This is a quick "Beginner Theorycraft" article to explain the basics of the Attack Table to new players. Most of the basic defensive examples were "borrowed" from Winchester's guide, but I've tweaked a few numbers and added a significant amount of commentary. I've also added a large section on the offensive side of things, so that we have a place to point new players who want to know why hit/expertise are good threat stats for them.
This is designed to be a "tutorial," which means "readable by someone who's just getting their feet wet in tanking theory." It's debatable whether this should be in Basic Training or Advanced Training, but since it matches the level of Winchester's guide I chose to go with Basic Training.
Any comments/questions/suggestions are welcome, especially those that further enhance the readability of the guide and the quality of information it contains.
Basic Training 101: The Attack Table
To understand some of the gearing choices a paladin has to make, we first need to understand how WoW resolves combat events. The fundamental mechanic is something called the Attack Table.
Every time a player or boss attempts to make an attack, the game rolls to determine whether the attack succeeds or fails. The Attack Table is the scale which determines the results. To illustrate this, let's look at a few simple examples. First, let's consider a lvl 85 mob attacking an un-specced lvl 85 paladin with base avoidance (5% miss, 5% dodge, 5% parry, 5% block). The attack table is then constructed like this:
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00.01-05.00 = miss
05.01-10.00 = dodge
10.01-15.00 = parry
15.01-20.00 = block (30% damage, ignore Holy Shield for now)
20.01-25.00 = crit (200% damage)
25.01-100.0 = hit (100% damage)
the server then does a /roll 100 to determine the outcome (though it does this to more decimal places than a standard /roll 100). If it rolls a 12, you parry; a 16 is a blocked hit; a 22 is a critical strike, and anything over 25.00 is a regular hit.
If instead we're considering a level 88 boss attacking a level 85 paladin, we have to make a few modifications. For each level above 85, the boss gains an additional 0.2% chance to crit and reduces the chance for his target to avoid or block an attack by 0.2%. Thus, we've now got a 5.6% chance to be crit, and our base chance to dodge, parry, block, and miss are now all 4.4%:
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00.01-04.40 = miss (4.4%)
04.41-08.80 = dodge (4.4%)
08.81-13.20 = parry (4.4%)
13.21-17.60 = block (4.4%)
17.60-23.20 = crit (5.6%)
23.21-100.0 = hit (76.8%)
Before moving forward, let's briefly discuss how the table is arranged. As you see, avoidance is at the very top of the table, followed by block, followed by crits, followed by regular hits (which fill up whatever remains of the attack table). Note that blocks and crits/hits are separate entries on the table - this means that you can never block a crit, for example.
As you increase the chance to do any one of these things, it "pushes" the things below it further down on the combat table. As an example, if we let our example paladin chose the protection tree as his specialization, he will gain 18% block from our baseline 8 mastery. That extra block will "push" crit and hit further down, and as a result 18% of the hit chance will be "pushed" off of the end of the combat table. The net result will be that we'll still have a 5.6% chance to be crit, but the chance to block will be up to 22.4% and the chance to be hit will drop to 58.8%:
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00.01-04.40 = miss (4.4%)
04.41-08.80 = dodge (4.4%)
08.81-13.20 = parry (4.4%)
13.21-35.60 = block (22.4%)
35.61-41.20 = crit (5.6%)
41.21-100.0 = hit (58.8%)
As tanks, we want to take as little damage as possible, which means we want to reduce the chance to be hit or crit as much as we can. In previous expansions, we had to stack defense rating to remove crits from the table. With the massive overhaul in 4.0.1, defense rating went away and every tanking spec gained a talent that reduces the chance to be critically hit by 6%, which is enough to remove them from the table for a raid boss. For paladins, that talent is Sanctuary. So if we let our example paladin spec deep enough into Protection to pick up 3/3 Sanctuary, the combat table looks like this:
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00.01-04.40 = miss (4.4%)
04.41-08.80 = dodge (4.4%)
08.81-13.20 = parry (4.4%)
13.21-35.60 = block (22.4%)
----------- = crit (5.6%)
35.61-100.0 = hit (64.4%)
Now that we can't be crit, our aim is to reduce that 64.4% chance to be hit by pushing as much of it off of the table as possible. There are two ways to do this:
- Stacking mastery is the most efficient way to get rid of hit, since it's unaffected by diminishing returns and has a very favorable rating->% conversion (~179 rating gives us 2.25% block). Now that block shaves a full 30% off of a hit, and 50% while Holy Shield is active, it's an incredibly powerful damage mitigation stat.
- Stacking avoidance also removes hit, though at a slower rate because the conversions are less favorable (~177 rating for 1% avoidance) and subject to diminishing returns. However, stacking avoidance means you'll replace those hits with avoids, so you're replacing a result where you'd take damage with one where you take zero damage.
So let's give our paladin some gear and see what happens. Let's say he gains enough mastery to reach 35% total block chance, and enough avoidance to reach 10% dodge and 10% parry. Now the combat table looks like this:
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00.01-04.40 = miss (4.4%)
4.41-14.40 = dodge (10.0%)
14.41-24.40 = parry (10.0%)
24.41-59.40 = block (35.0%)
----------- = crit (0.0%)
59.41-100.0 = hit (40.6%)
Considerably less squishy!
What if we jump forward in time a bit and think about later tiers of content. Let's say he's managed to bring his dodge and parry up to 20% each, and stacked enough mastery to reach 56% block. The attack table then looks like:
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00.01-04.40 = miss (4.4%)
4.41-24.40 = dodge (20.0%)
24.41-44.40 = parry (20.0%)
44.41-100.0 = block (55.6%)
----------- = crit (0.0%)
----------- = hit (0.0%)
At this point, we've pushed hit completely off the table. We now have a 45% chance to avoid the attack entirely (miss/dodge/parry), and a 55.6% chance to block the attack. This is what we'd call "unhittable" or "block capped." This occurs when your combined miss, dodge, parry, and block percentages add up to 102.4% (100% plus the 0.6% reduction to miss, dodge, parry, and block due to the boss's 3-level advantage).
It's also worth noting at this point that some special abilities that bosses use ignore sections of the table (for example, Baleroc's Inferno Blade can't miss and Decimation blade can't be blocked, and you'll still run into the occasional special attack that can't be dodged or parried). In those cases, you may find that the ability can hit even if you're "unhittable" to regular melee attacks.
Given the nature of the combat table, it's theoretically possible to push block off of the table by stacking more pure avoidance. Practically, this isn't possible because the gear to accomplish this doesn't (and won't, for encounter balance reasons) exist.
This tutorial has focused solely on incoming attacks from bosses, but the attack table system is also used for our offensive attacks. We'll discuss that in the next section.
