WoW Rookie: All you needed to know about stats, part 4

Defense: Defense is a key stat for tanks, as it provides mitigation to all types of physical damage -- but it's most important for its ability to completely prevent you from being crit by physical attacks. Unpredictable spikes in damage (crits) are what tend to kill tanks -- standard melee strikes can be planned for and healed through. Anyone interesting in seriously tanking instances or raids should attempt to get their defense skill high enough to completely prevent crits.
- For an attack from a monster of equal level, each point in defense:
- Increases the chance of being missed by .04%
- Increases the chance to dodge by .04%
- Increases the chance to parry by .04%
- Increases the chance to block by .04%
- Decreases the chance of being crit by .04%
- So for every 25 points of defense, you're 1% more likely to be missed, 1% more likely to dodge, 1% more likely to parry, 1% more likely to block, and 1% less likely to be crit.
- Defense rating gives you differing amounts of defense skill depending on your level:
- At level 60, 1.5 defense rating grants 1 defense skill.
- At level 70, 2.4 defense rating grants 1 defense skill.
- To prevent any crits, players of different levels need different amounts of defense skill:
- At level 60, a player needs a total of 425 defense to become crit-immune against equal-level monsters.
- At level 70, a player needs a total of 475 defense to become crit-immune against equal level monsters. Alternately, the same player needs a total of 490 defense to become crit-immune against level 73 mobs (raid bosses are always three levels above player maximum).
- Druids have access to a talent (Survival of the Fittest) that reduces their chance to be crit by 3%, which means that a level 70 Druid needs 400 defense against level 70 targets and 415 defense against level 73 targets.
- Several classes have talents that increase their defense:
- At tier 3 in the Protection tree, Paladins can acquire Anticipation, which (for five talent points) increases their defense by 20 points.
- At tier 1 in the Protection tree, Warriors can acquire Anticipation, which (for five talent points) increases their defense by 20 points.
Resilience: Like defense, resilience reduces your chance to be crit. Unlike defense, resilience also reduces the damage taken by crits. However, since your goal is usually to prevent crits from occurring at all, this latter part seems less important.
- Each point of resilience reduces your chance to be crit by 1% and reduces crit damage by 2%.
- So, for damage mitigation why would you ever be interested in resilience over defense (which, you have to admit, with its bonuses to dodge, parry, and block seems the far superior stat!)? For one reason: defense completely prevents you from being crit. With a high enough defense, you can't be crit. With a high enough resilience you can't be crit, either -- however, with resilience, on crit abilities have a small chance to activate on non-crit abilities. Your on-crit abilities will never activate with a high enough defense to prevent crits. (This is not a bug, as recently confirmed by Drysc.)
- Resilience rating gives you differing amounts of resilience depending on level:
- At level 60, it takes 25 resilience rating to equal 1 resilience.
- At level 70, it takes 39.4 resilience rating to equal 1 resilience.
Armor: Armor reduces the amount of all incoming physical damage by a percentage based on the level of the target that's hitting you.
- The amount of armor you have is calculated based on the following formula:
- Base armor = 2 x agility + gear armor + magic armor
- Gear armor: the combined armor rating on all of your gear.
- Magic armor: additional armor granted by buffs, scrolls, armor kits, etc.
- Damage reduction from armor caps out at 75% -- so no matter how high your armor rating is, you'll never mitigate more than 75% of incoming damage.
- From Satrina on Stormrage, we have this table of how much armor gives you how much mitigation from various level attackers. (Check out Satrina's mitigation page for specific formulas on calculating armor mitigation.)
- For level 70 attackers...
- 5000 armor = 32.1% mitigation
- 10000 armor = 48.6% mitigation
- 15000 armor = 58.7% mitigation
- 17000 armor = 61.7% mitigation
- 20000 armor = 65.4% mitigation
- 25000 armor = 70.3% mitigation
- 30000 armor = 74.0% mitigation
- 31672 armor = 75.0% mitigation
- For level 73 attackers...
- 5000 armor = 29.5% mitigation
- 10000 armor = 45.5% mitigation
- 15000 armor = 55.6% mitigation
- 17000 armor = 58.7% mitigation
- 20000 armor = 62.6% mitigation
- 25000 armor = 67.6% mitigation
- 30000 armor = 71.5% mitigation
- 35880 armor = 75.0% mitigation
- Several classes have talents that increase their armor:
- At tier 2 in the Feral tree, Druids can acquire Thick Hide, which (for three talent points) increases the Druid's armor contribution from items by 10%.
- At tier 2 in the Beast Mastery tree, Hunters can acquire Thick Hide, which (for three talent points) increases the Hunter's armor contribution from items by 10% and increases the armor rating of the Hunter's pet by 20%.
- At tier 2 in the Protection tree, Paladins can acquire Toughness, which (for five talent points) increases the Paladin's armor contribution from items by 10%.
- At tier 2 in the Protection tree, Warriors can acquire Toughness, which (for five talent points) increases the Warrior's armor contribution from items by 10%.
- At tier 4 in the Enhancement tree, Shamans can acquire Toughness, which (for five talent points) increases the Shaman's armor contribution from items by 10%.
Arcane/fire/frost/nature/shadow resistance: This is your chance to completely resist (i.e. take no damage from) or take less damage from spells of specific schools of magic.
- As with armor damage mitigation, the maximum damage you can mitigate via resistance is 75%.
- The maximum magical resistance you need against a monster can be determined by its level x 5.
- For level 70 monsters, you need 350 resistance to the school of magic they cast to get 75% resistance.
- For level 73 monsters, you need 365 resistance to the school of magic they cast to get 75% resistance.
Dodge: Another method of avoiding damage -- your chance to dodge an attack.
- Ranged physical attacks cannot be dodged.
- At level 70, 18.9 dodge rating grants 1% dodge.
- Night Elves get a racial bonus of +1% dodge.
- Several classes have talents that increase their dodge chance:
- At tier 7 in the Beast Mastery tree, Hunters can acquire Catlike Reflexes, which (for three talent points) increases the Hunter's chance to dodge by 3% and increases the Hunter's pet's chance to dodge by 9%.
- At tier 3 in the Enhancement tree, Shamans can acquire Anticipation, which (for five talent points) increases their chance to dodge by 5%.
- At tier 1 in the Combat tree, Rogues can acquire , which (for five talent points) increases their chance to dodge by 5%.
Parry: Another method of avoiding damage -- your chance to parry an attack.
- Not all classes can parry, only Warriors, Paladins, Hunters, Rogues, and Shamans (with talents).
- Your chance to parry can be calculated as follows:
- 5% base chance + contribution from gear + contribution from talents + ((defense skill - attacker's weapon skill) x 0.04)
- You get differing amounts of parry per parry rating depending on your level:
- At level 60, 15 parry rating grants 1% parry.
- At level 70, 23.6 parry rating grants 1% parry.
- A successful parry turns your next normal attack into a counterattack that is sped up by as much as 50%. However, testing has determined no discernable pattern to the exact speed increase. (More data can be found on WoWWiki.)
- Several classes have talents that increase their parry chance:
- At tier 2 in the Survival tree, Hunters can acquire Deflection, which (for five talent points) increases their chance to parry by 5%.
- At tier 2 in the Retribution tree, Paladins can acquire Deflection, which (for five talent points) increases their chance to parry by 5%.
- At tier 1 in the Arms tree, Warriors can acquire Deflection, which (for five talent points) increases their chance to parry by 5%.
- At tier 2 in the Combat tree, Rogues can acquire Deflection, which (for five talent points) increases their chance to parry by 5%.
Block: If you have a shield equipped, you have a chance to block attacks with it.
- Your chance to block attacks can be calculated as follows (I know, it looks suspiciously similar to the way parry is calculated, doesn't it?):
- 5% base chance + contribution from gear + contribution from talents + ((Defense skill - attacker's weapon skill) * 0.04)
- A blocked attack doesn't mean you take zero damage! Instead, you take full attack damage minus the amount you're able to block, as determined by the following calculation:
- (block value of your shield) + ((Strength / 20) - 1)
- You get differing amounts of block per block rating depending on your level:
- At level 60, 5 block rating grants 1% block chance.
- At level 70, 7.9 block rating grants 1% block chance.
- Several classes have talents that increase their chance to block:
- At tier 1 in the Enhancement tree, Shamans can acquire Shield Specialization, which (for five talent points) increases their chance to block attacks with a shield by 5%.
- At tier 2 in the Protection tree, Warriors can acquire Shield Specialization, which (for five talent points) increases their chance to block attacks with a shield by 5%.
- Several classes have talents that increase the amount of damage blocked by a shield:
- At tier 1 in the Enhancement tree, Shamans can acquire Shield Specialization, which (for five talent points) increases the amount of damage blocked by shields by 25%.
- At tier 3 in the Protection tree, Paladins can acquire Shield Specialization, which (for three talent points) increases the amount of damage blocked by shields by 30%.
Filed under: WoW Rookie






Reader Comments (Page 1 of 1)
Skulltula Jun 30th 2007 4:56PM
Warriors have a Protection talent that increases amount blocked as well.
Sevryn Jun 30th 2007 5:42PM
this seems to completely miss the point of resilience vs. defense. resilience is a pvp stat that reduces the burst damage you take, even when people are stacking crit. 490 defense doesnt make you crit immune in pvp, furthermore it does nothing against spell crits. resilience is a pvp stat, thats why its on pvp gear!
tehtf Jul 1st 2007 9:50PM
I think you should elaborate about blocked attack = no crushing blows, which is also one of the main reason tanks gets killed besides crit
Kristianna Jun 30th 2007 8:20PM
You dropped a word (or two) here:
At tier 1 in the Combat tree, Rogues can acquire[?] , which (for five talent points) increases their chance to dodge by 5%.
Brasson Jun 30th 2007 10:33PM
Didn't see this under dodge:
At tier 3 in the Feral tree, Druids can acquire Feral Swiftness, which (for two talent points) increases the Druid's chance to dodge by 4% while in Bear, Dire Bear, or Cat form.
Irv Jul 1st 2007 1:28AM
The rogue's talented +5% dodge is called "Lightning Reflexes".
Memzer Jul 1st 2007 9:14AM
First off I would like to say thanks for the WoW Rookie series. Despite negative feedback from some players, you've provided a great overview of how the in-game stats work and it's been very informative!
I would however like to know if you could make printable page (or even a PDF) available containing the full series which we could use as a reference guide?
Satarus Jul 2nd 2007 11:39AM
You may want to include something about the combat table. Such as raising your block value high enough to push normal and crushing blows completly off the table.
Jellodyne Jul 2nd 2007 4:27PM
Has anyone made a combat table calculator? I wonder if someone could make a web based on that hooks into your character in the Armory and lets you select a variety of mobs as the attacker/defender. But short of that I'd just like to be able to put in various stats so I could see the overall effect of the upgrade you're considering.
Dragontamer Jul 5th 2007 1:38PM
It should be noted that at level 70, 18.9 agility also grants 1% dodge. That compares to 18.9 dodge for 1% dodge, but agility also gives armor and melee crit. So given a choice (in choosing gems for example) a druid should always take +agility over +dodge.