09-06-2005, 01:54 PM
Quote:GUIDE TO STATS AND ENCHANTMENTS
I wanted to write this up so that people, including myself, have a reference point for comparing a warrior's stats.
Im encouraging you to post if youve got things to add, wish to disagree, etc.. Hopefully this can save alot of uneccessary posts!
Note: All stats where necessary assume lvl60 vs. lvl60
MECHANICS OF AN ATTACK
You attack and get assigned 3 random numbers from 1-10.
Assuming a 20% Crit Rate, 10% Miss Rate, and a 10% chance to be Parried, Dodged, or Blocked. (These numbers would be different for each person).
In the same combat calculation, Dodge/Parry/Block are calculated seperately. It will check for dodge, then parry, then block:
Calc 1:
1-2 = Critical Hit
3-8 = Regular Hit
9 = Miss
10 = Dodge
Calc 2:
1-9 = Stick with original Roll
10 = Parry
Calc 3:
1-9 = Stick with original Roll
10 = Block
So, getting a 1-8 in the first roll would be a Hit, with Critical Hits already factored into this range. Thus, Critical Hits can't Miss or be Dodged, Parried or Blocked because they're already a Hit.
HIT AND MISS
Standard Miss Rate - Dual Wielding = 24%, Two Handers = 7%, One Hand and Shield = 5%.
Theres a maximum effective bonus of +5% to Hit on all weapon configs, which is inversly reflected in your miss rate.
i.e. minimum Miss Rate for DW - 19%, 2H - 2%, 1H - 0%.
It should also be noted that all special attacks have a standard 5% Miss Rate and are (unless otherwise stated), always taken by your main hand weapon. This makes spammable abilities such as Heroic Strike much more effective for Dual-Wielding Warriors due to the much lower Miss Rate than their regular attacks.
+1 Defensive Skill = +.04% chance of being Missed by your opponent.
CRITICAL HITS
+1 Agility = +.05% chance to land a Critical Hit on your opponent.
+1 Weapon Skill = +.04% chance to land a Critical Hit on your opponent.
Critcal Hits do twice the damage of a normal swing, thus +1% to Crit is generally equal to +1% to your DPS. However, this differs enourmously when you factor in various talents that trigger on crits such as Flurry etc. More on this can be found later under Damage Per Second.
+1 Defensive Skill = -.04% chance to receive a Critical Hit.
With above stats in mind, you should note that to counter being critted you will need extra defense skill that is equal to the opponents crit rate times 25.
Thus the sweet spot against lvl 60 mobs (who all have a 5% crit rate) is 425. (5 * 25 + (players base defensive rating which is 300 for a lvl 60)).
DODGE / PARRY / BLOCK
+1 Weapon Skill = -.04% chance to be Dodged, Blocked, or Parried by your opponent.
+1 Defensive Skill = +.04% chance to Dodge, Parry, and Block your opponent.
+1 Agility = +.05% chance to Dodge.
+1 Strength = +.04 to Block% with a shield.
Your Block% = 5 + (Defence_Skill - Your_Level * 5) x 0.04
Plus any items with +Block% Stats.
To calculate damage mitigated from Dodge, Parry and Block you multiply the chances.
i.e 10% Dodge, 15% Parry, 10% Block would mean:
Dodge = 100*(1-.1)=90% chance to get hit, then
Parry = 90*(1-.15)=76.5% chance to get hit, then
Block = 76.5*(1-.1)=68.85% chance to get hit. (Even though Block doesn't block full damage)
Resulting in 31.15% of damage mitigated.
If you Dodge you suffer no damage, If you Parry you suffer no damage, If you Block with a Shield, an amount of the damage is absorbed by the shield, the final damage taken is reduced again by your armour.
The amount blocked(absorbed) by your shield is a numerical value, NOT a percentage.
Damage Reduced = Shield Block Value + Strength / 22.
It should also be noted that Block, Dodge and Parry are only effective against melee attacks, and not ranged or magical attacks. Against ranged attacks your only protection is your Armour Class, whilst against magical attacks, your only protection is your Magical Resistances.
MITIGATING DAMAGE
Once youve recieved a hit your only option is to mitigate the damage with your Armour or Resistances, then take the hit to your Hit Points.
+1 Agility = +2 Armour Class.
+1 Stamina = +10 Hit Points.
Higher Armour Class Gives Decreasing Returns
The physical damage you recieve during combat, is directly effected by your Armour Class and is calculated in a standard way without randomness, such that a certain AC will always reduce the damage taken by a certain PERCENTAGE. Damage reduced is equivalent to Decreased DPS. The formula for calulating this is:
Their DPS decrease = Your_AC / (Your_AC + Their_Level * 85 + 400)
This means that Armour Class effects a DPS decrease in a non-linear way, so that while more armour means lower DPS, double the AC does not equal double the DPS.
It works both ways, as their AC goes down, you get increasing returns. This means that the first Sunder Armour you cast on a Plate and Shield Warrior adds a measly 1.7% DPS while the fifth adds 2.4%, giving a total DPS increase (after 5 Sunders) of 10.3%. That same first Sunder on a cloth wearing priest adds a very nice 7.0% DPS return (much more worthwhile in PVP and non-boss encounters).
I copied the above from Mobzoth's analysis of Sunder Armour, found here http://mobz.org/tauren/sunder.boa
Balancing Armour Class And Hit Points
For an excellent discussion by Satrina on damage mitigation and Stamina/AC equivalence go to http://evilempireguild.org/guides/
It gets complicated, but to summarize, Satrina found that when it comes to mitigating an opponents DPS, increasing your Hit Point totals would increase the worth of your Armour very quickly, whilst increasing your Armour totals would increase the worth of your Hit Points at a slower rate. Magical damage is a factor that helps to balance this difference between higher Hit Points and higher Armour. Having very high Armour at the expense of Hit Points will be an advantage against pure melee opponents, but a disadvantage against opponents who use magic. Because of this, a balanced approach to Hit Points and Armour is probably the most beneficial, somewhere in the range of 1 Stamina for every 20 to 25 points of Armour.
Magic Resistance
When hit by a spell, you have two chances to resist the spell. The first chance is based on your level. If you are much higher level than the attacking caster, you will have a significant chance to resist the caster's spell, but if you are much lower level, you will have a minimal chance to resist the spell (minimum of 1%). If you make this resistance chance, you are completely unaffected by the spell.
The second chance to resist is based on your resistance score and the level of the caster. The higher your resistance score in relation to the level of the attacking caster, the higher your average resistance percentage, up to a maximum of 75%. Against most spells, this resistance percentage is the straight % chance to completely resist the spell. Against direct-damage spells (spells that deliver their full damage upon impact, such as Fireball, Mind Blast, and Earth Shock), this resistance is the percentage of damage you will resist on average.
When you are hit by a direct-damage spell, you have a chance to resist 100%, 75%, 50%, 25%, or 0% of the spell's damage, depending on your resistance score in relation to the level of the attacking caster. Your average percentage of damage resisted is the weighted average of your resistance percentages for each level of damage resistance (100%, 75%, 50%, 25%, and 0%).
Resistance against most level 60 spells
(Resistance Score followed by the percentage chance to resist the spell):
50 - 7.5%
100 - 15%
150 - 30%
200 - 45%
250 - 60%
300 - 75%
For more info on the average Direct Damage resistance check where i got this info, at http://www.worldofwarcraft.com/info/basi...ances.html
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