat, as 1 Damage will produce the equivalent of 1 Threat before any modifiers come into play. The Warrior who is tanking will always want to make sure their threat is at a higher level than the Threat of their party or raid members. Following this, the Warrior can make use of specific abilities which maximize his or her Threat potential. This is done by the intelligent use of abilities, gear, threat-producing talents, and basic positioning in relation to party members.

While 1 Damage is equivalent to 1 Threat, it takes 2 points of Healing to amount to 1 Threat. Also, Threat is only produced by effective healing -- overhealing produces no Threat.

Threat does not decay in combat. It can be reduced through the use of several mechanics such as Knockback. However, under normal circumstances Threat will never decay.


Pulling and Holding Aggro (100/110/130 Rule)

Tank (Baseline) _____________________ 100%

Melee Range Aggro Gain ______________ 110%

Ranged Aggro Gain ___________________ 130%


The above chart represents the balance of when a player will pull aggro from the tank. To get aggro, a player in melee range must exceed the total threat of the current player with aggro by 10%. If the player is at a range, they would have to produce 30% more threat to fully gain aggro.

This has some important implications. First, it gives you breathing room to miss a few attacks and not instantly lose aggro -- that seems to be the purpose of the 10% rule. Second, it means that ranged classes take a heavy risk by moving into melee range with a large amount of threat built up -- the mob will instantly change targets to a ranged target who moves into melee. Third, this means that tank switching can be difficult in some cases.
avatar
Shinju
Grão-Mestre
Grão-Mestre

Mensagens : 52
Data de inscrição : 20/11/2007
Idade : 37
Localização : Coimbra

Ver perfil do usuário http://ropesu.hi5.com

Voltar ao Topo Ir em baixo

Re: Perguntas gerais de tanking

Mensagem  Shinju em Dom Fev 10, 2008 2:11 pm

0.5.2 Taunt
This is where Taunt comes in. The Warrior Taunt immediately places you at 100% aggro of whoever the highest-Threat player is on the target list for that creature. It also bypasses the 10% rule and does not require you build immediate threat. When tanking, it may be helpful to remember that you can let any player you want build Threat for you on a mob -- all you have to do is Taunt the mob to get everything they worked for and make the mob yours. This is also a good argument for Improved Taunt.

One important note about Threat gained from Taunt is that you will only gain the Threat of the current target of your creature. For instance, a ranged class such as a Mage may have 120% of your accumulated Threat, but due to the 100/110/130 rule has not pulled aggro. You would not receive the Threat bonus from that Mage for using your Taunt prior to him actually being targeted by the creature. If a creature is applying a Secondary or Random-Secondary ability where he temporarily changes targets to someone else -- disregarding his normal Threat table -- you will not gain the Threat of the player he is targeting.

Taunt, as well as Mocking Blow and Challenging Shout, also force your target to attack you through a debuff placed on the creature. This debuff can be helpful when the creature may be in danger of immediately moving to or harming another party or raid member. For instance, some mobs will randomly Intercept nearby players, wiping or diminishing their Threat list. A well-timed Taunt or Mocking Blow can cause a creature that may otherwise not return to you to immediately do so. Challenging Shout can be useful as a six-second buffer for an AOE class to safely damaging several nearby targets at once; it can also be useful in temporarily capturing the attention of one or more creatures that may otherwise kill a nearby player.

Aside from the debuff, Mocking Blow and Challenging Shout are dissimilar to Taunt and will not give you a Threat gain in relation to another player. Mocking Blow and Challenging Shout are six second targetting debuffs; Taunt is three.

Taunt is affected by Physical Hit and no longer falls under the standard rules of Spell Resistance. For the purposes of this game, if there are any critical Taunt fights such as the Four Horsemen of Naxxramas, getting 5% Physical Hit will minimize the chance of resists.


0.5.3 Threat from Stances, Talents, Buffs, and Classes
The following chart shows multipliers to Threat values that affect the amount of Threat players produce.

Ability Multipliers Percent Multiplier

Defensive Stance / Bear Form ________ 130% (1.3) Multiplicative

Defiance / Feral Instinct ___________ 115% (1.15) Multiplicative

Fury Stance (Imp Berserker) _________ 71% (0.71) Multiplicative

Battle Stance _______________________ 80% (0.Cool Multiplicative

Rogue / Cat Form Druid ______________ 71% (0.71) Multiplicative

Blessing of Salvation _______________ 70% (0.7) Multiplicative

Tranquil Air Totem __________________ 80% (0.Cool Multiplicative

Druid (Subtlety) ____________________ 80% (0.Cool Multiplicative

Priest (Silent Resolve) _____________ 80% (0.Cool Multiplicative

Mage (Frost Channelling) ____________ 90% (0.9) Multiplicative

Mage (Burning Soul) _________________ 90% (0.9) Multiplicative

Mage (Arcane Subtlety) ______________ 60% (0.6) Multiplicative

Warlock (Destructive Reach) _________ 90% (0.9) Multiplicative

Warlock (Imp. Drain Soul) ___________ 90% (0.9) Multiplicative






Innate Threat
Many Warrior abilities are built around the concept of Innate, or hidden, Threat values. What this means is that abilities which neither deal Damage or Healing produces Threat on the targeted creature when used. Innate Threat never replaces Threat produced from damage; in many cases, such as with Shield Slam, Devastate, Heroic Strike and Revenge, the Damage portion of the ability produces Threat in addition to the innate value.

The following chart gives detailed Innate Threat values for abilities at Level 70:

Shield Slam _________________________ 307

Revenge _____________________________ 200

Devastate ___________________________ 176 (Special, Read Below)

Sunder Armor ________________________ 301

Heroic Strike _______________________ 196

Cleave ______________________________ 130 (Split)

Mocking Blow ________________________ 290

Demoralizing Shout __________________ 56 (Split)

Battleshout _________________________ 69 (Split)

Commanding Shout ____________________ 68 (Split)

Disarm_______________________________ 104

Hamstring ___________________________ 181

Whirlwind ____________________ 100% Damage (Unaffected by Stance Multiplier)

Execute ______________________ 100% Damage (Unaffected by Stance Multiplier)

Thunderclap __________________ 175% Damage

Spell Reflect ________________ 100% Damage


Piercing Howl and Concussion Blow do not generate Threat.
Sunder Armor continues to generate the same threat even after five applications.

When Threat is split as indicated above, that means it is either divided by the number of mobs affected or by the number of creatures aware of your presence. This is determined by whether the ability directly affects the creature or not. For instance, the Threat from Demoralizing Shout shout would only be split by the creatures it directly hits; however, the Threat from Commanding Shout would be split among all creatures engaged with your character.

Devastate Threat Per Current Sunder Armor Application
0: 119
1: 134
2: 148
3: 162
4: 176

All of the above will also add 301 Sunder Armor Threat. After the fifth application, it will continue to provide 176 Threat but will no longer apply Sunder Armor. Damage will always be calculated as Threat in addition to the above, and will increase with each application of Sunder Armor.

Read Satrina's testing here:
http://www.theoryspot.com/forums/theory-articles-guides/33437-devastate-testing-25-october.html
avatar
Shinju
Grão-Mestre
Grão-Mestre

Mensagens : 52
Data de inscrição : 20/11/2007
Idade : 37
Localização : Coimbra

Ver perfil do usuário http://ropesu.hi5.com

Voltar ao Topo Ir em baixo

Re: Perguntas gerais de tanking

Mensagem  Shinju em Dom Fev 10, 2008 2:11 pm

0.5.4 Damage as Threat
All damage is Threat; not all Threat is damage. Any increase in damage will be a direct increase in Threat. Threat from damage scales in specific ways.

The most obvious scaling can be seen in Shield Slam, which becomes stronger as a Warrior collects standard tanking gear with Shield Block Value.

Devastate and Normal attacks both scale from Attack Power. Though improvements in this area are generally less perceptible, they make up a significant portion of your overall threat. Devastate and Normal attacks also benefit from party and raid buffs.

Heroic Strike and Devastate scale based on Weapon Speed. However, getting faster weapons for Heroic Strike is much better in terms of net gain; Devastate is Normalized, meaning your Attack Power bonus is based on a 2.4 Speed weapon, whereas Heroic Strike is not affected by Normalization, and the fastest weapons will produce the best possible results.


0.5.5 Critical Strikes & Effective Abilities
Critical Strikes have no unique impact on Threat. The extra Threat generated from a Critical Strike is strictly from the damage produced; Innate Threat is not affected.

The Threat on abilities such as Hamstring Shield Bash are not affected by whether the effect is successful or not unless the target is fully immune to the ability. For instance, Hamstring will deal 181 Threat regardless of whether the target is slowed. Even if the target is immune to slowing, the ability will still gain the 181 Threat bonus since Hamstring also causes damage -- the ability is at least functionally operational so the Threat is awarded.

0.6 Talent & Skill Information
The following includes information, math and correlations between talents.

0.6.1 Skills
Spell Reflect will reflect or negate most single-target spells. It will reflect the single target aspect of some spell volleys, such as Shadowbolt Volley. It will not reflect most pure AOE skills, such as Frost Nova.

Commanding Shout and Battle Shout cannot be stacked by a single Warrior. Having two Warriors in a group will maximize that group's efficiency in a raid setting.

0.6.2 Arms
Improved Heroic Strike represents a 20% increase in Rage efficiency. This stacks with Focused Rage for a 40% increase in Rage efficiency.

Iron Will is additive to the Orc Racial and will allow 40% Stun Resist.

Improved Thunderclap represents a 20% decrease in Attack Speed. This equates to a 20% reduction in normal attack damage, but does not affect special abilities.

Improved Intercept greatly increases the chance that you will Intercept in the wrong direction, confusing your enemies. (Don't take this one too seriously)


0.6.3 Fury
Booming Voice does not increase threat values for the affected Shouts.

Cruelty does not represent a 5% increase in overall Threat. However, it can net a larger bonus than 5% damage for Warriors who spec into Impale or Flurry.

Improved Demoralizing Shout is not effective past 2 talent points for Burning Crusade bosses. However, if Curse of Recklessness is present on the target, 5/5 Improved Demoralizing Shout is necessary to negate the additional Attack Power.

Dual-Wield Specialization does not increase Shield Slam damage.

Weapon Mastery represents a 50% reduction in duration when disarmed. It also increases Chance to Hit by eliminating 2% Dodge from the Combat Table.

Improved Berserker Rage instantly creates as much rage as Anger Management over the course of 30 seconds.


0.6.4 Protection
Improved Bloodrage will generate enough rage on pulling to land a Shield Slam immediately.

Tactical Mastery will allow you to Intercept and Pummel when changing stances. Since Intercept stun works on most creatures, this is only effective on interruptible raid mobs.

Anticipation represents a 0.8% increase Block, Dodge, Parry, Chance to be Missed and a 0.8% reduction in Critical Hits. This is a cumulative 4%.

Toughness will allow you to live 10% longer while tanking. Percentage increases in Armor have a curved relation to Damage Reduction; they have a linear relation to life expectancy.

Improved Shield Block allows your Shield Block ability to last through the duration of the cooldown. It also is critical in reducing the number of Crushing Blows while raid tanking.

Improved Sunder Armor represents a 20% increase in Rage efficiency for both Sunder Armor and Devastate. This stacks with Focused Rage for a 40% increase in Rage efficiency for these abilities.

Shield Mastery increases Shield Block Value, which increases Shield Slam damage.

One-Handed Specialization increases Shield Slam damage by 10%.

Shield Slam can dispel magic shields on some classes. If the shield is dispelled, the Shield Slam deals full damage to the target, as if the shield had been inactive when the player was struck.

Focused Rage has a major impact on most abilities. With Focused Rage and Improved Heroic and Improved Sunder, Revenge will cost 2 Rage, Heroic Strike, Sunder Armor and Devastate will cost 9 Rage.


0.7 Shield Slam -- How it Scales
Shield Slam provides the largest scaling available to the Protection Warrior. It is affected by all increases in damage, including One-Handed Specialization, Enrage, Deathwish, and Impale.

The basic equation is:
(BD + (SBV *1.3)) * 1.1

Where BD is Base Damage and SBV is Shield Block Value.
1.3 Represents Shield Mastery 30% Damage Increase
1.1 Represents One-Handed Specialization 10% Damage Increase


The following represents math to maximize Shield Slam damage to it's potential with talents:

(BD + (SBV * 1.3)) * 1.1 * 1.2 * 2.2 = Impale/Deathwish Critical Strike Value
(BD + (SBV * 1.3)) * 1.1 * 1.25 * 2 = Enrage Critical Strike Value
(BD + (SBV *1.3)) * 1.1 * 2.2 = Impale Critical Strike Value
(BD + (SBV *1.3)) * 1.1 * 2 = Normal Critical Strike

1.2 Represents Deathwish 20% Damage Increase
1.25 Represents Enrage 25% Damage Increase
2 Represents Normal Critical Strike Multiplier
2.2 Represents Critical Strike Multiplier modified by Impale

For example, an average Rank 6 Shield Slam will deal 430 Base Damage. Let's assume 750 Shield Block Value. Here's what some numbers would look like:

1405 * 1.1 * 1.2 * 2.2 = 3709 Shield Slam Crit (Impale/Deathwish)
1405 * 1.1 * 2.2 = 3400 Shield Slam Crit (Impale)
1405 * 1.1 * 2 = 3091 Normal Shield Slam Crit
avatar
Shinju
Grão-Mestre
Grão-Mestre

Mensagens : 52
Data de inscrição : 20/11/2007
Idade : 37
Localização : Coimbra

Ver perfil do usuário http://ropesu.hi5.com

Voltar ao Topo Ir em baixo

Re: Perguntas gerais de tanking

Mensagem  GHIBA em Qua Mar 12, 2008 2:16 am

...e assim começa o Curso Superior de Tanking.

GHIBA
Iniciado
Iniciado

Mensagens : 3
Data de inscrição : 01/03/2008
Idade : 38
Localização : Vila do Conde / Dronten / Assen

Ver perfil do usuário

Voltar ao Topo Ir em baixo

Re: Perguntas gerais de tanking

Mensagem  Conteúdo patrocinado


Conteúdo patrocinado


Voltar ao Topo Ir em baixo

Voltar ao Topo

- Tópicos similares

 
Permissão deste fórum:
Você não pode responder aos tópicos neste fórum