TankPoints
TankPoints 2.0 - A benchmark for survivalbility gear
About TankPoints
TankPoints was created to help myself compare different pieces of tanking gear, because it was difficult to decided at a glance like whether 12 defense is better then 1 dodge.
TankPoints can be seen as how much damage you can take before damage reduction, it considers your max health, armor, defense, dodge, parry, block, block value, resilience, crushing blow chance, miss, crit reduction, talants, buffs, stance/forms, and more.
Keep in mind though, that higher TankPoints does not make a better tank, it is only a benchmark for survivalbility gear but does not calculate threat. It can not decide for you what you should wear for what boss, but it can provide you with a wealth of information what will hopfully be useful for choosing gear.
About TankPoints 2.0
TankPoints 2.0 is a complete rewrite of my original TankPoints for WoW 2.0 using the Ace2 framework.
It has a much improved TankPoints algorithm, intergrates nicely into the character stats dropdown menu, and shows a lot more information then the original TankPoints.
2.0 introduced a new combat ratings system which made it even harder to compare gear, in order to code combat rating support for TankPoints, the exact rating to percentage formula is required which Blizzard didn't give us. Luckly, I have suceessfully reverse engineered the rating formula for all levels and coded an addon called "Rating Buster" that converts ratings on item tooltips into percentages, you can try it out here.
Rating Buster: http://wow.curse-gaming.com/en/files/details/4991/rating-buster/
How to use
Gravity has writen an awesome 7 page guide to using TankPoints on his blog: http://pwnwear.com/tankpoints-user-guide/
The value of Block
The value is Shield Block Value and Block Rating is highly dependent on what you are tanking.
Its very good for mobs that don't hit very hard like in heroics, but is worth much less on hard hitting bosses in 25 man raids.
At level 80, TankPoints' default mob damage is tuned to 25 man raids, with a value of 24365 damage before mitigation.
You can change this value to match what you plan on tanking by using the "/tp mob damage" command in game.
A mob damage of 10505 for example is a good value for level 80 heroics.
TankPoints also calculates the value of Shield Block for Warriors, and Holy Shield for Paladins.
You can use the "/tp player sbfreq" command to set a shield block frequency that matches your rotation (in how many seconds AFTER cooldown finishes).
For most tankadins rotations, you will have a 100% Holy Shield uptime, using "/tp player sbfreq 1" will tell TankPoints that you will use Holy Shield 1 second after cooldown finishes (every 9 secs)
TankPoints 2.0 Features
Imporved TankPoints 2.0 formula
- Support for all combat ratings including the new resilience stat
- Support for block% and block value
- Support for crushing blows
- Support for combat table and correctly caps off at a total of 100%.
Using Hit < Crushing < Crit < Block < Parry < Dodge < Miss - Support for mob stats:
- Mob level - defaults player level 3
- Mob damage
- Mob melee crit chance
- Mob melee crit bonus
- Mob melee miss chance
- Mob spell crit chance
- Mob spell crit bonus
- Mob spell miss chance
Improved TankPoints Calculator
TankPoints User Interface
- Intergrated in to the Character stats dropdown menu (See Screeshots)
- When TankPoints is selected it displays:
- TankPoints
- Melee Damage Reduction
- Block Value
- Spell TankPoints
- Spell Damage Reduction
- TankPoints tooltip:
- Your stance
- Mob Stats
- Mob Level
- Mob Damage (after damage reduction)
- Mob Crit Chance
- Mob Miss Chance
- TankPoints per StatValue - Shows how much TankPoints you gain for each stats with equal item values, because the values below are equal in the item value formula, you can use this data to see what gives the most bang for the buck in terms of item budgets.
- 1 Agility =
- 1.5 Stamina =
- 10 Armor =
- 1 Resilience =
- 1 Defense Rating =
- 1 Dodge Rating =
- 1 Parry Rating =
- 1 Block Rating =
- 1.54 Block Value
- Option to hold down ALT key will show how much TankPoints you gain for each stat point
- 1 Agility
- 1 Stamina
- 1 Armor
- 1 Resilience
- 1% Defense
- 1% Dodge
- 1% Parry
- 1% Block
- 1 Block Value
- Melee Damage Reduction tooltip:
- Armor Damage Reduction against mob level - Useful because the default armor tooltip only shows the reduction for the same level
- Mob Level, Player Level
- Combat Table - Hit < Crushing < Crit < Block < Parry < Dodge < Miss. The total of these chances must be capped at 100%, if you exceed 100% then lower priority values will be pushed off the table. For example, when you press shield block ( 75% block chance), hit, crush and crit will all be pushed off and will be 0, your real block chance will also be capped at (100% - Parry% - Dodge% - Miss%)
- Block Value tooltip - Block Value should have been included in the default UI, but they didn't so I coded my own function that does it, strength, items, talents(warrior, paladin, shaman) are all considered in the algorithm.
- Mob Damage before Damage Reduction (armor and stance effects)
- Mob Damage after Damage Reduction
- Blocked percentage
- Block Value / Mob Damage after DR
- Block Chance
- Equivalent Block Mitigation
- Block Chance * Blocked percentage:
This can be seen equal with the same amount of dodge or parry.
- Spell TankPoints Tooltip - Shows your strongest school by default
- Your stance
- TankPoints at the following Melee/Spell Damage Ratio
- 25% Melee Damage 75% <school> damage
- 50% Melee Damage 50% <school> damage
- 75% Melee Damage 25% <school> damage
- Can manually cycle through all schools by left clicking the stat
- Reset back to showing the strongest school by right click the stat
- Spell Damage Reduction - Shows your strongest school by default
- Shows damage reductions for all schools
- Same click functions as the Spell TankPoints Tooltip
Supported class talants and buffs
- Warrior: Improved Defensive Stance, Shield Mastery, Shield Wall - Buff, Death Wish - Buff, Recklessness - Buff, Toughness, Vitality
- Druid: Survival of the Fittest, Natural Perfection, Thick Hide, Balance of Power, Heart of the Wild
- Paladin: Shield Specialization, Divine Purpose, Blessed Life, Ardent Defender, Spell Warding, Improved Righteous Fury, Divine Strength, Toughness
- Shaman: Shield Specialization, Elemental Shields, Elemental Warding, Toughness
- Rogue: Sleight of Hand, Heightened Senses, Deadened Nerves, Vitality, Sinister Calling, Cloak of Shadows - Buff
- Hunter: Survival Instincts, Thick Hide, Combat Experience, Lightning Reflexes
- Priest: Shadow Resilience, Spell Warding, Pain Suppression - Buff, Enlightenment
- Hunter: Survivalist, Endurance Training
- Warlock: Demonic Resilience, Master Demonologist, Soul Link - Buff, Demonic Embrace, Fel Stamina
- Mage: Arctic Winds, Prismatic Cloak, Playing with Fire, Frozen Core
Slash Commands
Use: /tp or /tankpoints
- '''/tp''' - Show help
- '''/tp calc''' - Toggle calculator
- '''/tp mob''' - Show mob stats help
- '''/tp mob level (-20 - 20)''' - Sets the level difference between the mob and you
- '''/tp mob damage (0 - 99999)''' - Sets mob's damage before damage reduction
- '''/tp mob default''' - Restores default mob stats
- '''/tp mob advanced''' - Show advanced mob stats help
- '''/tp mob advanced crit (0 - 100)''' - Sets mob's melee crit chance
- '''/tp mob advanced critbonus''' - Sets mob's melee crit bonus
- '''/tp mob advanced miss (0 - 100)''' - Sets mob's melee miss chance
- '''/tp mob advanced spellcrit (0 - 100)''' - Sets mob's spell crit chance
- '''/tp mob advanced spellcritbonus''' - Sets mob's spell crit bonus
- '''/tp mob advanced spellmiss (0 - 100)''' - Sets mob's spell miss chance
- '''/tp player sbfreq (0 - 1000)''' - Sets the Shield Block press delay in seconds after Shield Block finishes cooldown
TankPoints Formulas
TankPoints
Melee Total Reduction
- totalReduction[MELEE] = 1 - ((mobCritChance * (1 + mobCritBonus) * mobCritDamageMod) + (mobCrushChance * 1.5) + (1 - mobCrushChance - mobCritChance - blockChance * blockedMod - parryChance - dodgeChance - mobMissChance)) * (1 - armorReduction) * meleeTakenMod
Spell Total Reduction
- totalReduction[SCHOOL] = 1 - ((mobSpellCritChance * (1 + mobSpellCritBonus) * mobSpellCritDamageMod) + (1 - mobSpellCritChance - mobSpellMissChance)) * (1 - schoolReduction[SCHOOL]) * spellTakenMod
Armor Reduction
levelModifier = attackerLevel if ( levelModifier > 59 ) then levelModifier = levelModifier + (4.5 * (levelModifier - 59)) end armorReductionTemp = armor / ((85 * levelModifier) + 400) armorReduction = armorReductionTemp / (armorReductionTemp + 1) if armorReduction > 0.75 then armorReduction = 0.75 end if armorReduction < 0 then armorReduction = 0 end
Defense Effect
- defenseEffect = (defense - attackerLevel * 5) * 0.04 * 0.01
Block Value From Strength
- blockValueFromStrength = floor(totalStr * 0.5 - 10)
Block Value
- blockValue = floor((floor(totalStr * 0.5 - 10) + blockValueFromItems + blockValueFromShield) * blockValueMod)
Mob Damage (default formula)
- mobDamage = (levelModifier * 55) * meleeTakenMod * (1 - armorReduction)
Resilience Effect
- resilienceEffect = ReverseRating(resilience, playerLevel) * 0.01
Mob Crit Chance
- mobCritChance = max(0, 0.05 - defenseEffect - resilienceEffect)
Mob Crit Bonus
- mobCritBonus = 1
Mob Miss Chance
- mobMissChance = max(0, 0.05 + defenseEffect)
Mob Crush Chance (if mobLevel is +4 or more)
- mobCrushChance = (mobLevel - playerLevel) * 0.1 - 0.15
Mob Crit Damage Mod
- mobCritDamageMod = max(0, 1 - resilienceEffect * 2)
Blocked Mod
- blockedMod = min(1, blockValue / mobDamage)
Mob Spell Crit Chance
- mobSpellCritChance = max(0, 0 - resilienceEffect)
Mob Spell Crit Bonus
- mobSpellCritBonus = 0.5
Mob Spell Miss Chance
- mobSpellMissChance = 0
Mob Spell Crit Damage Mod
- mobSpellCritDamageMod = max(0, 1 - resilienceEffect * 2)
Resistance Reduction
- schoolReduction[SCHOOL] = 0.75 * (resistance[SCHOOL] / (mobLevel * 5))
EffectiveHealth (EH)
- effectiveHealth[MELEE] = playerHealth * 1/(1 - (1-armorReduction) * damageTakenMod)
- effectiveHealth[SCHOOL] = playerHealth * 1/(1 - damageTakenMod) In other words: how much health you have times how much that health translates into raw damage when you're hit
EffectiveHealthWithBlock (EHB)
For every swing of the mob (see mobAtkSpeed) until you are out of health if time to press the shield block button given timeBetweenPresses refresh charges on shield block if mobHitChance + mobCrushChance + mobCritChance == 0 or (charges left and mobHitChance + mobCrushChance + mobCritChance <= 75%) use a charge on shield block min(healthLeft, take raw damage from the monster per mobDamage - blockValue) else min(healthLeft, take raw damage from the monster per mobDamage) end end
TODO
Version History
2.8.4
- toc update
- Packaged with new libraries with 3.2.0 class support
- Block Value is now 2/0.65 per statpoint
- Paladin: Fixed Holy Shield talent location
- Default mob damage at level 83 is now 44165, up from 24365 to match current raid difficulty.
- Fixed TankPoints per Defense Rating calculation
- Fixed Effective Health with Block
2.8.3
- toc update
- Packaged with new libraries with 3.1.3 class support
2.8.2
- NEW: Avoidance diminishing returns calculations in Melee DR tooltip will show you how much avoidance you gain for +16 of each stat.
- Diminishing returns for chance to be missed now supported.
- Paladin: Combat table will now reflect the effects of Holy Shield if you set it at 100% uptime. To set 100% Holy Shield uptime, use a sqfreq lower then or equal to 2 secs, ex: /tp player sbfreq 2
- Fixed Block Value formula
- Can set shield block frequency from 0 secs to 1000 secs, set it to 1000 if you don't want TankPoints to calculate the shield block effect
- Defense isn't affected by DR (Defense Rating is)
- Fixed StatFrame data not updated correctly during stance/presence/form/aura change
- Uses LibStatLogic-1.1 and LibTipHooker-1.1 now
- Made the Calculator movable by dragging the sides
- Support for enchant statmods:
- Enchant: Rune of the Stoneskin Gargoyle: +2% Stamina
- Enchant: Rune of Spellshattering: Deflects 4% of all spell damage
- Enchant: Rune of Spellbreaking: Deflects 2% of all spell damage
- Support for meta gem statmods:
- Austere Earthsiege Diamond: 2% Increased Armor Value from Items
- MetaGem: Eternal Earthsiege Diamond:+5% Shield Block Value
- MetaGem: Eternal Earthstorm Diamond: +5% Shield Block Value
- MetaGem: Effulgent Skyflare Diamond: Reduce Spell Damage Taken by 2%
- Fixed Warrior talent detection: Vitality, Strength of Arms, Improved Defensive Stance
- Death Knight: Added Stance: Frost Presence detection fixed
- Death Knight: Added Buff: Bone Shield: Damage reduced by 40%.
- 3.0.8: Death Knight: Updated Stance: Frost Presence: The bonus armor has been increased from 60 to 80% and magic damage reduction increased from 5 to 15%.
- 3.0.8: Death Knight: Updated Buff: Bone Shield: Damage reduced by 20%.
- 3.0.8: Death Knight: Updated Buff: Will of the Necropolis: Reduce the damage of any attack that takes the DK below 35% health by 5%/10%/15% instead of boosting armor when wounded.
- 3.0.8: Druid: Updated Talent: Survival of the Fittest: This talent now grants 22/44/66% bonus armor in Bear Form and Dire Bear Form in addition to all of its previous effects.
- 3.0.8: Shaman: Updated Talent: Elemental Warding: Now reduces all damage taken by 2/4/6%.
- Removed Endurance (Tauren racial)
2.8.1
- Support for Warrior talent: Critical Block
- Fixed Shield Block and Holy Shield calculations
- Default mob damage at level 83 is now 24365 instead of 10505
- Fixed a bug causing "ADD_CRIT_TAKEN" from talents to be capped at MobCritChance
- Paladin: Added Talent: Redoubt - Increases your block value by 10%/20%/30%
- Death Knight BaseDodge changed from 0.758% to 3.4636%.
2.8.0
- Avoidance diminishing returns support: Calculator, ItemTooltip, TankPoints Per Stat, TankPoints Per StatValue
- Supports Death Knight: Forceful Deflection - Increases your Parry Rating by 25% of your total Strength
- Added Str to TankPoints Per Stat, TankPoints Per StatValue
- Fixed EffectiveHealth, EffectiveHealthWithBlock
- Fixed Warrior Shield Block calculations
- Support for Paladin Holy Shield
- Crushing blows only happen when mob is +4 levels
- 1 Strength now gives 0.5 Block Value
- Removed Babble-Spell-2.2, Deformat-2.0, Gratuity-2.0
- Fixed immediate errors in 3.0.2
- Calculator: Fixed error
- Code cleanup and stability tweaks
- toc 30000
2.7.0 by Aliset
- NEW: You can specify pre-mitigation mob damage using /tp mob drdamage
- NEW: Ciderhelm's EffectiveHealth and a derived stat, EffectiveHealthWithBlock
- Moved to StatFrameLib-1.0 for paperdoll stat frames
- Alt events didn't seem to be working, so moved to clicks for per-stat/per-rating change
- Consolidated some aspects of TankPoints calculation
- Pretty print many of the large numbers shown (so 789956 shows up as 789,956)
2.6.8
- NEW: You can now open the options window using /tp optionswin
- Fixed: Error in TankPoints.lua:1286 and TankPoints.lua:947
- Updated Korean localizations by fenlis
2.6.7
- Updated Taiwan localization by Whitetooth
- Improved stat scanning
- Updated German localization
2.6.6
- Updated French localization by Tixu, TankPoints Tooltips now works with the French client
- Fixed a bug causing TankPoints tooltips not showing correctly for languages other then English
- Fixed Parry/SpellHaste rating calculations
- Updated libs
2.6.5
- Pre updated the TOC to 2.1.0
- Support for Shield Block skill, with options to set mobs attack speed(default 2.0) and average time between Shield Block key presses(default 8 sec)
- Fixed error when changing options with the Calculator open
2.6.0
- Calculator: Fixed MobLevel calculations
- Better Talant and Buff support
- Improved Block Value calculation
- Code for smooth transition to 2.1.0
- Updated Libs
2.5.7
- Fixed incorrect tooltip values
- Fixed calculater rounding errors
2.5.6
- Fixed library error
2.5.5
- Added StatLogic deDE localizations by Gailly
2.5.4
- Fixed incorrect armor calculations in tooltips for Druilds
- Added Taiwan localizations by CuteMiyu
2.5.3
- Updated Korean localization by fenlis
2.5.2
- Fixed another StatLogic bug
2.5.1
- Fixed StatLogic bug
- Druid Bear Form formulas updated to 2.0.10 fixes
- Updated French localizations by Tixu
- Added Korean localization by fenlis
2.5.0
- Item tooltips will now show TankPoints (only works for English client until localized)
- Removed Compost
- Removed ReverseRating.lua
- Code cleanup and optimizations
2.4.1
- Fixed Calculator Block Value from Strength calculations
2.4.0
- May now input Armor from items and Armor from non items in the Calculator
- Really fixed Night Elf and Feral Swiftness dodge calculations
- Improved accuracy of calculator stat calculations
- Improved calculator support for Druid Forms
- Calculator support for Druid talant * Heart of the Wild, Balance of Power,
- Calculator support for Rogue talant * Cloak of Shadows
- Calculator support for Paladin talant * Toughness
- Calculator support for Hunter talant * Survivalist, Endurance Training
- Calculator support for Warlock talant * Fel Stamina
- Calculator support for health mods
- Support for Death Wish, Recklessness
2.3.5
- Fixed Druid, Hunter and Night Elf dodge calculation bug
- Fixed Druid talant * Survival of the Fittest not being counted bug
- Fixed Paladin talant * Ardent Defender being always on bug
2.3.3
- Fixed Druid Dire Bear Form armor calculations
2.3.2
- Added support for new pally talants: Spell Warding, Improved Righteous Fury
- Updated Libs
2.3.1
- TOC 20003
- Updated Libs
2.3
- Greatly improved the Calculator algorithms
- Calculator: better support for talants that give bonus strength, agility, stamina, armor
- Calculator: better handling for Defense Rating
- Improved TP per StatValue/Stat calculations in TankPoints tooltips
2.2.3
- Fixed low level resistance calculations
- Fixed Druid Bear Form armor bonus
- Plays nice with other mods that may add to the character dropdown list
2.2.2
- Fixed Tauren health error
2.2.1
- Added German localization by AbbedieD
- Improved support for Druid armor bonuses in various forms
- Removed (%) from Defense in Caculator
- Partially updated French localizations
- Updated libs
2.2
- The improved TankPoints Calculator is now in
- Changed Soul Link formula 30% -> 20%
2.1.1
- Fixed TP per defense rating in tooltip again
- Updated French localizations by Tixu
2.1
- Support for various class specific talants and buffs
- Fixed TP per defense rating in tooltip
- PlayerHasShield() localized
- GetBlockValue() localized
- Fixed a couple slash command's option range
- Partial French localizations by Tixu
2.0.1
- Fixed ReverseRating error
- Updated Libs
- Fixed a display bug in TankPoints tooltips
- Fixed Block Value algorithm not working with some shields
- Set Block% to zero if you don't have a shield on
2.0
- Complete rewrite for the 2.0 client using Ace2
Long been the ultimate mod for determining what you outfit your warrior for MTing. Sure hope Whitetooth is still around to implement changes to this mod; its been a while.
Yes, in 1.11 items (& potions) with health/5 sec capability now work during combat. So it would be good if tank point effect calculations for this could be added to the mod.
@kashgarinn: "Also, why doesn't "spirit" and "defence" have some value for tankpoints?"
Hmm? If you try entering numbers into the "Defense" line of the calculator, you will see that it does have a (major) effect on tank points.
Now that health regen now works during combat since 1.11 would it be possible to factor that with tankpoints?
I've been using tankpoints with the shield block addon from kinesia. I've been wondering if it could be expanded to be extrapolated to "damagepoints" as well?
Also, why doesn't "spirit" and "defence" have some value for tankpoints?
K.
Further to my comments I've made an initial version that uses this, it's pretty messy codewise because the initial code never needed to look at items (the only way to get Block Value that I can see as opposed to Block %). It looks at your equipped shield and won't take account of anything but the raw block figure. It uses your own average damage figures as a rough guide for a creature of your level.
http://www.blackguild.com/webcam/TankPoints.rar
Whitetooth, feel free to use this code if you want, just leave a note somewhere saying I extended the blocking functionality if you do.
Thanks.
As far as I can see you what you'd need to do to add Block % would be to have some idea of the level of the mob you are fighting and their average damage.
This suggests adding it in the calculator only, or perhaps assuming you are "fighting yourself" and use your own character level and your own average damage range. (This could potentially be used on any internal "crushing blows" part of the calculation.
If you have an average damage range and a block percent, you already know from above the percent of the time you are blocking. A block doesn't remove the full attack though, so you can't pretend that "10% block" means you take "10% less damage" like you can with dodge. What you _can_ do (once you have an average damage amount) is take the shield's block amount (which gets increased by 1 for every 22 strength. figure stolen from warrior forums, not personal research) and subtract this from the average damage.
So say you have a 5% block percentage with a block value of 10, strength of 220 (for another 10 block) and are being attacked by the average damage (NOT dps, the actual damage of the strike) of 200. So... If you block the strike the damage of 200 is reduced by 10 (for block value) and an extra 10 for the strength bonus, so the amount of damage getting through is 180. This means that we have: Block reduction = 0.05 * (20/200) = 0.05 * (1/10) = 0.005
Block reduction = Block% * ( (Block value+Strength/22)/Average Damage)
Not quite sure where to add it into the formulas above, but something like:" TotalReduction = 1-[(mobCrit*2+(1-mobCrit-mobMiss-dodge-parry-BlockReduction))*(1-ArmorReduction)*stanceModifier]
Maybe? Anyone have any different ideas on how it might work? This was the best I could come up with.
I've been using this for ages, great to see someone has picked it up again. I too would like something "rough" added for block rather than it just being left out. Maybe you could make it an option to turn on and off?
First off, Kudos to this add-on, I really like it. I am a math oriented person so I like to see raw numbers behind things. I do have several question about things I dont understand.
Question #1: You have resistance limited to level*5. The only limitation I have seen is a 75% reduction limitation on resists. Level*5 against an equal level target would come to 75% but how about >60 level mobs like most mobs in MC. Is the level*5 a true limit or an attempt to limit resist reduction to 75%?
Question #2: What is the basis behind the 5% crit rate for mobs? Are mobs limited to 5% crit?
Question #3: What is the basis behind mobmiss?
Many have suggested ideas about block. Is it possible to add block values in your caluculator only and require a mob avg hit and speed to be entered? You could use a default value that is reasonable. This way the user could modify it for the mob damage and speed he is optimizing for(i.e. Ragnaros hit speed and damage). You could also neglect mob damage and assume they hit harder than you are blocking for.
Finally, I saw a post regarding what would happen if you has 33% parry, dodge, and something else, and that they would add up to a certain value. The answer to this is obviously that there are caps placed on different possible events. For example dodge and parry subtract from the hit%, not the crit or miss%, so they could not possibly add up to greater than the max hit%, and then there is also a minimum hit%. It would be helpful if someone could post these maximums and minimums if they have seen them posted on wow forums by Blizz. They could be usefull programmable checks even though most people never see those kind of stats.
I apologize if someone has answered one of these questions and I missed it.
~Alexandri 60 Warrior - Stonemaul
With the french version of WoW, the calculation of blocking ("Blocage" in french) remains to zero... Bug or not? Example here -> http://guilde.lepetitpeuple.free.fr/files/Pbl_TankPoints.jpg
Hey whitetooth, GREAT mod here. I love TankPoints for my warrior. But I was wondering if you ever considered making a SpellPoints mod? Maybe for mages and locks?
i have noticed that it dosnt input block itself into its calc making the mod untrue and is actually lying to you about your current "points". Unless fixed extremely recently it dosn't seem to work.
One thing I have noticed. Make a note of your current TankPoints, then swap a piece of gear in and make a note of the new tankpoints. Now, open the calculator and put in the difference between the piece of gear you are wearing and the piece you took off. You should see in the calculator a tankpoints number matching the original one.
But you dont. Its different. Why?
Hi Whitetooth,
Great mod! I'm trying to recreate how you calculate TankPoints and I have all the variables except "mobMiss". Where do you get that variable? Thanks!
Likas
Have you considered having tankpoints let you shift-click an item or something similar and have it fill out the TP form for you compared to what you're wearing in the same slot? I hate having to do all the math in my head to compare an item with what I'm wearing.. (384 armor minus 278 armor... etc.)
I know that the major flaw that most complain about is the fact that there is no way to easily account for blocking. Have you ever thought of teaming up with satrina of combatmonitor and making it so you can take the vaule acertained from that mod and use it in your equation?
For example after a few weeks in molten core my phycial block reduction is 17.88%. This can be added into your formula right after the dodge and parry numbers.
It does not add TankPoints for increased block chance nor increased block value, both of which are very important since shield block (if used) will have its charge(s) expended. I'd just like to see at least shield block value added to the equation.
Despite the above, this is an excellent plug-in for figuring out the best combination of gear/stats.
Speaking as an end game PVE healer, I can safely say that stamina is usually highly underrated.
Let's take the following example
Tank 1: Damage reduction = 58%, HP = 6500 Tank 2: Damage reduction = 65%, HP = 4000
Tank 1 is going to be taking more damage than Tank 2, however, since he has a larger buffer zone, the healers can use their Greater Heals and Healing Touch more often than if they were on Tank 2. The larger heals are more mana efficient, gain a better boost from +healing items than Flash Heal, and need to be cast less often, meaning less time spent under the 5sec rule, and more time regen'ing mana at 100%.
Tank 1 will be taking more damage, however the ammount of mana spent will be the same, or even less. Also, the larger buffer helps control damage spikes, giving the healers a bit more time to react.
Anyway - kudos on the great addon! I love comparing my Bear to my Warrior :)
Ok I downloaded the program but and put in in add ons but and every thing but how do I get it to come up in the game?
I noticed that on http://www.wowwiki.com/Formulas:Critical_hit_chance they mention defense not working the same way for crit reduction in pvp. If that is correct, would your calculations be off, considering some of the data is gathered off duel experiments and what not?
don't know if it's been mentioned before, but I noticed a typo. When you hover the mouse over the tankpoints in the character pane, the tooltip says "Tip xxx to show the calcuator" or something like that.
Just thought I'd mention it :D
[Edit] oh, and incidently, you can see the typo in one of the screenshots :p
I've heard that there is a avoidance cap at 60%, is that true? Any blue posts on that topic?