Friend of Bad Moon Rising
Joined: 26 Mar 2006
|Posted: Mon Jun 04, 2007 7:37 am Post subject: Warrior Numbers And Conversions: Repost
|Threat And Aggro
|§1§ Definitions: Threat vs Aggro, Threat Scale
We define "aggro" to be who the mob is attacking. A player has aggro, or pulls aggro, when the mob is attacking them. We define "threat" to be a numeric value that each mob has towards each player. Note that the target who has aggro is not necessarily the player with the highest threat.
To set a scale for threat, let 1 point of damage from a normal attack cause 1 point of threat, where the sense of normal will be clarified later. The threat values of some abilities are listed in the MPQs, and this 1:1 scale matches those abilities (e.g. feint, distracting shot, fade).
§2§ The Threat List
Imagine every mob as keeping a list of players and their threat values. If the mob is unaware of a player, that player will not be on the threat list. As soon as the mob becomes aware of a player, in the ways described below, they are put on the list with 0 threat. Knowing which players are on a mobs threat list and which mobs have a certain player on their threat lists is crucial in predicting a mobs behaviour.
A player can get on a mobs threat list in the following ways:
* Body Pulling, i.e. getting close enough to a mob that is out of combat.
* Body Pulling linked mobs. When you body pull a mob, youll also get onto the threat lists of all mobs that are linked to it. Note that after the pull they become unlinked; a second person attacking one of the mobs will only get on that mobs threat list after the pull.
* Buffing a player that is on the mobs threat list. That is, casting a healing spell or other buff spell.
* Direct damage or casting a debuff on the mob. Some debuffs, notably mind vision and hunters mark, wont put you on the mobs threat list.
* Bosses in-combat pulse. For most high level instance bosses, every tick (2 seconds) every player in the instance is added to the boss threat list when the boss is in combat.
* In combat proximity. Many mobs with secondary targeting or AOE abilities will add nearby players to their threat lists. For other mobs, as long as they are in combat you can stand on top of them and not get added to their threat list.
§3§ Aggro Transfer, Threat Decay To prevent mobs rapidly swapping targets when many players have similar threat, a mob will stay on its current target unless another player has significantly higher threat. Suppose a mob has aggro on a certain player X. Then to pull aggro while in melee range, another player needs 110% of Xs threat. If the other player is outside melee range, they need 130% of Xs threat to pull aggro. This means than in general, once you have aggro it is easy to keep it, and once you lose aggro it is hard to regain it. It also stops two players attacking a mob from range and constantly swapping aggro between them, because as their threat increases, the 30% margin will be harder and harder to overcome.
Note that the 10% effect is determined only by your range, not the ability used. If you are generating threat from healing or a range ability such as Frostbolt, you will still pull aggro at 110% if you are within melee range of the mob.
In the normal course of events, threat does not decay. Once you are on a mobs threat list, youre there until its dead or you are, and your threat does not decay over time. There are of course mobs with specific abilities that reduce threat, and player abilities also, which do decrease your threat.
§4§ AOE Threat: Healing, Buffing, Power Gain Each point of healing causes 0.5 threat, forgetting threat modifiers. Overhealing doesnt cause threat. Most buff spells cast on friendly players generate a small amount of threat. Gaining Power (Mana / Energy / Rage) also causes threat in most cases, for example taking a healing potion, or gaining rage from Bloodrage, or Energy from Thistle Tea. Certain spells are exempt, for example mana from Blessing of Wisdom or a Mana Spring totem doesnt cause threat, and there is no threat from the healing gained from Siphon Life. For normal abilities, each point of Mana is 0.5 threat, Rage is 5 threat, and Energy is unknown, probably 5. In the scheme of things, threat from power gain is usually irrelevant, unless you have consistent or burst values, such as taking a mana potion or having Fel Energy running.
These forms of buffs all have infinite range; they will cause threat to all mobs on whose threat list you are on. Furthermore, the threat caused is split equally among all the affected mobs. If you are on one mobs threat list, a 1000 point heal will cause 500 threat to that mob. If 5 mobs are aware of you, the same heal will cause 100 threat on each mob.
Note that threat caused from Power Gain is not affected by threat modifiers. Gaining 1 point of Rage will give 5 threat whether you are in Battle Stance or Defensive Stance.
§5§ Threat Modifiers: Common Modifiers, Interaction Here are some of the more common threat modifiers and their values, assuming you have the maximum number of talent points in the talents mentioned:
Sat - New table shamelessly lifted from Ciderhelm's Fortifications reference
Ability Multipliers Percent Multiplier Defensive Stance / Bear Form 130% (1.3) Additive Defiance / Feral Instinct 115% (1.15) Additive Fury/Battle Stance 80% (0.8) Multiplicative Rogue/Cat Form Druid 80% (0.8) Multiplicative Blessing of Salvation 70% (0.7) Multiplicative Tranquil Air Totem 80% (0.8) Multiplicative Druid (Subtlety) 80% (0.8) Multiplicative Priest (Silent Resolve) 80% (0.8) 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
As of 1.12, all threat modifiers are multiplicative, which makes them independent. Blessing of Salvation "reduces your threat by 30%", which is implemented as "multiplies your threat by 70%". Two different modifiers just multiply on each other, so Blessing of Salvation + Arcanist 8/8 + Frost Channeling would be 0.7 x 0.85 x 0.7 = 41.65% threat. The primary effect of the 1.12 change is to stop several threat modifiers combining too powerfully; for example it was possible to achieve 0% threat generation using the Fetish of the Sand Reaver.
It is useful to consider the inverse multiplier, which is the increase in damage or healing potential as a result of a threat modifier. Suppose you have Blessing of Salvation on, for a 0.7 threat modifier. Then to get 1 point of threat, you can now do 1 / 0.7 = 1.43 points of damage. In other words, the Blessing of Salvation buff allows you to do 43% more damage for the same threat. Similarly, the Rogue passive modifier allows you to do 25% more damage for 1 threat. To combine them, just multiply 1.43 * 1.25 = 79% more damage for 1 point of threat, compared to a player with no threat modifiers.
§6§ Class Abilities and Talents in Detail
Most warrior abilities add a fixed amount of threat when they land successfully. The following table gives the raw values, i.e. before the modifiers from battle stance or defensive stance, and ignores the damage done by the abilities.
Sat - updated threat values courtesy Lavina from the EU forums
Sunder Armor (Rank 6).........301
Heroic Strike(Rank 11)........220 (estimated)
Shield Bash.(Rank 4)..........230
Shield Slam (Rank 6)..........307
Thunder Clap..................+150% of damage done
Cleave (Rank 6)...............130 (threat split)
Demoralizing Shout.(Rank 7)...56 (threat split)
Battle Shout(Rank 8)..........69 (threat split)
Commanding Shout(Rank 1)......68 (threat split)
Abilities noted as having "threat split" divide the generated threat amongs the targets affected. For example, if you perform Demoralizing Shout on two mobs, each mob gets 28 threat; on three mobs, each gets 18.7; etc.
As of patch (1.11.x), the behaviour of Taunt has been buffed slightly. It now does three things:
* Taunt debuff. The mob is forced to attack you for 3 seconds. Later taunts by other players override this.
* You are given threat equal to the mob's previous aggro target, permanently. Importantly, you won't necessarily get as much threat as the highest person on the mob's list, only as much as whoever is currently tanking it.
* You gain complete aggro on the mob at the instant you taunt. Usually you would need 10% more threat to gain aggro (see section 3), but a taunt now gives you instant aggro on the mob. Of course if other people are generating significant threat on the mob, they could exceed your threat by more than 10% before the taunt debuff wears off, and will gain aggro as soon as it does. There is no limit to the amount of threat you can gain from Taunt.
While Challenging Shout and Mocking Blow have a similar forced attack debuff to Taunt, they do not give the caster threat in the same way as Taunt, just fixed amounts.
The threat modifiers for Bear tanks are the same as Warriors: 130% for Bear Form and Defensive Stance, or 149.5% if you have 5/5 Defiance or Feral Instinct. As of patch 2.0.3, Druid threat generation was changed from multiplicitive to additive (as a warrior's threat.) Swipe no longer has an innate threat modifier and simply generates threat equal to its damage, multiplied by stance and talent modifiers. Maul changed to a flat 207 (Rank 7) per target (as Heroic Strike). E.g. Maul does 200 damage, so it does 200 + 207 = 407 threat raw, or 407 * 1.3 * 1.15 = 608 threat counting the bear stance + feral instinct modifiers
The Mangle ability adds an extra instant bear attack, which generates threat equal to its damage done, modified by stance and talents, as usual. (Need to find out if it has an innate threat value)
In Cat Form, there is a -20% passive threat modifier, as Rogues or Warriors in Battle or Berserker Stance have.
The Subtlety Talent is multiplicative, for 0.8 at max rank.
Growl has exactly the same behaviour as Taunt for Warriors.
Rogues have a passive -20% threat modifier, so all damage done causes 0.8 threat by default, or 0.8 * 0.7 = 0.56 threat with Blessing of Salvation.
Feint does -600 threat, or -800 threat with rank 5, from the AQ book. Note that it is affected by your threat modifiers, so that the rank 5 ability reduces only 800 * 0.8 = 640 threat by default, or 800 * 0.56 = 4448 threat with blessing of salvation. However, in every case it reduces the threat of 800 points of damage. Note that you can't feint below 0 threat.
Vanish removes you from all mobs threat lists, but if you are fighting a boss you will get back on due to the in-combat pulse every tick. However, if you are the last person alive, a vanish will cause the boss to go out of combat, so youll survive if you can achieve that feat.
Paladins receive 50% threat from healing compared to other healers. This is designed to stop them tanking instances by healing everything in sight. As a side affect, this gives them a decent advantage over other healers where healing threat is an issue.
When the Righteous Fury buff is active, Holy damage causes 1.6 threat, or 1.9 threat if you have 3/3 Improved Righteous Fury.
Holy Shield damage gives another 1.2 multiplier, for 1.9 * 1.2 = 2.28 threat per damage with talented Righteous Fury.
The Silent Resolve talent gives a 0.8 multiplier to threat from spells. Shadow Affinity multiplies threat from shadow spells by 0.75. For example, with Silent Resolve and Shadow Affinity and Blessing of Wisdom, your threat from shadow spells is 0.8 * 0.7 * 0.75 = 42% of normal.
Mind Blast generates 2 threat per damage, all ranks.
Fade reduces your threat temporarily by a fixed amount - 820 at max rank, and is not affected by threat modifiers, such as Silent Resolve. This is a good thing since a priest would only have negative threat modifiers on. When the buff ends, you get the same threat back, so there is no net gain from spamming Fade you should leave it as a panic button instead. Note that you cant fade to below 0 threat.
The healing from Life Tap, Siphon Life, and Drain Life doesnt cause threat, but the application of the Siphon Life debuff causes a small amount of threat, and the damage from Drain Life counts. Most curses cause non-zero threat.
Searing pain is 2 threat per damage, all ranks.
Fel Stamina and Fel Energy do generate threat.
The talent Healing Grace is a multiplier, 0.85 at max level, which would give you 68% threat from heals with a Tranquil Air totem.
Earth Shock is 2 threat per damage, all ranks.
Each rank of Rockbiter Weapon triggers a weapon proc that is designed to give a fixed threat per second. At max rank, Rockbiter gives 72 threat per second on successful hits. If you had a 3.0 speed weapon, each successful hit (not a miss, dodge or parry) would add 3 * 72 = 216 threat.
The mage talents Frost Channeling, Burning Soul and Arcane Subtlety give 0.7, 0.7 and 0.6 threat multipliers to Frost, Fire and Arcane spells respectively.
Feign Death is a complete threat wipe, as long as it isnt resisted.
Distracting shot is a flat 600 threat at max rank.
§7§ And One Other Thing...
Crits dont give you any extra threat just for being crits.
Overwriting a buff doesnt affect the threat caused. E.g. Sunder Armor causes as much threat when there are 5 debuffs as none, and player buffs cause just as much threat if the player already had one up.
Friend of Bad Moon Rising
Joined: 26 Mar 2006
|Posted: Mon Jun 04, 2007 7:39 am Post subject:
This is just a collection of formulas and relationships we know about.
Wording plundered shamelessly from the WoW Europe archive forum, and some areas on the WoW America forums.
(Sources:   )
* Increases Armor Class by 2 for every point of AGI.
* Increases the chance of a critical hit with melee and ranged attacks. The amount of the increase is dependant on both class and level. For most level 60 character classes, approximately 20 points of AGI will increase your critical hit chance by approximately 1%. Rogues require 29 AGI for an additional 1% critical hit chance, and Hunters require 53 AGI for an additional 1% critical hit chance, but both of these classes also gain attack power from agility and the items available to them typically have much higher amounts of AGI.
* Increases the chance to dodge an attack. The amount increased is dependent on both class and level. For most level 60 character classes, approximately 20 points of AGI will increase your chance to dodge by approximately 1%. Rogues only require 14.5 AGI for an additional 1% dodge chance. Hunters require 26.5 AGI for an additional 1% dodge chance, but Hunters typically have a high amount of agility, as well as an Aspect spell that further increases their chance to dodge attacks.
* Increases the chance of being missed by an attack.
Each point of defense will increase the chance of being missed by an attack from a same level opponent by .04%
* Increases the chance to dodge, parry, and block.
Each point of defense will increase the chance you will dodge, parry, or block an attack by .04% for each category
* Decreases the chance of being affected by a critical hit.
Each point of defense will decrease the chance of being affected by a critical hit by .04%
* Decreases the chance of being affected by a "crushing blow".
Each point of defense will decrease the chance of being affected by a Crushing Blow by 2%. The benefit defense will have on a Crushing Blow is limited by your level. In other words, increasing your defense will only reduce the chance of being struck by a crushing blow if your current defense value is below your level’s maximum unbuffed value.
* Attack power increases your base melee DPS by 1 for every 14 attack power.
* Strength increases your melee attack power by 2 for warriors and paladins
The way WoW calculates crit rate is over ALL attacks. Crit rate is not based on hits only. In other words, if you have a 5% crit rate, that 5% chance includes misses. All crit rate adjusting abilities, items, and talents add the flat % to the base % crit rate. So if I have a 5% base crit rate and then use an item or talent that increases that crit rate (let's use Improved Backstab talent for example - +30% crit), my new crit with backstab is 35%.
Regarding how defense decreases the rate of critical strikes, each point of defense that a target has over the attacker, the attacker loses 0.04% chance to crit. So, for example, if a level 60 Rogue is attacking a level 60 Warrior who has 25 defense, the rogue's crit rate will be decreased by 1%.
+ToHit items subtract from your chance to miss. So, ignoring all defensive actions (Block/Parry/Dodge/etc..) if I have 20% crit chance, 20% miss chance, and 60% hit chance and I equip an item that gives me +5% toHit and +5% crit, my stats become 25% crit, 15% miss chance, 60% hit chance. Starting in patch 1.8, you can reduce your chance to miss with dual wield below 18% by piling on +toHit items.
New hit chance = (Original hit%) + (toHit modifiers) - (crit modifiers)
60% + 5% - 5% = 60%
New crit chance = (Original crit%) + (crit modifiers)
20% + 5% = 25%
New miss chance - (Original miss%) - (toHit modifiers)
20% - 5% = 15%
Mitigation due to armour is capped at 75%. That's 31672 armour versus a level 70 mob, or 35880 versus level 73
For level 70, rounded to one decimal point
* 3.9 weapon skill rating = 1 weapon skill point
* 2.4 defense rating = 1 defense skill
* 18.9 dodge rating = 1% dodge chance
* 31.5 parry rating = 1% parry chance
* 7.9 block rating = 1% block chance
* 15.8 hit rating = 1% hit chance
* 22.1 critical strike rating = 1% critical strike chance
* 15.8 haste rating = 1% haste
* 39.4 resilience rating = 1% less chance of being struck by any type of critical strike, and 2% less damage taken from critical strikes
Friend of Bad Moon Rising
Joined: 26 Mar 2006
|Posted: Mon Jun 04, 2007 7:43 am Post subject:
|1. Shield Block still removes Crushing Blows from the combat table.
2. 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.
3. Shield Mastery affects Shield Slam. So does One-Handed Specialization. (0.7)
4. Dodge and Parry are not the same. (0.4)
5. 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. Order your ability usage accordingly.
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. All modifiers that affect threat increases are additive -- meaning, Defiance and Defensive Stance produce a full 45% increase in threat. All modifiers that decrease threat are multiplicative.
8. 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.
9. Proc-Per-Minute enchants such as Crusader 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.
Rating & Conversions
Defense Rating _______ 2.4 to 1
Dodge ________________ 18.9 to 1
Parry ________________ 31.5 to 1
Block ________________ 7.9 to 1
Resilience ___________ 39.4 to 1
Weapon Skill _________ 3.9 to 1
Hit __________________ 15.8 to 1
Critical Strike ______ 22.1 to 1
Haste ________________ 10.5 to
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.
Mitigation (70) = -----------------
Armor + 10557.5
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:
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:
Q u o t e:
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.
More detailed information can be found here:
Friend of Bad Moon Rising
Joined: 26 Mar 2006
|Posted: Mon Jun 04, 2007 7:44 am Post subject:
|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.
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.
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%.
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 the chance of being Missed.
Chance to be Missed only comes from Defense. This attribute is not shown on your character pane.
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.
Shield Blocks cannot occur while mounted. Shield Blocks cannot occur while drinking a potion.
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.
0.5 Threat & Threat Values
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.
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 falls under the 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% Spell 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) Additive
Defiance / Feral Instinct ___________ 115% (1.15) Additive
Fury / Battle Stance ________________ 80% (0.8) Multiplicative
Rogue / Cat Form Druid ______________ 71% (0.71) Multiplicative
Blessing of Salvation _______________ 70% (0.7) Multiplicative
Tranquil Air Totem __________________ 80% (0.8) Multiplicative
Druid (Subtlety) ____________________ 80% (0.8) Multiplicative
Priest (Silent Resolve) _____________ 80% (0.8) 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
What is important to note about the above table is that any positive gains to threat are always additive, not multiplicative. For instance, if you are in Defensive Stance with Defiance, you produce 45% more Threat from your abilities as opposed to 49.5% more Threat. Multiplicative threat specifically applies only to reductions in 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 _____________________________ 417
Devastate ___________________________ 101
Sunder Armor ________________________ 301
Heroic Strike _______________________ 220
Cleave ______________________________ 130 (Split)
Mocking Blow ________________________ 290
Demoralizing Shout __________________ 56 (Split)
Battleshout _________________________ 69 (Split)
Commanding Shout ____________________ 68 (Split)
Hamstring ___________________________ 181
Whirlwind ____________________ 100% Damage (Unaffected by Stance Multiplier)
Execute ______________________ 100% Damage (Unaffected by Stance Multiplier)
Thunderclap __________________ 200% Damage (Unaffected by Stance Multiplier)
Spell Reflect, Piercing Howl, and Concussion Blow do not generate Threat.
Sunder Armor continues to generate the same threat even after five applications.
For more information (and where I gathered this information), please visit Lavina's guide at WoW-Europe and the WowWiki repost of Kenco's research:
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.
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.
Friend of Bad Moon Rising
Joined: 26 Mar 2006
|Posted: Mon Jun 04, 2007 7:45 am Post subject:
|0.6 Talent & Skill Information
The following includes information, math and correlations between talents.
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.
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.
Weapon Mastery represents Disarm Immunity against most mobs. It increases your overall chance to resist Disarm by 100%; this is to clarify the talent for some who believe this doubles the base chance.
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.
Dual-Wield Specialization does not increase Shield Slam damage.
Improved Slam is useful for PVP, where a 0.5 second cast is usually enough to hit a mobile target. However, Slam is still on a 1.5 sec Global Cooldown and this talent will have little effect on stationary PVE targets.
Improved Intercept greatly increases the chance that you will Intercept in the wrong direction, confusing your enemies. (Don't take this one too seriously)
Improved Berserker Rage instantly creates as much rage as Anger Management over the course of 30 seconds.
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.
Defiance is not multiplicative with the normal Defensive Stance threat modifier; it is additive. Defiance and Defensive Stance will produce a 45% increase in threat.
Improved Sunder Armor represents a 20% increase in Rage efficiency. This stacks with Focused Rage for a 40% increase in Rage efficiency.
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 and Sunder Armor will cost 9 Rage.
Devastate is more threat than Sunder Armor when dealing 201 damage. It is more Rage efficient than Sunder Armor when dealing 274 damage. The innate threat of Devastate does not increase. Devastate is Normalized, meaning it faster weapons are not heavily penalized; however, Daggers provide the poorest performance.
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 * 1.25 * 2 = Enrage/Deathwish 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. With enrage, this would look something like:
(430 + (750 * 1.3) * 1.1 * 1.2 * 1.25 * 2
(430 + 975) * 1.1 * 1.2 * 1.25 * 2
1405 * 1.1 * 1.2 * 1.25 * 2 = 4636 Shield Slam Crit (Enrage/Deathwish)
1405 * 1.1 * 2.2 = 3400 Shield Slam Crit (Impale)
1405 * 1.1 * 2 = 3091 Normal Shield Slam Crit
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