IV. Avoidance and Armor:You can do a similar calculation for avoidance instead of block. To do so, we need to employ the diminishing returns equation, which applies to dodge and parry separately. The DR equation is
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1/A = k/a + 1/C (IV.1)
a and
A are the pre-DR and post-DR avoidance percentages, respectively, and
k and
C are the avoidance constants
found here (
k=0.9560 and
C=0.65631440 at level 85 in our notation). By convention, lowercase variables indicate a value before diminishing returns is applied, uppercase represents a value that's already had diminishing returns applied.
Thus if we're considering dodge,
a is the pre-DR dodge percentage from dodge rating, which can be read off of the character sheet tooltip. Similarly, if we were working out diminishing returns for parry,
a would be the pre-DR parry gained through all parry rating sources. If we wanted to specify which type of avoidance we're talking about, we could put subscripts on
A and
a - i.e.
Ad and
ad for dodge and
Ap and
ap for parry. To get
Av from these values, we'd need to add the
Ad value for dodge and the
Ap value for parry to our base miss, dodge, and parry chances. In other words,
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Av = 5% + [5% + Ap] + [5% + Ad].
This also means that if we differentiate
Av, we simply have
dAv=dAp+dAd. Generally we'll only be varying one of the avoidance sources at a time, which means that we will usually drop the subscripts on
A and
a, and can equate
dAv and
dA directly in these calculations. For the rest of these derivations, we'll assume that
A and
a represent dodge for clarity.
We start our derivation by differentiating the diminishing returns equation and solving for
dA in terms of
da,
A and
a:
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1/A = k/a + 1/C
-dA/A^2 = -k*da/a^2
dA = k*da*(A/a)^2 (IV.2)
And if we solve the DR equation for
A/a and plug in we can eliminate
a:
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dA = (da/k)*(1-A/C)^2 (IV.3)
Now that we have the post-DR dodge percentage
dA gained by adding
da pre-DR dodge percent to our existing
A post-DR dodge, we can plug
dA in for
dAv in (I.4) to get the equivalent to equation (III.1) for avoidance. The goal is to relate
dAr to
da here since we're going to use the pre-DR values to convert to rating:
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dAr*[1.024-Av-Bv*Bc]/(Ar+K) = dAv = dA
dAr*[1.024-Av-Bv*Bc]/(Ar+K) = (da/k)*(1-A/C)^2 (IV.4)
Reminder:
A is
only our post-DR dodge, so it's (char_sheet_dodge_% - 5).
Av is our total avoidance, including base avoidance (char_sheet_dodge%+char_sheet_parry%+char_sheet_miss%).
da is simply equal to
0.01*dRv/Ca, the added avoidance rating divided by the avoidance rating conversion factor (
Ca=176.7189) times 0.01 to put it in decimal notation. So plugging in for
da, we get:
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dRv/dAr = (100*k*Ca)/(1-A/C)^2*[1.024-Av-Bv*Bc]/(Ar+K) (IV.5)
This is the equivalent to equation (III.2), with all of the same definitions for
Av,
Bc, and
Ar. Plugging in
Av=0.35,
Bc=0.55,
Ar=40k,
A=0.1 (i.e. 15% dodge minus the base 5%) and the constants
k,
C,
K, and
Ca, we get:
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Bv 0.3 0.3667 0.4 0.5
dRv/dAr 0.1649 0.153 0.1471 0.1293
dAr_1r 6.064 6.535 6.798 7.735
dAr_1% 1072 1155 1201 1367
Which is the avoidance equivalent to the Mastery/Armor table in section III.
dAr_1r is the armor required to match the average damage reduction of one point of avoidance rating, which falls between 6 and 7.
dAr_1% is how much armor it takes to match 1% avoidance.