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Similar to the problem with my Druid's dodge, except in this case instead of big negative values when raising agility/dodge, it gives big positive values even when subtracting agil/dodge or str/parry.
I posted a stats log in yet another new tab on your public spreadsheet for number-crunching.It only tests a range of values for parry, dodge, and Strength. If you'd like, I can pick up a set of ilvl 272 vendor-bought greens with Agility to test that too.
Also a question. I'm curious, how do you even go about figuring how much a DK's mastery is worth? It seems like it would vary too much depending on ability use.
Dodge looks great now, tested up to 1050 dodge, & 2941 agility. Matches with as many digits of precision as the character sheet and calculator show.
Strength/Parry need some tweaking, though. At 4543 strength + 1918 parry, it's too low by 0.02% parry chance.
I put more data on your spreadsheet (the 'DK' tab), and put in the mastery columns as well for good measure, so you can check the new calcs for those.
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I'm curious, how do you even go about figuring how much a DK's mastery is worth?
i didn't even look at it; i have no idea what it does. If it's anything like Druid Mastery was in Cataclysm it wouldn't be worth it.
Someone complained about Mastery for Bears in Cataclysm. i posted 3 screenfuls of my calculations showing that Mastery was essentially worthless. Unless someone wants to come up with better calculations: Mastery stays worthless.
In general, TankPoints reduces everything to basically one number:
If you have 200,000 health, and on average you reduce all damage by 75% (meaning you take 25% of incoming damage) then your tank points is:
200000 / 0.25 = 800000
So TankPoints is a kind of measure of "effective health".
Not to be confused with Effective Health, which does the same calculation as tankpoints, but only using guaranteed reduction effects (i.e. armor, defensive stance) because other effects (dodge, parry, block, miss) are not guaranteed to happen
Mastery: Blood Shield Each time you heal yourself with Death Strike while in Blood Presence, you gain 50% of the amount healed as a Physical damage absorption shield.
and
Death Strike ..heals you for 20% of the damage you have sustained during the preceding 5 sec (minimum of at least 7% of your maximum health).
You need to decide how often you will cast Death Strike, and how much damage of you will take during an average 5 seconds. Would be easier to assume that you just get the 7% of your health.
assume playerHealth is 200000
playerHealth
200000
playerHealth * 0.07 = 14000 hp healed
shield = hpHealed * 0.5 = (playerHealth * 0.07) * 0.5 = (200000 * 0.07) * 0.5 = 14000 * 0.5 = 7000
So you have a shield that (i assume) can absorb (at least) 7,000 damage.
What you have to then do is come up with a number representing on average what percentage does that reduce incoming damage by?
shield/health = playerHealth * 0.07*0.5 / playerHealth = 0.07*0.5 = 0.035 = 3.5%
Is it safe to say that you take on average 3.5% less damage?
i just don't know
Edit: i didn't even take re-cast time into the equation (how often can i cast Death Strike).
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Can you post a tab of Strength, Parry Rating, Parry Rating Bonus, Parry Chance data?
Already posted. It's the 'DK' tab, right after 'DKAvoidanceData'.
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