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Posts Tagged ‘gear’

Bizarre Stat Priorities in 5.0.4

September 6, 2012 Leave a comment

There are just under 3 weeks left until Mists of Pandaria, and thus, just under 3 weeks during which your Humble Narrator must still concern herself with proper tanking form. I can’t work up the give-a-damn to completely rework my spreadsheet for less than a month of play – especially since most of the theorycrafting resources I rely upon, most notably Elitist Jerks’ rating conversions, have not updated their level 85 stat values, focusing instead on the upcoming level 90 formulae. I don’t begrudge them their focus on MoP – if I were upgrading, I’d focus on it too.

I’ll probably get the expansion eventually, once the sting of rage’s death has died down a little. Despite its increased power – I’m not so divorced from reality as to claim that the warrior changes weren’t a significant buff! – all I can see when I watch my rage bar stand, unmoved, in the face of a boss hit, is a mockery of the class I once loved.

To the point, and more importantly, on from the melodrama! Combat statistics received some major overhauls this patch, most notably with the introduction of the two-roll system for block; and of course, our own stat priorities widened to include hit and expertise.

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Shield Tank Spreadsheet v. 4.3.0.1

December 18, 2011 2 comments

If you’re reading this in the future, this spreadsheet may be broken or out of date. Please see the Spreadsheets category for the most recent version.

Well I have some egg on my face.

I was messing around with full shield block uptime on Ultraxion and caught a basic probability error in my Hold the Line calculation. An egregious error which brings shame upon family. (My parents met in a graduate-level math course, to give you an idea of the magnitude of this shame).

I have corrected the error, and you can find the updated spreadsheet here: damagereduction_4.3.0.1 .

Thankfully, while the fact of the error was monstrous, the amount of error it introduced into the spreadsheet’s “recommendations” was very small. Warriors talented into Hold the Line may see a slight difference in their optimum dodge:parry ratio for overall damage reduction, but paladins, warriors without Hold the Line, and warriors gearing for CTC instead of damage reduction shouldn’t be affected by the change.

Thank you for your patience, and I’d just like to reiterate how very contrite I feel for having published this error.

Shield Tank Spreadsheet v. 4.3.0.0

December 10, 2011 Leave a comment

If you’re reading this in the future, this spreadsheet may be broken or out of date. Please see the Spreadsheets category for the most recent version.

Here’s the most recent spreadsheet: damagereduction_4.3.0.

Changes from version 4.2.2.0:

  • Raised the cap on Shield Block and Holy Shield uptime to 100%, to allow modeling of the Ultraxion encounter
  • Changed CTC calculation to include Shield Block if its uptime is at 100%
  • Fixed a few formulas broken by the above changes.

I was also unable to replicate on my home computer a bug in the last version’s Yes/No dropdowns. Hopefully this means it resolved itself. If you experience this bug in the new version (you’ll know it when you see it) please drop me a line, either in the comments below or at uncrittable AT gmail DOT com.

Patch 4.3 Valor Point Picks (For Warriors)

December 7, 2011 Leave a comment

Veneretio used to post his emblem-purchased gear picks every major content patch, before his untimely retirement. I of course am no Veneretio, but since I have to construct my pick order myself now, I submit them for popular consumption.

  1. Forgesmelter Waistplate – Belt – 1650 VP
  2. Signet of the Resolute – Ring – 1250 VP
  3. Guardspike Choker – Neck – 1250 VP
  4. Indefatigable Greatcloak – Cloak – 1250 VP
  5. Bladeshatter Treads – Boots – 1650 VP (These are BoE – use an alt to buy them ASAP if you have one.)
  6. Ring of Torn Flesh – Ring – 1250 VP
  7. Chestplate of the Unshakable Titan – 2200 VP

Note that only numbers 1-4 are best in slot pre-hardmode; whether or not you want to buy 5-7 will depend on if better has dropped for you already.

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Categories: Gear, Tanking Tags: , , , ,

4.3 5-Man Tanking Upgrades

November 17, 2011 Leave a comment

As you probably know, in patch 4.3, in addition to the Dragon Soul raid, Blizzard is releasing three new Caverns of Time-themed 5-man heroics, which will drop item level 378 gear, including a full tank set. This will give us a nice selection of gap fillers and minor upgrades for raiders, and a whole new baseline set for the non-raiders still stuck in 353 Troll gear.

As usual in any gear discussion, the rankings here are based on my own warrior’s gear set unless I state otherwise. What is an upgrade for one tank may be a downgrade for another, so please take recommendations with a grain of salt, and when in doubt, spreadsheet it out for your own character.

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A Guide to Reaching the CTC Cap as a Warrior

November 9, 2011 11 comments

What is CTC?

CTC stands for Combat Table Coverage. Every time an enemy swings at you, the Combat Table is what decides whether you dodge, parry, block, etc. “Coverage” is what percent of the time the swing is not an unmitigated hit: so, your combined chance to block, dodge, parry, or be missed.

Full CTC happens when your chance to take an unblocked hit is 0%. This is called the CTC cap or block cap. It is sometimes also called being unhittable or being uncrushable.

When do I have full CTC/What is the CTC cap?

When your combined Miss+Dodge+Parry+Block = 102.4%.

Why 102.4% and not 100%?

102.4% is what it takes to be unhittable versus a raid boss. Against a level 85, it would be 100%.

Every level of difference between you and the thing that’s hitting you subtracts 0.2% from your Miss, Dodge, Parry, and Block. Raid bosses are considered by the game to be 3 levels higher than you, so your Miss, Dodge, Parry and Block are a combined 2.4% lower than their default displayed values. So we need a displayed CTC of 102.4% (against a level 85) in order to have an effective CTC of 100% (against a level 88).

Why is the CTC cap important?

The primary responsibility of the tank isn’t to take as little damage as possible, but to take damage in a predictable and healable manner. When you are below the CTC cap, melee swings can do 100% damage, 70% damage, 40% damage, or 0% damage to you, and your healers have to be prepared to heal you up from a 100% swing, even if they’d rather be helping someone who, say, lagged in the fire. Reaching the CTC cap means you’ll never take another 100% hit – the most your healers have to be prepared to heal you up from is a 70% swing. This makes it easier for them to deal with other players and mechanics, because they can trust you never to take a spike from a white swing.

That said, reaching the CTC cap is an option, not a requirement. If you decide it’s not for you, that’s fine.

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Shield Tank Spreadsheet v. 4.2.2.0

August 31, 2011 Leave a comment

If you’re reading this in the future, this spreadsheet may be broken or out of date. Please see the Spreadsheets category for the most recent version.

If I’d been a little more timely in updating this space, this would have been version 4.2.0.1, but whatever – it’s not like warriors or paladins received any survivability changes in this patch or in the recent hotfixes.

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