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anyone recalculated dodge vs parry breakpoints?

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anyone recalculated dodge vs parry breakpoints?

Postby Kalakaua » Thu Jul 16, 2009 2:31 am

Has anyone recalculated the break points where parry is better than dodge given the new 3.2 patch notes?

Specifically:

Dodge Rating: The amount of dodge rating required per percentage of dodge has been increased by 15%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply.
Parry Rating: The amount of parry rating required per percentage of parry has been reduced by 8%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply. Parry still diminishes more quickly than dodge.

In general, dodge is still better than parry because parry diminishes faster, but a lot of us are getting to the point where parry could be better.
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Re: anyone recalculated dodge vs parry breakpoints?

Postby theckhd » Thu Jul 16, 2009 5:13 am

Yep.

The new rule of thumb is
Code: Select all
(character_sheet_dodge_% - 10 ) / (character_sheet_parry_% - 10) = 1.88

If your personal ratio comes out above 1.88 parry will be better, and if it's below 1.88 dodge will be better.

There's more detailed information in the thread I linked.
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Re: anyone recalculated dodge vs parry breakpoints?

Postby serrasin » Fri Jul 17, 2009 10:32 am

I'm half tempted to try and figure out a macro using that formula to take in your character stats and return +/- values for dodge and parry to steer towards an optimum mix.
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Re: anyone recalculated dodge vs parry breakpoints?

Postby Klaudandus » Tue Aug 04, 2009 9:32 am

How much dodge did we lose on average?
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Re: anyone recalculated dodge vs parry breakpoints?

Postby Worldie » Tue Aug 04, 2009 11:36 am

Depends on your gear.

Generally you will have gained in parry what you lost in dodge though.
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Re: anyone recalculated dodge vs parry breakpoints?

Postby Klaudandus » Tue Aug 04, 2009 12:46 pm

Well, that doesn't seem too bad
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Re: anyone recalculated dodge vs parry breakpoints?

Postby DisRuptive1 » Tue Aug 11, 2009 12:58 pm

Worldie wrote:Generally you will have gained in parry what you lost in dodge before diminishing returns.


Fixed.

Overall avoidance will have gone down slightly as parry is hit harder with diminishing returns than dodge. Calculating your avoidance without diminishing returns before and after the patch will still yield the same results, however.
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Re: anyone recalculated dodge vs parry breakpoints?

Postby solidice » Wed Aug 12, 2009 11:56 am

serrasin wrote:I'm half tempted to try and figure out a macro using that formula to take in your character stats and return +/- values for dodge and parry to steer towards an optimum mix.


Code: Select all
/script DEFAULT_CHAT_FRAME:AddMessage("If ratio above 1.88 start getting Parry. Currently at: "..string.format("%.2f", (GetDodgeChance()-10)/(GetParryChance()-10)))


That seems to do the trick.

Perhaps Knaughty could put it in his FAQ as the answer to "parry vs dodge"
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Re: anyone recalculated dodge vs parry breakpoints?

Postby theckhd » Wed Aug 12, 2009 12:08 pm

Note that if you're using the new Libram of Defiance, you should use that macro while you have the 200 dodge rating buff. The libram proc has 98% average uptime, so you'll be a little under-optimized if you don't account for it.
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