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Maintankadin

Your CAPtains: Crit, Block Hit and Expertise

Honorshammer
Wed Nov 19, 2008 8:46 pm

Your CAPtains: Crit, Block Hit and Expertise

Posting this on the blog tomorrow.

As you hit level 80, you need to start thinking about gear and caps once again. As a Paladin tank there are a couple of caps you need to think about.

Uncrittable Cap

The first and most important cap you want to reach in your gear is being uncrittable, which comes from Defense. At level 70, you needed 490 defense to be uncrittable. At level 80 the bar is raised and you need 540 Defense which equals out to about 689 Defense Rating. To quote Neo, "Whoah". It's a metric ton of defense needed. It is something you will need to actively work towards in your gear, but it is completely attainable with crafted items and rep rewards.

Block Cap

After you are Uncrittable, you should start working towards the The Block Cap. This may be a new concept for Paladin tanks, but it really isn't. The Block Cap is what used to be known as Uncrushable, i.e. a combined Miss, Parry, Dodge, and Block of 102.5%. Once you reach that point, any additional Block Rating falls off the table. You are 'capped' on the amount of Block you can have. It should be noted that since Holy Shield was changed to have its duration be longer than it's cooldown, it is now safe to assume 100% uptime on Holy Shield when calculating your Block Cap, however, don't make the mistake a certain Paladin I know (who shall remain nameless) made and continue to count Holy Shield at 35% unless you plan on continuing to wear the Libram of Repentance. Holy Shield is only 30%.

Being at the Block Cap is very helpful because it means that every unavoided attack from the Boss will be a Block. Paladins are the only class now that can stay Block Capped 100% of the time. Each Block takes off damage equal to your Block Value. If the Boss hits for 9000, and you have 900 Block Value (not unreasonable), you effectively shave off 10% of the damage each and every hit. That can add up to a huge amount of damage reduction over the course of the fight.

It also provides Paladins with the most predictable damage intake, and makes Paladins the easiest tank to heal.

So you can't be Crit, and every incoming attack is a Block at the worse case, what's next?

Hit Cap

Paladins are much more like Warriors now meaning we want Hit on our tanking gear. We have many more attacks (Judgement, Hammer of the Righteous (?), Shield of Righteousness, Avenger's Shield) that can miss, plus our white damage has gone up which also adds to our threat (though it does not receive the Righteous Fury modifier). A miss also means our Seal didn't proc. That's not a good.

Hit is what is checked to see if your Taunt resists. Since we have no backup spell should Righteous Defense resist, it's critical that it does not Resist/Miss. There is a Glyph which should eliminate most RD resists, and I suggest you take it.

At level 70, to be Hit Capped so you wouldn't miss, you needed 141 Hit Rating, further reduced to 95 by the talent Precision. Well Precision went bye bye. At level 80, you need 295 Hit Rating to be Hit Capped.

You can't miss, but the boss can still Dodge and Parry you.

Enter Expertise.

Expertise Cap

Expertise is what stops the Boss from Dodging and Parrying. You can get 6 expertise from talents and 10 from a glyph (skill not rating mind you). 24 Expertise is considered a soft cap, so you won’t need that much from gear.

Humans and Dwarves can get another 3 to 5 points depending on the weapon they are using. Since it looks like all high end weapons are Swords and Axes (no maces), it looks like Dwarves will not be getting much use out of their Racial.

You need 3.94 Expertise Rating at level 70 to get 1 Expertise skill. That rises to 8.2 at level 80. So at the worst case, to make up the difference a Paladin would need 8 Expertise Skill or about 65 Expertise Rating. Humans with Maces or Swords can lower that to 41 and Dwarves with a Mace (in the Billiard Room, lol) can lower that to 24.6.

(We won't discuss that rare Orc Paladin and his Axe bonus)
Shoju
Wed Nov 19, 2008 8:57 pm
I vote sticky sticky for this.
Majiben
Wed Nov 19, 2008 9:06 pm
As long as we are talking about the mechanics of the combat table I figure this will be a good spot to repost how avoidance works against mobs that are higher or lower than you.



Assuming a naked, untalented paladin/warrior you would see the following results in true avoidance. Your character sheet says you have 5% block, parry, dodge and the mob have a 5% base chance to miss against equal level defenders.
Code: Select all
Attacker Level  Parry  Dodge  Block  Chance to be missed
     +3          4.4%   4.4%   4.4%       4.4%
     +2          4.6%   4.6%   4.6%       4.6%
     +1          4.8%   4.8%   4.8%       4.8%
      0          5%     5%     5%         5%
     -1          5.2%   5.2%   5.2%       5.2%
     -2          5.4%   5.4%   5.4%       5.4%
     -3          5.6%   5.6%   5.6%       5.6%
Gamingdevil
Wed Nov 19, 2008 9:19 pm

Re: Your CAPtains: Crit, Block Hit and Expertise

Honorshammer wrote:If the Boss hits for 9000, and you have 900 Block Value (not unreasonable), you effectively shave off 10% of the damage each and every hit. That can add up to a huge amount of damage reduction over the course of the fight.


But what if the boss hits for OVER 9000?!! You asked for it...

Anyway, as far as I know, HotR can not miss, but what you didn't include is that Judgement can miss as well. This is, next to Righteous Defense, is probably the biggest reason that you would want to get hit capped. Judgement miss, means no Judgement of the Just and we wouldn't want that.
Spectrum
Wed Nov 19, 2008 9:37 pm
Nice post. I keep forgetting what all the new caps are in terms of ratings.

I still don't have an intuitive grasp of what numbers to expect, so 700 defense rating looks like an insane amount until I remember that it's not hard to get items with 60+ defense rating.
SmurfZG
Thu Nov 20, 2008 1:32 am
I hit uncrit after one day at 80 (starting out with t6 quality gear in wotlk) without resocketing any old gear but with using the ssc def trinket. I didn't have to use any crafted gear, but I bought the stuff from wyrmrest revered (cloak, boots, chest). One day later I was back to using commendation. I suppose non-t6 players might have to regem or get some more wotlk dungeon blues, but I didn't think that it was hard at all to reach uncrit.
Aleph
Thu Nov 20, 2008 3:43 am

Re: Your CAPtains: Crit, Block Hit and Expertise

Gamingdevil wrote:as far as I know, HotR can not miss,

I keep reading this, but have yet to find an actual theorycraft post with data to back it up. If this is true, does it also mean that once we get expertise capped HotR will always hit?
PsiVen
Thu Nov 20, 2008 3:48 am
Worth noting that even if you DO use the Libram of Repentance, it won't be worth 5% block anymore because it's based on block rating.

Also typo: should be 102.4% not 102.5%
Worldie
Thu Nov 20, 2008 7:47 am
The Libram of Repentance is somewhere close to 2% block at 80. Not impressive but still worth using if you are at that damn 1% away from the cap.
Janduin
Thu Nov 20, 2008 1:36 pm
Apparently ShoR cannot be parried or dodged, leaving HotR and white damage as our only abilities that benefit from expertise. I think it would be reasonable to say, especially as many heroic piece choices are between hit and expertise, that hit would be the preferred stat for us, as it also affected judgements/Exorcism/AS/taunt.
Ulushnar
Thu Nov 20, 2008 1:40 pm
What about the hit cap for us loveable alabaster tanking gods and our +1% hit aura?
vschiano2008
Thu Nov 20, 2008 1:51 pm
Question- What's required to get rid of that nasty 'deflect'- HotR cant miss but it can be deflected.

think that might get covered by the expertise?
Mortehl
Thu Nov 20, 2008 2:35 pm
Check wording on expertise cap. DODGES are stopped at that level of expertise, but you can still be parried.

Also, awesome summary post.
moduspwnens
Thu Nov 20, 2008 3:10 pm
Janduin wrote:Apparently ShoR cannot be parried or dodged, leaving HotR and white damage as our only abilities that benefit from expertise.


And seals.
Janduin
Thu Nov 20, 2008 5:52 pm
moduspwnens wrote:
Janduin wrote:Apparently ShoR cannot be parried or dodged, leaving HotR and white damage as our only abilities that benefit from expertise.


And seals.


True, though I'd argue this is irrelevant if you are using vengeance. Even with no +hit your stack is going to go up fast and stay there. And if you aren't using vengeance for some special reason, you are losing 10 expertise anyway from the glyph.