This post is a (minor) attempt to try and address the issue of Reckoning's value to a tank in lieu of the coming 2.3 changes to WE, i.e. that many people will be dropping Reckoning in order to place points into Combat Expertise.
Assumptions
- Single Mob only. I looked at these numbers using a single Mob with a Swing timer of 3.0.
- Reckoing Procs do not overlap; Each proc gives one full, distinct Reckoning where all 4 charges are used.
- 100% of all player melee attacks land on the mob as Regular Hits. Thus the mob did not Dodge or Parry nor did the player land Critical Strikes or Glancing Blows.
- Player Weapon Speed is assumed to be 2.3, and the player weapon DPS (plus strength modifier) was set to 87.9. (My current DPS using the LC Gavel)
- Player +Spell Dmg was set at + 300.
- Only (Rank 9) SoR is used and is active for all player swings. SoR Spell Dmg Coefficient is assumed to be 9.2% / 1.0 1-h weapon speed, and the dmg for the SoR base was set to be its maximum value of 91 yielding 154.48 dmg/swg (SoR base + (2.3)*(.092)*(Spell dmg) )
- Reckoning is assumed to taken at 5/5 talents giving a 10% proc rate upon damage received.
- The only source of damaging toward the player is via the mob's melee strikes.
- Fight Duration was assumed to be 15 minutes (900 seconds).
- Threat from white damage is set at 1:1, and Threat from Holy damage is 1:1.9, i.e. Imp Righteous Fury is active.
Results
Given the (player) swing timer of 2.3, the probability of Reckoning Procing such that a 4 Hit reckoning occurs (P4) ~= .39, and that of a 3 hit Proc (P3) ~= .41.
- Mob Total Swings = 300
- Player Pure Avoidance (PA) = 0%.
- Probable # of Reck Procs (PRP) = 30
- Reckoning Procs per Minute (RPPM) = 2
- Probable #4 Hit Reck Procs (P4R) = (P4)*(PRP) = 11.73
- Probable #3 Hit REck Procs (P3R) = (P3)*(PRP) = 18.26
I will only look at the damage from the extra Reckoning attacks themselves.
- 4Hit Reck Dmg (4RD) = (DPS*Weapon Speed)*4 + 4*(SoR Dmg) = 1426.6
- 3Hit Reck Dmg (3RD) = (DPS*Weapon Speed)*3 + 3*(SoR Dmg) = 1069.95
- Cumulative Reck Damage (4 Hit) = (P4R)*(4RD) = 16747
- Cumulative Rec Damage (3 Hit) = (P3R)*(3RD) = 19538
- 4 Hit Reck Threat (4RT) = White Dmg Threat + SoR Threat = (DPS*Weapon Speed)*4 +4*(1.9)*(SoR Dmg) = 1983
- 3 Hit Reck Threat (3RT) = (DPS*Weapon Speed)*3 +3*(1.9)*(SoR Dmg) = 1487
- Cumulative 4RT = (4RT)*(P4R) = 23275.5
- Cumulative 3RT = (3RT)*(P3R) = 27154.75
- Total Reckoning Threat (TRT) = Cumulative 4RT + Cumulative 3RT = 50430.25
- TPS from Reck (RTPS) = 56.0
This establishes a baseline (0% PA) RTPS for the given player and data with a mob swing timer of 3.0. As we already know, if we increase our Pure Avoidance upward the amount that reckoning will proc decreases linearly due to less damage being taken, i.e. a 10% increase in PA yields a 10% decrease in RPPM and RTPS. From the number above:
- Delta RPPM / 10% PA Gain = -.2RPPM
- Delta RTPS / 10% PA Gain = -5.6RTPS
The point of all of this is to show that if you are fighting a mob (with 3.0 Swing timer) and the melee hits are the only source of damage, that reckoning only contributes a very small TPS given the fact that most paladin tanks can put out a TPS of 600-1000.
Periodic damage from spells or damage effects (as a specific part of a given encounter) can and do increase RPPM by a large amount. Especially if those effects are subject to a tanks PA stats.
Finding the optimal point of avoidance v.s. Reckoning's value as a talent (IMO) can't be calculated directly due to the number of varaibles spread throughout so many different encounters. As such, it will still have to be at a player's discretion on when its effect is no longer worth the cost.
Typhoeus
Wed Oct 31, 2007 10:31 am




