ALEXTREBEK
06/07/2008, 01:32 AM
IRRELEVANT NOW, WOOHOO!
Okay, I made this thread in order for me (and I guess whoever wishes to read [the bottom of] this) to accurately figure out how Avoidance, Crit, and other stat increases would affect a Protection Warrior's TPS.
If you plan to say something like, "well, you could have just pulled up an excel threat calculator", you have to understand that the excel etc. threat calculators available are not 100% accurate. For example, they do not calculate extra attacks as a result of Parry Haste on top of a number of other minor flaws. Obviously said flaws really aren't a big deal for most people and purposes, for myself and the purpose of what I am doing in this thread however, they are slightly larger than minor flaws.
Without further adieu...
Boring Math!
-------------------------------------------------
Control Tank
Wep Avg Dmg: 160.5
Wep Speed: 1.6
Attack Power: 600
Block Value: 600
Crit: 15%
Hit: 80 (5.09%)
Expertise: 40 (10% Parry, 5.6% Dodge reduction, 2.4% TDR)
Parry: 20% (4.8% Swing Haste)
Total TDR: 62.4% (60% Avoidance + 2.4% Expertise TDR)
Windfury: N
Executioner: N
Improved Heroic Strike: N
Improved Sunder Armor: Y
4pT6: Y
Debuffed Boss Armor: 3690 (23.58% EDR, originally a 7700 Armor boss)
Healing Threat: 0
Control Tank Threat
Rage Generation
Outgoing Damage
Noncrit: 173 Avg Dmg
Crit: 345 Avg Dmg
Glancing: 112 Avg Dmg
Miss/Dodge/Parry: 0 Dmg
Noncrit Rage: 5
Crit Rage: 10
Glancing Rage: 4
Avg Rage Gen: 5
(5 * .5009) + (10 * .15) + (4 * .25) = 5.005
Rage / Second: 3.125
Incoming Damage
7,000 Dmg Atk / 2 Seconds = 3,500 pDPS
5% Chance to Parry after expertise = 1.2% Swing Haste
1.012 * 3,500 = 3542 pDPS * 2 = 7,084 Dmg Atk / 2 Seconds
7,000 Dmg Ability / 10 Seconds = 700 sDPS
tDPS = 4242
7084 Dmg Atk = 64.5 Rage
7000 Dmg Atk = 63.7 Rage
((64.5 / 2) * (1.018 -.6)) + (63.7 / 10) = 19.99 Rage / Second ~ 20 RPS
Rage Analysis
Total RPS: 23.25
Percent Incoming: 86%
Percent Outgoing: 14%
Threat Generation
Damage Calculations
Shield Slam: ((Base Dmg + (SBV * 1.3) * 1.1) * 1.1))
Heroic Strike: ((Base Wep Dmg + 176))
Revenge: ((Base Dmg + ((2.4 * Atk Pwr) / 14))
Devastate: ((Base Wep Dmg + ((2.4 * Atk Pwr) / 14))
Noncrit
Shield Slam: 1,118.9 Avg Dmg
Auto Attack: 173 Avg Dmg
Heroic Strike: 307 Avg Dmg
Devastate: 201.3 Avg Dmg
Revenge: 430 Avg Dmg
Crit
Shield Slam: 2164.4 Avg Dmg
Auto Attack: 345 Avg Dmg
Heroic Strike: 614 Avg Dmg
Devastate: 402.6 Avg Dmg
Revenge: 860 Avg Dmg
Average
Shield Slam: 1,286.7 Dmg
Auto Attack: 183.6 Dmg
Heroic Strike: 353 Dmg
Devastate: 231.5 Dmg
Revenge: 494.5 Dmg
Threat Calculations
Shield Slam: 2224.6
Auto Attack: 274.5
Heroic Strike: 723.7
Devastate (5S): 522
Revenge: 940.3
Shield Slam / Second = 1/6
Revenge / Second = 1/5
Auto Attack / Second = .6565
Devastate / Second = 19/30
Shield Slam RPS: 2.833
Revenge RPS: .4
Devastate RPS: 5.7
Heroic Strike RPS: 10.625
Shield Block RPS: 2.0
23.25 RPS to spend.
23.25 - 2.833 - .4 - 5.7 - 2 = 12.317 - 10.625 = 1.692 RPS leftover.
Heroic Strike / Second cap = .6565
(.6565 * 723.7) + (522 * (19/30)) + (2224.6 * (1/6)) + (940.3 * (1/5)) = 1,364.5 Threat / Second
1,364.5 * .9009 = 1,229.31 ~ 1,229
Interesting and useful information!
-------------------------------------------------
Unbuffed Control Tank TPS: 1,221
1 RPS Increase = 4.53% TPS Increase (Until Heroic Strike cap is reached.)
Obviously this will decrease by somewhere around 10%-15% (think like a ~4% TPS Increase), with the application of Prayer of Mending, Earth Shield, and Seal of Light.
Not to mention, this will greatly increase if you do not have the 8.933 RPS necessary to keep up a standard GCD rotation (without Shield Block).
1% Crit Increase = 2% RPS [from outgoing dmg] Increase
So basically, although this is more or less neglible, what this is going to mean is that Crit, Hit/Expertise, and Haste/Parry will be slightly more beneficial the less you Heroic Strike, and the higher the ratio of Outgoing RPS:Incoming RPS. Eg. If 50% of your rage is coming from your outgoing damage, your Crit, Hit, and Haste/Parry just got a lot a more valuable.
1% Crit Increase = 0.64% TPS Increase
Once again, this number will slightly increase the less you Heroic Strike, however, TPS gains very slightly more of an increase [than RPS] in such a scenario solely because of the way Heroic Strike threat vs. Auto Attack threat is calculated. This number is the average between 10% and 30% Crit.
0.68% TPS Increase 10%-11% Crit
0.60% TPS Increase 30%-31% Crit
Oh, in case it wasn't implicit, obviously this will decrease by somewhere around 10%-15% (think like a ~.612% TPS Increase), with the application of Prayer of Mending, Earth Shield, and Seal of Light.
I should also mention that this value also increases as your Weapon Speed/Dmg, Block Value, and Attack Power increase, on top of various Set Bonuses/Meta Gems.
1 SBV Increase = 0.31 TPS Increase
Yes, this is averaged quite literally.
1% Avoidance Increase = 2.3% RPS [from incoming pDPS] Decrease
Okay. Avoidance pretty much follows the exact opposite of the trend that offensive modifiers (Crit, Hit, etc.) follow.
What this is going to mean is that Avoidance will be slightly more beneficial the more you Heroic Strike, and the lower the ratio of Outgoing RPS:Incoming RPS. Eg. If only 25% of your rage is coming from your outgoing damage, your Avoidance just became a lot less detrimental to your TPS. Also, as your Avoidance increases, it becomes very slightly more detrimental towards your TPS, the 2.3% Decrease is just an average that was taken of all the Avoidance Increases/Decreases between 25% and 80%, however, it should be understood that the numbers really offer little variation as they grow.
1.188% RPS Decrease: 25% Avoidance --> 26% Avoidance
3.427% RPS Decrease: 80% Avoidance --> 81% Avoidance
Right, here we are again. In case it wasn't completely fucking obvious, this will decrease by somewhere around 10%-15% (think like a 2.205% RPS Dncrease), with the application of Prayer of Mending, Earth Shield, and Seal of Light.
I could write up some numbers real fast in regards to the threat decrease of 1% Avoidance, but honestly, I'm not going to for two major reasons.
That threat decrease is [I]heavily dependant on the amount of Incoming Avoidable DPS in comparison to the amount of Incoming Unavoidable DPS.
Any good tank should understand the concept that a quick mouse-turn is a quick rage increase.
1.1 Agility [1 Agi: BoK] = .021% TPS Increase, .077% RPS [from incoming pDPS] Decrease
Understanding that rage-turning, as it has been coined, really only speeds up rage generation [from incoming pDPS] by 30% - 50%, it should be noted that socketing Agility over Dodge Rating will sufficiently make up for threat lost from pure Dodge on various encounters where high raid efficiency (by raid efficiency, I mean damage reduction) and threat are needed.
In English: Unless you have a lot of high level alternative pieces of gear available for socketing, socket Agility over Dodge Rating.
If you do not have access to alternative Damage Reduction (DR) gear on par with your current DR gear (as a Prot. Warrior), socketing Agility over Dodge Rating will offer you a noticeable increase in your gear's versatility, balance, and overall effectiveness.
The threat value of Agility also increases as you gain Weapon Speed/Dmg, Block Value, and Attack Power, on top of various Set Bonuses/Meta Gems.
-------------------------------------------------
Anyways, there are a few other things (such as Weapon Speed, Attack Power, and Block Value) that I may look into the way I have with Crit, Hit/Expertise, and Haste/Parry. For now however, I have gotten what I have wanted out of this thread/research, and have very little interest in observing any new threat patterns any time soon. If you do happen to have any inquiries as to what some of the nomenclatures I'm using (e.g. pDPS = Physical DPS), I guess if you post here I will answer them.
P.S. I'm sure Blunted will be posting a three-sentence version of this thread in the next few hours.
P.P.S. It will probably be more useful than what I just posted.
P.P.P.S. You should read it.
Original Post Date: June 07, 2008
Okay, I made this thread in order for me (and I guess whoever wishes to read [the bottom of] this) to accurately figure out how Avoidance, Crit, and other stat increases would affect a Protection Warrior's TPS.
If you plan to say something like, "well, you could have just pulled up an excel threat calculator", you have to understand that the excel etc. threat calculators available are not 100% accurate. For example, they do not calculate extra attacks as a result of Parry Haste on top of a number of other minor flaws. Obviously said flaws really aren't a big deal for most people and purposes, for myself and the purpose of what I am doing in this thread however, they are slightly larger than minor flaws.
Without further adieu...
Boring Math!
-------------------------------------------------
Control Tank
Wep Avg Dmg: 160.5
Wep Speed: 1.6
Attack Power: 600
Block Value: 600
Crit: 15%
Hit: 80 (5.09%)
Expertise: 40 (10% Parry, 5.6% Dodge reduction, 2.4% TDR)
Parry: 20% (4.8% Swing Haste)
Total TDR: 62.4% (60% Avoidance + 2.4% Expertise TDR)
Windfury: N
Executioner: N
Improved Heroic Strike: N
Improved Sunder Armor: Y
4pT6: Y
Debuffed Boss Armor: 3690 (23.58% EDR, originally a 7700 Armor boss)
Healing Threat: 0
Control Tank Threat
Rage Generation
Outgoing Damage
Noncrit: 173 Avg Dmg
Crit: 345 Avg Dmg
Glancing: 112 Avg Dmg
Miss/Dodge/Parry: 0 Dmg
Noncrit Rage: 5
Crit Rage: 10
Glancing Rage: 4
Avg Rage Gen: 5
(5 * .5009) + (10 * .15) + (4 * .25) = 5.005
Rage / Second: 3.125
Incoming Damage
7,000 Dmg Atk / 2 Seconds = 3,500 pDPS
5% Chance to Parry after expertise = 1.2% Swing Haste
1.012 * 3,500 = 3542 pDPS * 2 = 7,084 Dmg Atk / 2 Seconds
7,000 Dmg Ability / 10 Seconds = 700 sDPS
tDPS = 4242
7084 Dmg Atk = 64.5 Rage
7000 Dmg Atk = 63.7 Rage
((64.5 / 2) * (1.018 -.6)) + (63.7 / 10) = 19.99 Rage / Second ~ 20 RPS
Rage Analysis
Total RPS: 23.25
Percent Incoming: 86%
Percent Outgoing: 14%
Threat Generation
Damage Calculations
Shield Slam: ((Base Dmg + (SBV * 1.3) * 1.1) * 1.1))
Heroic Strike: ((Base Wep Dmg + 176))
Revenge: ((Base Dmg + ((2.4 * Atk Pwr) / 14))
Devastate: ((Base Wep Dmg + ((2.4 * Atk Pwr) / 14))
Noncrit
Shield Slam: 1,118.9 Avg Dmg
Auto Attack: 173 Avg Dmg
Heroic Strike: 307 Avg Dmg
Devastate: 201.3 Avg Dmg
Revenge: 430 Avg Dmg
Crit
Shield Slam: 2164.4 Avg Dmg
Auto Attack: 345 Avg Dmg
Heroic Strike: 614 Avg Dmg
Devastate: 402.6 Avg Dmg
Revenge: 860 Avg Dmg
Average
Shield Slam: 1,286.7 Dmg
Auto Attack: 183.6 Dmg
Heroic Strike: 353 Dmg
Devastate: 231.5 Dmg
Revenge: 494.5 Dmg
Threat Calculations
Shield Slam: 2224.6
Auto Attack: 274.5
Heroic Strike: 723.7
Devastate (5S): 522
Revenge: 940.3
Shield Slam / Second = 1/6
Revenge / Second = 1/5
Auto Attack / Second = .6565
Devastate / Second = 19/30
Shield Slam RPS: 2.833
Revenge RPS: .4
Devastate RPS: 5.7
Heroic Strike RPS: 10.625
Shield Block RPS: 2.0
23.25 RPS to spend.
23.25 - 2.833 - .4 - 5.7 - 2 = 12.317 - 10.625 = 1.692 RPS leftover.
Heroic Strike / Second cap = .6565
(.6565 * 723.7) + (522 * (19/30)) + (2224.6 * (1/6)) + (940.3 * (1/5)) = 1,364.5 Threat / Second
1,364.5 * .9009 = 1,229.31 ~ 1,229
Interesting and useful information!
-------------------------------------------------
Unbuffed Control Tank TPS: 1,221
1 RPS Increase = 4.53% TPS Increase (Until Heroic Strike cap is reached.)
Obviously this will decrease by somewhere around 10%-15% (think like a ~4% TPS Increase), with the application of Prayer of Mending, Earth Shield, and Seal of Light.
Not to mention, this will greatly increase if you do not have the 8.933 RPS necessary to keep up a standard GCD rotation (without Shield Block).
1% Crit Increase = 2% RPS [from outgoing dmg] Increase
So basically, although this is more or less neglible, what this is going to mean is that Crit, Hit/Expertise, and Haste/Parry will be slightly more beneficial the less you Heroic Strike, and the higher the ratio of Outgoing RPS:Incoming RPS. Eg. If 50% of your rage is coming from your outgoing damage, your Crit, Hit, and Haste/Parry just got a lot a more valuable.
1% Crit Increase = 0.64% TPS Increase
Once again, this number will slightly increase the less you Heroic Strike, however, TPS gains very slightly more of an increase [than RPS] in such a scenario solely because of the way Heroic Strike threat vs. Auto Attack threat is calculated. This number is the average between 10% and 30% Crit.
0.68% TPS Increase 10%-11% Crit
0.60% TPS Increase 30%-31% Crit
Oh, in case it wasn't implicit, obviously this will decrease by somewhere around 10%-15% (think like a ~.612% TPS Increase), with the application of Prayer of Mending, Earth Shield, and Seal of Light.
I should also mention that this value also increases as your Weapon Speed/Dmg, Block Value, and Attack Power increase, on top of various Set Bonuses/Meta Gems.
1 SBV Increase = 0.31 TPS Increase
Yes, this is averaged quite literally.
1% Avoidance Increase = 2.3% RPS [from incoming pDPS] Decrease
Okay. Avoidance pretty much follows the exact opposite of the trend that offensive modifiers (Crit, Hit, etc.) follow.
What this is going to mean is that Avoidance will be slightly more beneficial the more you Heroic Strike, and the lower the ratio of Outgoing RPS:Incoming RPS. Eg. If only 25% of your rage is coming from your outgoing damage, your Avoidance just became a lot less detrimental to your TPS. Also, as your Avoidance increases, it becomes very slightly more detrimental towards your TPS, the 2.3% Decrease is just an average that was taken of all the Avoidance Increases/Decreases between 25% and 80%, however, it should be understood that the numbers really offer little variation as they grow.
1.188% RPS Decrease: 25% Avoidance --> 26% Avoidance
3.427% RPS Decrease: 80% Avoidance --> 81% Avoidance
Right, here we are again. In case it wasn't completely fucking obvious, this will decrease by somewhere around 10%-15% (think like a 2.205% RPS Dncrease), with the application of Prayer of Mending, Earth Shield, and Seal of Light.
I could write up some numbers real fast in regards to the threat decrease of 1% Avoidance, but honestly, I'm not going to for two major reasons.
That threat decrease is [I]heavily dependant on the amount of Incoming Avoidable DPS in comparison to the amount of Incoming Unavoidable DPS.
Any good tank should understand the concept that a quick mouse-turn is a quick rage increase.
1.1 Agility [1 Agi: BoK] = .021% TPS Increase, .077% RPS [from incoming pDPS] Decrease
Understanding that rage-turning, as it has been coined, really only speeds up rage generation [from incoming pDPS] by 30% - 50%, it should be noted that socketing Agility over Dodge Rating will sufficiently make up for threat lost from pure Dodge on various encounters where high raid efficiency (by raid efficiency, I mean damage reduction) and threat are needed.
In English: Unless you have a lot of high level alternative pieces of gear available for socketing, socket Agility over Dodge Rating.
If you do not have access to alternative Damage Reduction (DR) gear on par with your current DR gear (as a Prot. Warrior), socketing Agility over Dodge Rating will offer you a noticeable increase in your gear's versatility, balance, and overall effectiveness.
The threat value of Agility also increases as you gain Weapon Speed/Dmg, Block Value, and Attack Power, on top of various Set Bonuses/Meta Gems.
-------------------------------------------------
Anyways, there are a few other things (such as Weapon Speed, Attack Power, and Block Value) that I may look into the way I have with Crit, Hit/Expertise, and Haste/Parry. For now however, I have gotten what I have wanted out of this thread/research, and have very little interest in observing any new threat patterns any time soon. If you do happen to have any inquiries as to what some of the nomenclatures I'm using (e.g. pDPS = Physical DPS), I guess if you post here I will answer them.
P.S. I'm sure Blunted will be posting a three-sentence version of this thread in the next few hours.
P.P.S. It will probably be more useful than what I just posted.
P.P.P.S. You should read it.
Original Post Date: June 07, 2008