Showing posts with label tank. Show all posts
Showing posts with label tank. Show all posts

Wednesday, 23 July 2014

6.0 Level 90 Armor Values and Equation

While working though my spreadsheet for my guardian druid for 6.0 I had to work through armor values and physical reduction associated with it. Here's my findings!


The actual equation actually works out close to the same format as the current one:

Current
6.0

Where R: Reduction, A: Armor and L: Level

Wednesday, 16 October 2013

Bear Proving Grounds - Endless Tank Wave 34

Finally got around to putting in a couple hours to do a 30 wave of the Endless Tank Proving Grounds. Not overly difficult and definitely a little gimmicky but fun.

I did actually enjoy these, the only down fall, 30 min attempts. You can see how this becomes an afternoon project when you doing a half dozen attempts.







Friday, 14 December 2012

Tooth And Claw

With 5.1 guardian druids now have the Tooth and Claw ability.

Tooth and Claw
Requires Druid (Guardian)
Requires level 32
Requires Bear Form
Your autoattacks in Bear Form have a 40% chance to empower your next Maul for 10 sec.  Empowered Maul causes its victim's next autoattack within 15 sec to deal (max((AP * $AGI) * 250 / 100, $STA * 250 / 100) * 0.4) less damage.

So here are the assumptions:

  1. The cooldown of Maul is less than the melee attack speed of the boss.
  2. Tooth and Claw does NOT proc from melee misses, dodges or parries.
  3. In this math I use 40% melee damage which was about the total melee damage I take over the course of a raid night. You can save this spreadsheet and adjust the green fields as you wish to get a more accurate number for you.
The results:

Tooth and Claw will increase the stat weights of Haste and Hit/Expertise due to faster attacks to proc more and increasing the amount you do proc from melee attacks connecting.

Haste 0.00004
Hit/Expertise 0.0052



Tips And Tricks
  1. Track your Tooth and Claw Buff on you and the Debuff on your target. Do NOT spend rage on maul unless these two conditions are true, the rage is otherwise wasted on just damage.


More Math:

- Boss DPS: 80000 
- Average Vengeance: ~71000 AP
- Average Tooth and Claw Melee Reduction: ~178000
- Boss DPS redution: ~ 5000 DPS
- % Boss DPS reduction: 6.5%

This just shows how much damage is being mitigated with Tooth and Claw on a single hit and the average percentage DPS being mitigated. Please view the TnC tab on the spreadsheet for more extensive math if you wish. Feedback always needed.

Friday, 9 November 2012

Glyph or Unglyphed FR, That Is The Question

This is something that I should have done with the first round of math but someone recently pointed out to me and even did the basics for me. Credit to Thefool808 on http://elitistjerks.com

Basically how this plays out is, how much of my healing do I need to do with unglyphed frenzied regen so that I know ovreall I'm getting more healing that if the healers where getting 40% extra healing on me.

From TheFool808

total healing = t, FR healing percent = p

t*p = (t - t*p)* .4
p = .4 - .4p
1.4p = .4
p = .4/1.4
p = 28.57%


This works out to 28.57%. So if I do 28.57% of my own healing, or more, unglyphed is more total healing on me. If I am doing less than I would get more healing from healers getting 40% more.

I've extended it a bit further on my spreadsheet to account for uptime on glyphed FR base on your rage per second you generate.




As you can see because currently  I only have 9.33 RPS I can only keep it up 93.33% of the time. so this lowers the benefit a bit on glyphed where I only need to be doing 26.67% of my total heals.


Keep in mind, this is just the math! You should also consider things like you being an extra "healer" and the benefit of that. Things like fight or 10 vs 25. Play smart, play bear.