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Maintankadin

Glove enchant?

Zsorn1
Wed Jan 30, 2008 3:03 am

Glove enchant?

2% threat or 20 SD... anyone know the math?

I currently use 20 SD.. but was wondering if 2% is better?
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Mazater
Wed Jan 30, 2008 3:34 am
I'm using +2% threat becouse It's cheaper than +20spelldmg(Primal Earth's are 3-4g on Ravencrest <3).

But wich one is really better, I don't know, but I'd like to know.
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Theorycraft is the last thing that is gonna help you kill a boss. Yes i will get 20 dps more or tank will get 20 TPS more, but that doesn't kill bosses, playing smart and good while being ready to improvise is what does the job.
Moraus
Wed Jan 30, 2008 3:34 am
from what i understand from Elitist Jerks, you should get 2% threat if your over 500 TPS for your normal tanking gear, and for aoe tanking if your consecretion ticks for less than 100 you need 20 spell damage.


My source taken from This lovley guide on the EJ forums by chicken.

For gloves, the choice roughly comes down to whether you want extra threat or extra survivability from your gloves. For threat we have the choice between +20 spell damage, +2% threat and +15 spellhit. +20 spell damage and +2% threat are easily compared; if we go with the numbers above +20 spell damage is worth approximately 10 TPS, which means that 2% threat is a better enchant at 500 TPS and upwards; the only exception here is when you're in an AoE tanking situation and your consecration does less than 100 damage per tick, in this case +20 spell damage is the superior enchant since it benefits consecration more than the +2% threat enchant would do.

The +15 spellhit enchant is harder to quantify, it will give you 1.2% spellhit, which can be very good in situations in which you want to be as certain as possible that your spells do not get resisted, but will lose out in comparison to both the spell damage and +threat enchants in a sustained tanking situation. It is probably best suited to fights in which adds periodically spawn and need to be killed fast, so you want to be certain you can grab them as fast and effectively as possible.
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Moraus
Wed Jan 30, 2008 3:44 am
indeed, apologies for posting that information on spellhit, negleted to notice that it's now melee hit and not spell (would have been nice to keep it spell for us since theres a little hit on the badges gear tho :<)
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Emoir
Wed Jan 30, 2008 10:47 am
To elaborate even more, let's take all gear that's T5 and up w/ +spell hit on it and add it up (we'll exclude gems and gem set bonuses) and only include pieces people would actually use for tanking:

Plate:
http://www.wowhead.com/?items=4.4&filter=qu=4;minle=128;cr=48;crs=1;crv=0
Girdle of the Protector: 18
Sabatons of the Righteous Defender: 18

Weapons:
Tempest of Chaos: 17
Amani Punisher: 20
Hammer of Judgement: 22

That's about it. You'd have to consider pure spell damage items after that. And the trinkets w/ spell hit on them that are T5 and up are not very useful threat-wise.

So, we're talking 35 - 40 spell hit. This is far shy of 101 to hit a 9% base miss.

Looking into the future, WotLK and level 80 will introduce higher rates of combat ratings. Meaning, it will still take a 17% base chance to hit a raid boss with spells, but the rating will be at least 19.91 rating for each 1% to hit (based on the current ratio). That's 160 hit rating to meet the base miss of melee. We'll never have enough of an itemization budget to warrant RD switching back to +spell unless we are impacted by some serious class changes (which we don't really need).

Is it just me, or are we the only class that settles w/ skating by on crumbs of hit rating (spell and melee)? Why even bother itemize it at all? The weapons we use can be used by other casters and therefore may warrant spell hit. But why the hell do we have x2 plate pieces w/ spell hit smack in the middle of gear progression?

Anywho, that's my rant.
Mavrix
Thu Jan 31, 2008 6:47 am

Hrm

I believe it was determined on these forums quite a long while back that once you have 200 or more spell damage that 2% threat enchant is superior threat generation compared to the 20 spell damage enchant for gloves.
I'm pretty sure 200 was the number discussed.
It's not simple math either, since many of our other talents increase threat generated by various skills and many of our threat moves generate much more threat than simply from their damage alone (righteous fury considerations, holy shield/imp holy shield, etc.)
Clearly 2% threat enchant will always up your threat by 2% and thus will continue to nicely scale with all of the rest of your gear ad infinatum. 20 spell damage will only ever be 20 spell damage more threat and the more spell damage you have available the less that impacts your threat generation.
That being said, keeping a pair of gloves somewhere that have spell damage and spell damage enchant is more useful when questing, farming, whatnot because during those activities threat matters not one bit while killing faster due to more spell damage helps.
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Mavrix
BE Tankadin
Dalaran

http://www.wowarmory.com/character-sheet.xml?r=Dalaran&n=Mavrix
Ciandin
Thu Jan 31, 2008 11:03 am
Dorvan
Thu Jan 31, 2008 11:57 am
Good point Cian
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