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# Combat Ratings at level 85 (Cataclysm)

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Armor Reduction Formula for level 81 and up

The armor reduction formula has also been changed for levels 81 and up.

• Level 81 and up:
$DR=\frac{Armor}{Armor + 2167.5 \times Level - 158167.5}$
• Level 60 to 80:
$DR=\frac{Armor}{Armor + 467.5 \times Level - 22167.5}$
• Level 1 to 59:
$DR=\frac{Armor}{Armor + 85 \times Level + 400}$

I'm seeing the new 2167.5*TL-158167.5 formula everywhere but I don't see it's expanded form, anyone know what it is?

Pre-Cata it was:

400 + 85*TL + 4.5*85*(TL-59) = 467.5*TL - 22167.5

and if you just straight extrapolate the values it could now be:

53960.5 + 394.36*TL + 4.5*394.36*(TL-59) = 2167.5*TL - 158167.5

or

45095.5 + 394.36*TL + 4.5*394.36*(TL-64) = 2167.5*TL - 158167.5

or something totally different

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Well, after doing some reading into the LibStatLogic-1.2.lua file in Rating Buster, I think I found the lines of coding your looking for. This is found in the "GetReductionFromArmor(armor, attackerLevel)" section of the file:

local levelModifier = attackerLevel

if ( levelModifier > 80 ) then

levelModifier = levelModifier + (4.5 * (levelModifier - 59)) + (20 * (levelModifier - 80));

elseif ( levelModifier > 59 ) then

levelModifier = levelModifier + (4.5 * (levelModifier - 59))

end

local temp = armor / (85 * levelModifier + 400)

local armorReduction = temp / (1 + temp)

-- caps at 0.75

if armorReduction > 0.75 then

armorReduction = 0.75

end

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Was working on a spreadsheet to calculate some DR numbers, and noticed a problem.

Using the avoidance formula:

$\frac{1}{x'} = \frac{1}{c}+\frac{k}{x}}$

With a value of 9.27% and DK constants:

$\frac{1}{x'} = \frac{1}{65.631440}+\frac{0.9560}{0.0927}}$

Solving the equation for $x'$ yields (rounded to the 5th decimal):

$x' = 0.09682$

Which is greater than the original 9.27% I started with.

I don't see it being noted anywhere (in this thread, on wowpedia) that DR is inverted at certain points. Is this an error with my math, or am I just wrong?

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You need to put in 9.27 for x instead of 0.0927, then x' = 8.45

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You need to put in 9.27 for x instead of 0.0927, then x' = 8.45

Thanks, that would explain it.

Maybe it would be worth (subtly) clarifying it in the OP? Unless I am mistaken, percentages are usually stated as 1 being 100%, etc.

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This is probably a really dumb question but in the dodge/agility table, should I assume the first column is base dodge, not base agility?

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Hi, does anyone know where I can get the attack speed/unmitigated melee damage for Cataclysm raid bosses? I have looked on these boards as well as elsewhere and have not been able to find this information, despite the fact that it has a substantial effect on appropriate stat weights. I am using Tangedyn's spreadsheet (posted in the bear thread) but I have no idea how accurate its default values are.

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You can get the current attack speed of your target with the following macro:

/run local sp=UnitAttackSpeed("target"); SendChatMessage(GetUnitName("target").."'s current attack speed: "..(("%%.%df"):format(2)):format(sp), "SAY");

Generally it is 2.0 for any boss that doesn't dual wield and without haste/enrage buffs.

You could also simply look through various World of Log fights and use the Expression system to filter only for boss hits. That's probably the only way to get the damage range as well, though you have to consider armor and debuffs then.

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You can get the current attack speed of your target with the following macro:

/run local sp=UnitAttackSpeed("target"); SendChatMessage(GetUnitName("target").."'s current attack speed: "..(("%%.%df"):format(2)):format(sp), "SAY");

Generally it is 2.0 for any boss that doesn't dual wield and without haste/enrage buffs.

You could also simply look through various World of Log fights and use the Expression system to filter only for boss hits. That's probably the only way to get the damage range as well, though you have to consider armor and debuffs then.

Thanks for the macro. I have tried it and gotten 1.8 attack speed though not 2.0.

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Thanks for the macro. I have tried it and gotten 1.8 attack speed though not 2.0.

Ok, that may have changed then. Last time I actually used it was back in ICC.

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4.1 Resilience Diminishing Returns(DR) Machanics

Resilience scaling has been modified for linear returns, as opposed to increasing returns. Under the new formula, going from 30 resilience to 40 resilience gives players the same increase to survivability as going from 0 to 10. Resilience now scales in the same way armor and magic resistances do. A player with 32.5% damage reduction from resilience in 4.0.6 should see their damage reduction unchanged in 4.1. Those with less than 32.5% will gain slightly. Those with more will lose some damage reduction, increasingly so as their resilience climbs.

I've edited the first post with the final results, this post is about how I arrived at those results. So when I saw those patch notes, I thought well, this sounds like something I could do.

1. Loaded up a PTR client and started digging through the game files, and if I were lucky I could find the formula written in the lua files. Sadly, as with the avoidance diminishing returns formula, it too is implemented in a C code API.
2. Continue digging through the DBC files, I found that the Resilience conversion values for all levels has scaled down by a constant(this is before the new DR kicks in), meaning more damage reduction per Resilience point when in 4.0.6:
[table=head]Rating|Level 60|Level 70|Level 80|Level 81|Level 82|Level 83|Level 84|Level 85
Resilience(Player Damage Taken) (4.0.6)|9.58333|15.11218|31.42374|39.22359|48.95947|61.11195|76.28086|95.21492
Resilience(Player Damage Taken) (4.1.0)|7.96418|12.5589|26.11453|32.59655|40.68751|50.78676|63.3928|79.12785[/table]
Divide any 4.0.6 value with the 4.1.0 value results in a constant, using level 85 for example:
$95.21492/79.12785=1.203304778$
This value is actually pretty strange, because in the past when they want to change the numbers a bit they would pick a "pretty" number like 1.25 or 1.2. So why 1.203304778? I will answer this by deriving the number at the end of this post.
3. Before I can start to derive the Resilience DR formula, I will need a decent amount of data to work with. Blizzard gave us 2 APIs: GetCombatRating(16) returns your current resilience rating, and GetCombatRatingBonus(16) returns the damage reduction percentage of your current resilience rating after DR. After updating my lua library LibStatLogic with the new values I found in step 2, I can use StatLogic:GetEffectFromRating(resilience, 16) to get the damage reduction percentage of a given resilience rating before DR.
So I wrote a little addon to help me collect data while I equip and unequip my pvp gear trying to generate as many resilience values I can. Here's the addon code:
function SaveData()

local res = GetCombatRating(16)

local bonusDr = GetCombatRatingBonus(16)

local bonusOri = StatLogic:GetEffectFromRating(res, 16)

print("Resilience: "..res..", "..bonusOri..", "..bonusDr)

end

end

local f = CreateFrame("Frame")

f:RegisterEvent("PLAYER_ENTERING_WORLD")

f:RegisterEvent("COMBAT_RATING_UPDATE")

local function OnEvent(self, event, ...)

if event == "PLAYER_ENTERING_WORLD" then

end

else

SaveData()

end

end

f:SetScript("OnEvent", OnEvent)

Here's the raw data I gathered from the current PTR build 4.1.0.13914:
[table=head]Resilience|Damage Reduction before DR|Damage Reduction after DR
0 |0 |0
20 |0.252755525 |0.253705169
40 |0.50551105 |0.506766674
60 |0.758266575 |0.75918615
72 |0.909919891 |0.910330315
80 |1.011022101 |1.010965224
100 |1.263777626 |1.262105522
120 |1.516533151 |1.512608664
140 |1.769288676 |1.762476266
160 |2.022044201 |2.011709942
179 |2.26216195 |2.247896264
180 |2.274799726 |2.260311181
191 |2.413815265 |2.396773118
200 |2.527555251 |2.508281941
220 |2.780310777 |2.755623352
240 |3.033066302 |3.002337478
326 |4.11991506 |4.056095155
361 |4.562237229 |4.481665514
460 |5.813377078 |5.675227718
626 |7.911247937 |7.643178884
880 |11.12124311 |10.57519803
952 |12.031163 |11.38925986
1005 |12.70096514 |11.9837598
1007 |12.72624069 |12.00611523
1079 |13.63616058 |12.80715097
1104 |13.95210499 |13.08357858
1215 |15.35489815 |14.30037521
1238 |15.64556701 |14.55036532
1287 |16.26481804 |15.08052477
1306 |16.50493579 |15.28521084
1406 |17.76871342 |16.35440017
1440 |18.19839781 |16.71484162
1463 |18.48906666 |16.9577902
1560 |19.71493096 |17.97462151
1599 |20.20780424 |18.37993174
1707 |21.57268407 |19.49190962
1718 |21.71169961 |19.6043128
1766 |22.31831287 |20.09296689
1815 |22.93756391 |20.5887381
1826 |23.07657945 |20.69961144
1942 |24.54256149 |21.85942518
1945 |24.58047482 |21.88919504
2014 |25.45248138 |22.57076243
2042 |25.80633912 |22.84564252
2070 |26.16019685 |23.11954529
2193 |27.71464333 |24.31129227
2204 |27.85365887 |24.41696677
2261 |28.57401212 |24.96219626
2343 |29.61030977 |25.73966833
2369 |29.93889195 |25.9844985
2462 |31.11420515 |26.85364613
2505 |31.65762952 |27.2520529
2562 |32.37798277 |27.77683108
2581 |32.61810052 |27.95091317
2670 |33.74286261 |28.76078721
2700 |34.1219959 |29.03172013
2741 |34.64014472 |29.40033249
2827 |35.72699348 |30.16730947
2860 |36.1440401 |30.45939674
2878 |36.37152007 |30.6182035
2899 |36.63691337 |30.80301754
2985 |37.72376213 |31.5547561
2997 |37.87541544 |31.65899849
3104 |39.2276575 |32.58150188
3116 |39.37931082 |32.68418053
3200 |40.44088402 |33.39856574
3258 |41.17387505 |33.88740181
3357 |42.4250149 |34.71352131
3392 |42.86733707 |35.00310677
3408 |43.06954149 |35.13506147
3417 |43.18328147 |35.20916713
3465 |43.78989473 |35.60297315
3474 |43.90363472 |35.67654425
3510 |44.35859466 |35.96999153
3539 |44.72509018 |36.20540678
3542 |44.7630035 |36.22971113
3584 |45.29379011 |36.56899171
3591 |45.38225454 |36.62536433
3599 |45.48335675 |36.68972642
3621 |45.76138783 |36.86638714
3646 |46.07733223 |37.06654032
3718 |46.98725213 |37.63944261[/table]
A plot of the data:

4. Now here's the fun part, figuring out how to arrive at B with A. I was first mislead by the patch notes into believing that the new formula would be similar to the armor and resistance forumlas, and that the results would be linear in terms of TTL, this was not the case. Then I tried the avoidance DR formula but that didn't work either. What we're looking for is something new. We notice that for values smaller then 1, the output is greater then the input, so for input of 1 the output is likely to also be 1. And after a few cups of coffee, I came up with:

$x'=100-100\times0.99^x$

where
$x'$ is the damage reduction after DR.
$x$ is the damage reduction before DR.

When compared to the results from the in game API, its correct to the 4th decimal place.
5. Now the patch notes mentioned that a damage reduction of 32.5% in 4.0.6 should stay the same when in 4.1.0. So how much damage reduction before DR should we have for a 32.5% damage reduction after DR?
Solve: $32.5=100-100\times0.99^x$
$100\times0.99^x=67.5$
$0.99^x=0.0675$
$x\log(0.99)=\log(0.0675)$
$x=\frac{\log(0.0675)}{\log(0.99)}=39.10740833$
Now when we divide 39.10740833 with 32.5 we get:
$39.10740833/32.5=1.203304872$
Which is why the resilience conversion value was divided by 1.203304 from 4.0.6 to 4.1.0!

Even after applying the new scaling formula, resilience still gives increasing returns in terms of survivability.

Resilience|Damage Reduction |Survivability|Survivability Increase|Damage Reduction| Survivability|Survivability Increase

20 |0.252755525 |1.00253396 |0.000127342 |0.253705169 |1.002543505 |0.000127499

40 |0.50551105 |1.005080794 | |0.506766674 |1.005093479 |

100 |1.263777626 |1.012799534 |0.000129966 |1.262105522 |1.012782382 |0.000128801

120 |1.516533151 |1.01539886 | |1.512608664 |1.015358399 |

220 |2.780310777 |1.028598227 |0.000134058 |2.755623352 |1.028337097 |0.000130779

240 |3.033066302 |1.031279388 | |3.002337478 |1.030952679 |

3646 |46.07733223 |1.854507652 |0.000442098 |37.06654032 |1.588979861 |0.000202748

3718 |46.98725213 |1.886338739 | |37.63944261 |1.603577713 | [/table]

Example:

The Survivability for 20 Resilience after DR is calculated as: 1/(1-0.253705169/100)=1.002543505

The Survivability increase of resilience from 20 to 40 after DR is calculated as: (1.005093479-1.002543505)/(40-20)

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Cataclysm Strength to Parry:

This is now 27% instead of 25% after agility to dodge was removed.

However, not all strength is allowed to be ocnverted. The Strength pool that is allowed to be converted is non-naked strength. For example a level 85 naked Worgen has 192 strength which is the amount that cannot be converted by the 27%. Any bonus from equipment, plate spec, buffs, etc. can be converted.

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New to tanking and trying to understand how exactly DR on Parry/Dodge works. Let's assume a Paladin (85) has 20% Parry and 10% Dodge. According to \frac{1}{x'} = \frac{1}{c}+\frac{k}{x}} this would result in a DR value of 15.8% Parry. So let's say such Paladin parries the first attack. My understanding is, that his chance to parry the second attack will be 15.8% and to dodge the second attack would be still 10%. Is this correct so far? So now two scenarios:

1) The second attack again is parried. Parry then drops to 13,2% for the third attack, while dodge remains at 10%.

2) The second attack is dodged. Dodge drops to 9.02% - and parry? Does it go back to 20% or does it remain at 15.8% until an attack actually hits?

Now, let's say two in a row are parried and the third attack actually hits - is the parry chance for the fourth attack then back up to 20%?

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No; DR is constant, there's nothing progressive about it.

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No; DR is constant, there's nothing progressive about it.

Meaning what? Perhaps you could provide some more detail and use an example in your answer.

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Meaning what? Perhaps you could provide some more detail and use an example in your answer.

The diminishing returns on dodge and parry are not about how many times you are hit but about how many stats are required to get the same effect. A random number example would be that with 0 DR 100stat + 100stat will always mean you dodge/parry 1%, but with DR 100stat + 100stat would mean you dodge/parry 1.5% as the more you have of each the less gain you receive.

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Random events in WoW don't have a memory, such things as the combat mechanic or boss loot aren't influenced by previous random events.

So you won't get punished for a lucky streak of swings (say crits, or dodges), but neither does the chance increase of that one item dropping for which you've been farming for the last three weeks. The chance to drop is just the same, only your probability of actually seeing it increases the more kills you invest (although sometimes it really does feel like the game just wants to mess with you).

The same is true for hits, crits and avoidance. You don't magically avoid less because the last 6 hits of that bad boss were all dodged by you lucky bastard.

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Thread necro, I guess. Here are the 86-90 numbers currently in the beta as of build 15799.

[TABLE]Rating|Level 60*|Level 70&|Level 80*|Level 85*|Level 86|Level 87|Level 88|Level 89|Level90

Dodge|13.8|21.76154|45.25019|176.7189|335.00000|430.00000|545.00000|700.00000|885.00000

Parry|13.8|21.76154|45.25019|176.7189|335.00000|430.00000|545.00000|700.00000|885.00000

Block|6.9|10.88077|22.62509|88.35944|112.00000|143.00000|182.00000|233.00000|295.00000

Hit|9.37931|14.79045|30.75475|120.1088|130.00000|166.00000|211.00000|269.00000|340.00000

Spell Hit|8|12.61539|26.23199|102.44574|130.00000|166.00000|211.00000|269.00000|340.00000

Crit|14|22.07692|45.90599|179.28004|228.00000|290.00000|370.00000|470.00000|600.00000

Haste|10|15.76923|32.78999|128.05716|162.00000|208.00000|264.00000|336.00000|425.00000

Expertise|2.34483|3.69761|7.68869|30.0272|130.00000|166.00000|211.00000|269.00000|340.00000

Mastery|14|22.07692|45.90599|179.28004|228.00000|290.00000|370.00000|470.00000|600.00000[/TABLE]

Currently missing are PVP conversions (which I don't immediately have on hand).

It actually looks like the numbers changed at 85 and other levels as well, which isn't reflected above; 60-85 in this chart are current live values (borrowed from the OP) and 86+ are extracted from simcraft (which extracts them from the game's data files).

The consistent use of even numbers is a bit of a change from previous tiers, and generally is only true for 86+ (the new scaling factors at 85 are still non-integers, just different than they are now).

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DR for cata

Verified by Theck over at Sacred Duty

All Agility based classes will have a 951.158596 Agility to Dodge rating at lvl 90. For Paladins, DKs, and Warriors, there is a 951.158596 Strength to Parry conversion at lvl 90. Monks will not have the Strength to Parry conversion.

[table=head]|$k$|$C_p$|$1/C_p$|$C_d$|$1/C_d$

Warrior |0.885|235.5 |0.0042462845010616|65.631440 |0.01523660

Death Knight|0.885|235.5 |0.0042462845010616|65.631440 |0.01523660

Monk |1.422|91 |0.010989010989011|505|0.001980198019802

Druid |1.222|N/A |N/A |150.3|0.0066533599467731[/table]

${totalDodge} = {baseDodge} + \left (\frac{1}{C_d}+\frac{k}{preDodge} \right )^{-1}$

${totalParry} = {baseParry} + \frac{baseStr}{Q} + \left (\frac{1}{C_p}+\frac{k}{\frac{{totalStr}-{baseStr}}{Q} + {preParry}} \right )^{-1}$

Monk/Druid

${totalDodge} = {baseDodge} + \frac{baseAgi}{a} + \left (\frac{1}{C_d}+\frac{k}{{preDodge}+\frac{{Agi}-{baseAgi}}{a}}\right )^{-1}$

Monk Only

${totalParry}={baseParry}+ \left (\frac{1}{C_p}+\frac{k}{preParry}\right )^{-1}$

All classes have a 3% dodge baseline. Monks also have a 8.01% parry rating. DK's, Paladin's, and Warriors have a 3% parry rating baseline (Prot Paladin's get an extra 2% parry from Sanctuary), and Pallies and Warriors have a 3% Block rating. Block Rating according the GC does not have a DR component to it.

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New armor formula lvl85+ (from me)

DR = Armor / ( Armor + 4037.5*level - 317117.5 )