Since most people just want the TLDR version, I'm going to put that first, and then write about the methodology and results in detail.
Current conclusions:
NOTE: These conclusions only apply to bosses that parry haste! On a boss which has parry-haste disabled, expertise gives absolutely zero damage mitigation benefit. A reasonably complete list of bosses that parry-haste can be found here.
NOTE #2: It seems that the only bosses that parry-haste in ICC are Lady Deathwhisper and Sindragosa. This is a little disappointing, to be honest, because neither are significant tank checks (at least as far as melee swings go). So my recommendation at the moment is not to treat Expertise as an avoidance stat for ICC. It's still a good threat stat up to the soft-cap of 26, but that's about it. I'm leaving the math here for folks progressing through older content (Ulduar, ToC) and in case the next raid instance / expansion includes more parry-hasting bosses.
- For Icecrown Citadel, expertise is roughly 91% as effective as dodge rating for reducing incoming damage, assuming a boss swing speed of 1.4 seconds (after JotJ). It varies significantly with boss attack speed though, from 78% @ 1.2 to 154% @ 2.4 speed.
- For Warriors, this range narrows to 52-102%, with an "average" of 60% at 1.4-speed.
- For Druids, it's 49-98%, with an "average" of 60%
- For Death Knights (2-handed), the range becomes 36-71%, with an "average" of 46%.
- Dual-Wield Death Knights (2.6-speed MH, 1.6-speed OH) range from 54-126%, with an "average" of 75%. Dual-wielding 2.6-speed weapons gives results almost identical to a Warrior, so just use their data.
- For bosses outside of Icecrown, we would use an average swing speed of around 2.0, giving average values of 87% for paladins (53%-104% range), 57% for warriors (30%-69%), 56% for druids (28%-68%), 45% for 2H Death Knights (28%-52%), and 71% for DW Death Knights (36%-84%).
All of these can be seen in the plots in the "results" section. - Each point of expertise rating (above the soft-cap) also gives a Paladin about 60% the threat that a point of STR would.
Again, the code is available here for those interested:
calc_expertise_mitigation.m
calc_expertise.m (generates tables and plots by calling the first file)
Commence Massive Nerdery
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Overview:
Parry-hasting and the reduction of parry-haste through Expertise are not as negligible an effect as many make them out to be. As you increase your expertise, you reduce the amount of parry-haste the boss gains, effectively reducing the number of incoming attacks. This means that expertise also functions as an avoidance stat, because it reduces the number of successful boss attacks you take.
One could ask the question, "How efficient is expertise compared to an avoidance stat at reducing incoming damage?" The answer can be fairly easily obtained by comparing equal amounts of expertise and dodge rating. That calculation will be the focus of this article.
Calculation Details:
Calculating this efficiency is actually not that difficult. We need to know several things first, including the average boss attack speed before and after parry-haste effects are considered, the player's avoidance, and parry chance for both player and boss.
For a fight of a fixed length, a boss of base swing speed bs will generate N = T / bs attacks. The boss's post-parry-haste swing speed can be represented as bs / bph, where bph is the "boss-parry-haste" factor which should be slightly larger than one. If bph = 1.065, the boss has gained 6.5% haste through parries. bph will depend on Pb, our chance to be parried by the boss.
Thus, instead of generating N attacks, the boss generates N * bph attacks, with N * (bph - 1) of those attacks being the result of parry-hasting.
Since (bph - 1) is small, we can safely assume that bph is a linear function of Pb; in other words, bph decreases linearly from it's maximum value to unity as we reduce our chance to be parried from Pb to zero.
One point of expertise reduces our chance to be parried by 0.25%. Thus, each point of expertise will reduce the number of extra attacks the boss makes by:
N * (bph - 1) * (0.25 / Pb)
However, we would have avoided some of those attacks anyway. If our avoidance is Ap, then we've reduced the number of successful attacks by:
redux_per_exp = N * (bph - 1) * (0.25 / Pb) * (1-Ap/100)
Note that both Pb and Ap are expressed as percentages, i.e. 0-100 rather than 0-1. Our damage intake is directly proportional to the number of successful attacks we receive, so this value represents a reduction in damage intake.
One point of expertise is equivalent to 8.197497368 dodge rating in terms of itemization. That 8.197497368 dodge rating increases our avoidance from Ap to Ap + d after diminishing returns. That increase in dodge percentage will increase the number of attacks avoided by:
redux_per_dodge = N * bph * d/100
We could calculate an efficiency from the ratio of these two redux values:
efficiency = redux_per_exp / redux_per_dodge = (bph - 1)/bph * (0.25 / Pb) * (1-Ap/100) / (d/100)
This efficiency tells us how effective a chunk of expertise is (10 rating, for example) at reducing our damage intake compared to an equivalent amount of dodge rating.
Simulation Details:
As I said, the calculation is the easy part. If we know bph, Pb, and Ap, the calculation is very straightforward. However, bph can be tricky to calculate, since it depends on several factors: boss swing speed, player swing speed, boss parry chance, player parry chance, as well as the number of parry-able attacks the player makes per second.
In a generic sense, this is relatively easy to model. We have a system with two different events a and b. Event a is a parry-able player attack, event b is a parry-able boss attack. Ra is the rate at which event a happens, and Rb is the rate at which event b happens. We can represent the base (pre-parry-haste) values of Ra and Rb by Rao ("R-a-naught") and Rbo ("R-b-naught").
Events a and b are coupled by a set of equations. If we consider a simple system with only auto-attacks, the equations look like this:
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Ra = Rao + c1*Rb*(Ra/Rao)
Rb = Rbo + c2*Ra*(Rb/Rbo)
c1=0.24*Pp/100
c2=0.24*Pb/100
You can see the symmetry here - your auto-attack rate Ra (the reciprocal of your parry-hasted swing speed) depends on your base rate Rao plus a parry-haste contribution due to parrying boss attacks. Similarly, the boss's auto-attack rate Rb depends on his base rate Rbo plus a term that represents haste due to parrying your attacks. The important point here is that your auto-attacks benefit from your parry-haste, giving this sort of interactive dependence.
This set of equations can be solved analytically for the simple case, or it can be solved iteratively (start with Ra=Rao, Rb=Rbo, and calculate Ra and Rb, then plug the new values into the right-hand side of the equations to recalculate, repeat until you get convergence).
However, combat involves more than auto-attacks, which complicates the system. We also make parry-able attacks via special abilities, which are limited by the Global Cooldown. Since GCD-limited abilities don't benefit from parry-haste, they represent an additional source of parry-able attacks that need to be implemented differently. In the general form, the equations look like this:
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Ra = Rao + c1*Rb*(Ra/Rao)
Rb = Rbo + c2*Raa*(Rb/Rbo)
Raa = f(Ra,Rb) = A + B*Ra + C*Rb
c1=0.24*Pp/100
c2=0.24*Pb/100
You'll note the introduction of Raa here. Raa is the rate at which we generate parry-able attacks, which is strictly larger than Ra, which is our rate of auto-attacks.
Raa has three contributions:
- GCD-limited abilities. For example, Hammer of the Righteous can be parried, and we cast one every 6 seconds. If this were our only parry-able GCD-limited ability, A would be 1/6.
- Haste-affected attacks. This would include auto-attacks, as well as any parry-able effect or proc that triggers from an auto-attack. For most classes, B=1, but paladins get nearly double that thanks to Holy Vengeance applications.
- Reactive abilities. These are abilities that you are "allowed" to cast only when the boss does something (for example, Rune Strike). C=0 for paladins, warriors, and druids, but Rune Strike gives Death Knights a non-zero C.
Calculating for paladins is relatively easy:
- Every HotR and ShoR can be parried. Every HotR generates a Holy Vengeance application, which can also be parried. Thus A gets a 1/6 contribution from HotR, 1/6 contribution from ShoR, and (1-Ab/100)/6 contribution from the HV app, where Ab is the total chance that the boss avoids our HotR. This gives a total of
A = (2-Ab/100)/6+1/6 - Every melee attack can be parried, and every melee attack generates an HV app. Again, the HV app only occurs if the auto-attack was successful, giving us B = (2-Ab/100) chanes to be parried on every auto-attack.
- We have no reactive abilities, so C=0.
According to information gathered from both tankspot and our off-spec forums, we've managed to nail down reasonable values for the other classes:
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Paladin Warrior Druid DK
A (2-Ab/100) 33/60 0.5 0.375 (+ 1.3333 for DW)
B (3-Ab/100)/6 1 1 1+0.3*(1-Ab/100)
C 0 0 0 (Pd+Pp)/100
I've used these values, along with a representative gear set for each class that's roughly equivalent to late T9-level gearing. Here are the details of each set-up:
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Paladin Warrior Druid DK
Dodge Rating 570 570 250 492
Parry Rating 380 380 0 860
Defense Rating 745 745 200 863
Agi (from gear) 55 55 1125 22
base Agi 90 113 94 111
base parry% 10 10 0 6.08
base dodge% 10 10.06 17.5 9.95
base miss% 5 5 7 5
base swing 1.3 1.3 1.8 2.88 (2.6/1.6 for DW)
The high parry rating for DK's is simulating the effects of Forceful Deflection as per this discussion.
I have artificially fixed the chance to be parried Pb to 7.5% for this simulation to normalize it across classes, essentially assuming that all 4 classes will be expertise soft-capped. I have also set the chance to miss at 2%.
Results:
There are two or three conditions we might be interested in exploring. The first is a 'standard' boss outside of Icecrown Citadel, which means a 2.4 base swing speed (after JotJ) and no chill of the throne. Here's the output results for that sort of boss:
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Paladin Warrior Druid DK DWDK
player_swing_timer 1.261479 1.26263 1.80204 2.68253 2.05136
player_attack_timer 0.5014293 0.745158 0.947932 0.937534 0.573121
boss_swing_timer 2.193231 2.26086 2.29063 2.28941 2.2191
player_parryhaste 1.030537 1.0296 0.99887 1.07361 1.05621
boss_parryhaste 1.094276 1.06154 1.04775 1.0483 1.08152
Avoid 58.70692 57.7681 55.2536 59.2489 59.2489
# extra attacks 11.78449 7.69277 5.96862 6.03801 10.1902
equiv dod % post-DR 0.1145649 0.117923 0.100369 0.120593 0.120593
redux / exp skill 0.162206 0.108293 0.0890246 0.0820185 0.13842
redux / equiv dodge 0.156707 0.156476 0.131452 0.158022 0.163029
redux eff (%) 103.5091 69.2078 67.7239 51.9032 84.9053
As you can see, expertise is on-par with dodge rating for paladins, while it lags behind for the other classes. This is primarily due to the Holy Vengeance mechanics, which nearly doubles our rate of parry-able attacks.
The next thing we may want to consider is an Icecrown Boss. Most bosses in Icecrown swing considerably faster than 2.4 speed, and we also have to reduce our dodge rating by 20% to account for Chill of the Throne. We would expect Chill of the Throne to increase expertise's efficiency, as we will prevent more un-dodged attacks from occurring without changing the reduction afforded by the extra dodge rating. On the other hand, faster-swinging bosses should reduce the efficiency, as every parry generates a smaller absolute gain from parry-haste.
Setting the base boss speed to 1.2, we get the following results:
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Paladin Warrior Druid DK DWDK
player_swing_timer 1.22635 1.22746 1.80398 2.49375 1.94492
player_attack_timer 0.490785 0.732766 0.948469 0.877428 0.562191
boss_swing_timer 1.14719 1.16463 1.17267 1.17046 1.15389
player_parryhaste 1.06005 1.0591 0.997795 1.15489 1.11401
boss_parryhaste 1.04604 1.03037 1.0233 1.02524 1.03996
Avoid 38.7069 37.7681 35.2536 39.2489 39.2489
# extra attacks 11.5093 7.59317 5.82606 6.30968 9.98906
equiv dod % post-DR 0.114565 0.117923 0.100369 0.120593 0.120593
redux / exp skill 0.235147 0.157512 0.125739 0.127773 0.202282
redux / equiv dodge 0.299598 0.303763 0.256771 0.30909 0.313527
redux eff (%) 78.4876 51.8538 48.9693 41.3385 64.5181
The gain one might have expected due to Chill of the Throne is offset by the increase in boss attack speed (and then some).
Finally, we might ask to see how this effectiveness changes with boss swing speed.

This shows fairly clearly that even for slow-swinging bosses, expertise only barely catches up to avoidance for warriors and druids, and never catches up for 2H DKs. For paladins, the break-even point is around 1.55 s (again, after JotJ, so a 1.4ish base swing speed). For DW DKs, the break-even point is 1.9s (1.58 base).
We can repeat this with Chill turned off to see how it varies outside of Icecrown:

Original Post Follows
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This question came up in the EJ prot pally thread today, and I didn't remember seeing a serious calculation of this aspect of expertise yet. It's always been hand-waved away as "miniscule" and "not worth considering," and I'm as much at fault for that as anyone (in case someone thought to search my old posts to call me out on it).
So I took some time this morning to crank it out, and was surprised by the result. I'm re-posting it here so that I can get some other eyes to look it over and make sure I haven't erred. Comments/suggestions/etc. welcome and encouraged, I think it's about time we had a serious discussion of the math behind expertise and the "mitigation value" of reducing parry haste.
Kenobe wrote:I have a question regarding expertise and more specifically the hard cap.
I understand 26 expertise allows you to ensure that your hits as a melee/tank will never be dodged and 56 expertise rating would mean you will never be parried.
It was never realistic in the past (as far as I remember) to try to be expertise capped against parries but it seems very doable now given how much expertise we have on the TOC gear and the SOV glyph. For example, I'm currently sitting on 47 expertise rating (glyphed) and I'm far from having the best gear available.
Should we now strive to reach the expertise cap and spare our healers from nervous breakdowns due to boss parry haste?
Also, is there a point when stacking avoidance where, due to diminishing returns on parry and dodge, expertise becomes more valuable (up to hard cap) than dodge and parry?
Theck wrote:It's not worth gemming or enchanting expertise for threat. STR or hit rating (if below the 8% melee cap) is just far better as a threat stat than expertise is after you reach the dodge soft-cap. The mitigation value from reducing parries is hard to model, but here's both a long and short version:
Short Version: It's fairly weak, and since your avoidance is probably good (55+ range for an ulduar-geared tank) the likelihood that you'll take a normal hit followed by a parry-hasted hit is pretty low.
Long Version: A rough approximation that works fairly well for modeling parry haste is:
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boss_parryhaste=(1+((boss_swing_speed.*(boss_parry./100).*0.24)./player_swing_speed))
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boss_net_swing_speed=boss_swing_speed./boss_parryhaste
where "boss_parryhaste" is a multiplier that you use to determine the effective (or net) swing speed of a boss. boss_parry is the chance for a boss to parry you, which at the soft cap is 14-6.5=7.5%. For a player swing speed of 1.3 (quite reasonable with raid buffs for a 1.6 speed weapon), and a boss_swing_speed of 2, this works out to be 1.0277. In other words, your parries are effectively giving the boss 2.77% haste over the course of the fight (equivalently increasing damage taken by 2.77%). Each point of expertise skill (8.1975 rating) would drop this by 0.092%.
Comparing this to avoidance; if you have around 60% avoidance, and around 30% of that is from dodge, then 8 points of dodge rating would give you 0.1107% more dodge. The damage you take over the course of a fight will then drop from a factor of (1-0.6) to (1-0.601107), or a reduction of 0.28%; 3x more effective than the point of expertise skill.
Of course, this is all assuming you're averaging over the entire fight, which isn't what you asked; your concern was the spikes of damage due to parries. Unfortunately, that comparison is trickier, because expertise and dodge work differently. We could just as easily say that instead of 2.77% haste, the boss gets 2.77% more attacks over the course of the fight due to parry hasting. For a 5-minute fight, you'll take 150 attacks from a boss with a 2-second swing speed, meaning that you'll get on average 4.266 parry-hasted attacks during that same fight. It takes 8.3696 expertise skill to drop that to 3, another 7.2826 to drop it to 2, and 7.2826 to remove each of the last two as well. You can say with certainty that those 4 attacks will not happen if you hit the expertise cap.
But we can't make a similar statement about dodge rating. 7.2826 expertise converts to 7.2826*8.1975=59.70 rating, and 59.7 dodge rating would convert to around 0.81% dodge from an equivalent amount of dodge rating. On average, out of those 154 attacks, you'll dodge 154*(0.0081) = 1.25 of them by choosing the dodge rating instead of the expertise. So you'll take less damage overall by using those itemization points on dodge rather than expertise, but there's no guarantee that you'll dodge any of the 4 parry-hasted attacks like you get with the expertise.
This is interesting, because up until now I had never sat down and worked through the math for expertise's avoidance/DR contribution. I had basically been discounting it as tiny and not worth considering, but from this it seems like it's really not that much worse than avoidance. It's about 1/3 as effective as dodge rating at reducing damage intake, and only 20% weaker than dodge for reducing the number of attacks you'll take, with the benefit that it removes the attacks that are more likely to contribute to large damage spikes. It's also about 1/3 as effective as Strength for threat output above the soft-cap (slightly less in 3.2.2 as STR will be getting stronger). So it double-dips as a threat and avoidance stat. It makes me slightly less annoyed by the large amount of expertise on Coliseum gear. Hopefully someone will check my math to make sure I haven't made any errors that artificially inflate its value.
