Damage and Threat Formulae
I'll start with the damage and threat formulae that I've reverse engineered so far. This is all based on extensive testing, not just looking at tooltips (which are frequently wrong). This is up to date as of build 13195:
- The first 20 Str gives 1 AP each.
- The first 20 Agi gives 1 AP each (but gives crit normally).
- The first 20 Sta gives 1 Heath each.
- The first 20 Int gives 1 Mana each (but gives crit normally).
- Bear Form grants 25% Sta and 120 AP, and Cat Form grants 170 AP.
Base stats of a level 85 Druid are (Health/Mana are without health/mana from Sta/Int):
Stat conversions for a level 85 druid are:
Dodge Diminishing Returns
Dodge from Agility beyond base agility, and all dodge rating, is subject to diminishing returns. (TODO: Double-check that base agility's dodge still isn't diminished) The formula for DR for Bear Dodge is as follows:
Where is the avoidance % from DR-subject sources, after DR.
And is the avoidance % from DR-subject sources, before DR.
In both cases, x and x', use the % of dodge, not the fraction (ie, 30, not 0.30)
The post-DR value should then be added to the non-DR-subject dodge, to find your total dodge. As before, bosses negate 2.4% of your dodge (TODO: Double-check that 2.4%).
Feral Combat Perks
Choosing a Feral spec grants the following additional benefits:
- Aggression: Grants a passive 25% AP bonus, at all times, regardless of form, stacking with everything.
- Vengeance: Increases your AP by 5% of the damage you take, up to a maximum of 10% of your HP. See Below.
- Feral Instinct: Reduced chance to be detected while stealthed.
- Mastery - Razor Claws: While in Cat Form, bleed damage is increased by 20%. Each point of Mastery increases bleed damage by an additional 2.5%. Partial points of mastery are counted.
- Mastery - Savage Defender: Increases the damage absorbed by your Savage Defense ability by 32%. Each point of Mastery increases the absorb by an additional 4%. Partial points of mastery are counted. See Below.
Vengeance increases your AP by 5% of the damage you take. Here's how it works in more detail:
1. When you first take damage, you immediately gain Vengeance, equal to 5% of the damage taken. From then on, Vengeance 'ticks' every 2 seconds.
2. When it ticks, it checks how much damage you've taken since the last time it ticked, and does either step 3, or step 4:
3. If DamageTaken > 0, new Vengeance is set to: [OldVengeance*0.95 + DamageTaken*0.05]
4. If DamageTaken = 0, new Vengeance is set to: [OldVengeance - MaxVengeance*0.1] (Where MaxVengeance is the highest this stack of Vengeance has ever been)
Some analysis of this:
- This has the interesting effect that when you're taking steady/constant X damage per tick (2sec), your Vengeance stack approaches X AP.
- This also has a concerning effect that if you're fighting a boss that attacks slower than 2.0 (ie, they're a standard 2.0 attack speed, and you've slowed them with Infected Wounds or similar), then some of the ticks are going to line up between melee attacks, and you're going to suffer that large -10% decay. That's going to significantly lower the average Vengeance AP on any slow-attacking bosses.
- Another concern: assuming the boss isn't incredibly fast hitting (1sec or faster), every time you dodge/miss, that's a tick of no damage taken, so -10% decay. That means that avoidance will be detrimental to threat by a small amount. (However, remember, avoidance also increases your rage income, so that may be offset somewhat/all)
Savage Defense procs 50% of the time on crits, granting a shield of 35% of AP. With feral spec, that is increased to 46.2%, and mastery rating increases that further. This amount is very significant in dungeons.
Melee, Mangle, Maul (Init), Maul (Cleave), Lacerate (Initial), Thrash (Initial), and Swipe are able to proc Savage Defense.
Lacerate (Tick), Thrash (Tick), Feral Faerie Fire, and Fury Swipes are not able to proc Savage Defense.
Finally, a bit about our level 85 spell, Wild Mushroom. While not typically regarded as a feral ability, it does have some uses, and is a rather complex pair of spells.
- It's made up of two spells, "Wild Mushroom" and "Wild Mushroom: Detonate".
- When activated, turns your cursor into a small AoE targeting circle, which you can click to cast.
- Wild Mushroom has a 40yd range, 0.5sec cast, 0.5sec GCD, no cooldown, requires LoS, and costs 2049 mana at lvl85. Cast is affected by haste, unsure if GCD is.
- Wild Mushroom: Detonate has 40yd range, instant cast, NO GCD, 10sec cooldown, does not require LoS, no mana cost. You cannot cast it if you have no Mushrooms out.
- Mushrooms are immediately visible, targetable, but do not aggro hostile mobs (this is a change since beta). Visually, there are 3 different models of 'shrooms: short purple, medium green/orange, and tall red. You can hide gnomes under the medium and tall ones.
- After 6 seconds, the 'shroom turns invisible.
- You can have up to 3 mushrooms out. If you place more, the first one just disappears.
- After 5min, they will despawn, without exploding.
- The explosion hits everything within 10yd.
- They explode only from casting Detonate; mobs getting close to them or killing them will not make them explode.
- Wild Mushroom benefits from, but does not consume (probably a bug) Clearcasting.
- Wild Mushroom: Detonate does not consume Clearcasting (since it's free).
- Wild Mushroom will not proc Clearcasting. However, Wild Mushroom: Detonate will.
- Damage: 718 + (SP*0.464). Does not scale with AP. Crits at 150% for Feral, based on spell crit rate. Damage is based on spellpower at the time that you cast Detonate. It will not miss/resist.
- When Detonated, immediately makes all of your mushrooms within 40yd explode, both visible and invisible.
- Detonation seems to happen a split second after you cast Detonate, allowing for some trickery with macros: Plant some 'shrooms while out of combat. Equip Caster gear. Macro /cast Wild Mushroom: Detonate, /cast Bear Form, /equipset Bear. 'Shrooms will explode, doing damage with your caster gear spellpower, you'll equip your bear gear, and enter bear form, plus threat from the 'shrooms will benefit from your bear form threat multiplier. In my (mostly 264/277) boomkin gear, with 2000 spellpower, this results in about 20k threat on all mobs in a pack, to start combat. Some convoluted setup, but it doesn't actually take long in practice.
Important Topics Still TODO
- Dissection of All Bear Abilities
- Ability Damage/Threat Per Rage/GCD at Different Gear Levels