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Maintankadin

Has someone submitted Tankadin data wrt AD to beta??

2ndNin
Thu Sep 18, 2008 8:23 am
Not true Lore (though 99.99% it is Razz).

20,000 health paladin
35% AD = 7,000 Health to activate.

Hits of 5K =>4800
16,200
12,400
08,600
03,800
-1,000

Ardent Defender
15,000
10,000
05,000
01,500
-2,000

Both fail hard, 4% mitigation is slightly better from a healing perspective (1 FOL moves it from 4 to 5 hits to death, AD needs a bigger heal)

Lets make the hits bigger, 10,000, 9,600 after 4%

20,000
10,400
00,800
Dead

20,000
10,000
Dead
Dead

AD fails to save us, 4% mitigation did.

Midling hits, 7,500, 7,200 after 4%
20,000
12,800
05,600
-1,600

AD:

20,000
12,500
05,000
-0,250

AD saves the day (well fails, but has a lesser HTD penalty)

The cutoff (back of napkin here) for AD > 4% is likely when 0.7*damage> 0.35*Paladin Health -1 and the 4% increases the integer survivability of our tank (int(roundup)(Health/(Hit*0.96))

So in the case of our 20,000 health paladin: 9998 damage / hit.

So 4% mitigation is better for us when 9998 < Damgage < 10,400

If we set the damage to 10,500 both fail equally, there will be a similar area of benefit around 20,000 -> 20,799 where the 4% is superior to the AD bonus, and in regions where there are a limited number of hits in AD range that are close to killing you (hits ~ AD range). So there are benefits to the raw mitigation.

So there are cases where its better, but I think we already knew that AD excels at low damage high frequency hits, while the constant 4% mitigation has benefits in certain thresholds where it is literally life or death.

Typically AD prevents in the region of 1-4% damage (from anecdotal data, so don't take that as gospel) and can be situationally very powerful.

Overall to really be valuable as a boss tanking tool AD with the cheat death type proc would be much superior to the current form, and would function in Boss type situations where AD is easily leap frogged.
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Armoury Link

Ankiseth
Thu Sep 18, 2008 8:26 am
Why is AD still 5 points? :<

Sorry, it just struck me that they're really slimming down the tree(to introduce new talents, or just to slim it down I guess). They cut some of our better talents(ComEx, RedoubtShieldSpec, Imp HS) out/down to size...
AD just feels unwieldy as is, for 5 points.

Or maybe I'm too hopeful.
Lore
Thu Sep 18, 2008 8:31 am
2ndNin - Right, there are theoretical situations in favor of both sides. They really don't occur in practice, however. The only boss I know of where back-to-back 10k hits are possible is Brutallus (if you dodge his offhand attack both times), and you're simply not going to tank him with only 20k health.

I suppose a better way to phrase my statement is "In any situation ingame where AD wouldn't save you, 4% extra mitigation wouldn't either."
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Those who died are justified.
Meeks
Thu Sep 18, 2008 9:22 am
Myself I have 5/5 ad but I am not a huge fan of it. I rarely get over 1.2% mitigation from it and i would say about 90% of the time it says it saved me I died anyway. Maybe once a week or so it truly saves me. Nice when it happens but a flat 4% would be much nicer.
dmok
Thu Sep 18, 2008 9:28 am
realize what he is trying to say.

Player A has 5/5 AD
Player B has 0/5 AD
Tankadin assumes BOTH players have 5/5 AD

both players are at 5000 health, and in AD range.
both players take a 4000 damage blow (as in, actually reduces their health by 4000 after midgitation and even the AD effect)

in BOTH cases, tankadin assumes that AD has just shaved off 35% of the damage, therefore tankadin assumes BOTH players would have normally been hit for 6153 since there is no "hit for 4000 (AD resisted x)" entry in the combat log.

therefore, both players get the warning.
In the case of the person with AD, this is a true positive (he really would have taken 6k damage).
the other player gets the warning because tankadin assumes the damage was already reduced, and he is in fact still alive. In reality, he only ever took 4000 damage.
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11/11 KZ | 4/6 ZA | 2/2 GL | 1/1 MAG | 3/4 TK | 2/6 SSC | 2/4 MH
Nuclearseal
Thu Sep 18, 2008 11:55 am
AD.

instant cast.

The paladin calls on the strength of light to harder his armor by 20/25 sec, reducing melle damage taked by 35%.

this would be a great panic boton...Sad and a more usefull function of the AD spell...about the 4% wipe in brutallus...thats a 1% probability of hapens...just bad luck.

changing the AD spell into something like this would not make us op agains warriors..but would give us something to be happy with..i think