Defense cap defined
Many WoW players (and several of our readers) often comment that there is no such thing as a defense cap. This is true in the strict sense that there is no upper limit on how much defense you can have, nor any statistical diminishing returns. However, that's not to say that there's not a point where the utility provided by more defense starts to fall off – so there is a point where the utility given by more defense actually provides a practical diminishing return, and that point is referred to as the defense cap.What is the magic number? 490 defense for Warriors and Paladins, and 415 defense for Feral Druids. To come about this number, you need to do a little math. First, it's important to note that a raid "boss" mob is considered three levels above the player. This means that the math is based off the boss mob being a level 73 mob, and the player being level 70. A player's base defense is defined by the formula Base Defense = level * 5. A player that is level 70 would thus have a base defense of 350 (70 * 5 = 350).Each mob has a 5% base chance to critically hit you. That chance is increased by 0.2% for each level the mob is above the player. Thus, a level 73 boss mob, 3 levels above you, would have a 5.6% chance to critically hit you. You can counter this using defense. Each point of defense beyond your base skill of 350 reduces your chance at being critically hit by 0.04%. It takes an additional 140 points of defense to become immune to critical hits from a boss mob. That means you need a total of 490 defense to do your job as a main tank. This is where the magic number of 490 for Warriors and Paladins comes from.
For Druids, the magic number is 415. This is because Feral Druids have a talent that reduces the chances of being critically hit by 3%. This means that a level 73 boss mob would only have a 2.6% chance to critically hit the druid. With a base defense of 350, it takes an additional 65 points of defense to reach the defense cap (0.04% * 65 = 2.6%).
Now, that is the twenty thousand feet overview of the defense formulas. There is a ton more underlying math, concerning weapon skill, attack tables, crushing blows, glancing blows, etc. But that's for another time. For those of you that are more graphically orientated, I've provided the graph below that illustrates this point. Click on it for a higher resolution image. You can easily see how defense relates to the level of the mob, and that the mob's weapon skill is a factor. Defense is quite literally just a shift of a line along the y-axis.
So, if it's now a given that most defense you need is 490, why go further? One point of defense decrease the chance of being critically hit by 0.04%. It also increases your chance to dodge, block, parry, and miss* by 0.04%. Therefore, for every 25 points of defense, you also increase your dodge by 1%, your block by 1%, and your parry by 1%. This can be a helpful thing for tanks with a lot of defense.
However, with that said, it is easier to increase your dodge/block/parry by one percent using gems, enchants, etc., than by increasing your defense. Defense is mighty important up to 490. However after that, each point of defense provides less and less satisfaction. In a very practical way, defense suffers from diminishing returns.
What are diminishing returns? My old economics professor, Mike Roe (yes, as in micro...) explained the idea of diminishing returns as follows. You go to McDonalds and order twenty cheese burgers. You're very hungry. You eat the first cheese burger, and you're very satisfied. You eat the second cheese burger, and while you're still satisfied, you don't gain as much satisfaction from the second cheese burger as the first one. You eat the third cheese burger. It really doesn't do anything for you, you don't feel any satisfaction from it. Now when you eat the fourth cheese burger, you start to feel sick. It actually begins to take away satisfaction. You could go on eating cheese burger indefinitely (within reason, of course). But why would you want to? You're just loosing satisfaction. Put another way, each cheese burger you eat returns less and less good feelings, the returns on eating cheese burgers are diminishing.
This is exactly what happens with defense. For a Protection Warrior, you work your way up to 490 defense. At 489 defense, that 1 extra point of defense to get you to 490 is going to give you A LOT of satisfaction. However when you add another 10 points and get up to 500 defense, the amount of utility you get from those 10 extra points is substantially less than the utility you got from that one point. Thus, defense shows a practical diminishing return.

Often times you'll notice high level tanks walking around with a ridiculous amount of defense. For instance on my warrior working his way through the Black Temple, he has 520 points of defense depending on gear. It's overkill, but then again, it's provided by just the gear – no gems or enchants. Why does gear do this? Really it's just for one main reasons.
Say you have a shield, such as the Bulwark of the Amani Empire from Zul'Aman. This shield does not have any defense bonus on it, unlike most other shields. Take for example the Aldori Legacy Defender from Gruul, which increases your defense by 8.03. The extra defense provided from the gear allows you to remove an item such as the Aldori Legacy Defender and replace it with the Bulwark of the Amani Empire.
That ability to change around gear is why defense is not capped, and is why gear often gives so much of it. It is mainly a side bonus that defense gives out small percentages of dodge, block, and parry. A smart tank would never rely on defense as the primary source of those stats, especially when pure avoidance gear is so abundantly available in Mount Hyjal and Black Temple, which is also the first time you actually need that type of gear.
Hopefully this will clear up some confusion on the defense cap, and why people, including myself, walk about saying that there is one.
*A miss is an attack that does not get through, and is defined in the attack table, just like any other attack. One point of defense increases misses by 0.04%, which is a good thing. However for the purpose of this article, attack tables, including miss calculations and percentages, are outside of the scope of the discussion. You can read some of the comments to see why this is an important stat in defense based avoidance discussions, but not necessarily important in defining a 490 defense cap. Look for a separate article on miss and attack tables in the future.
Filed under: Druid, Paladin, Warrior, Analysis / Opinion, Raiding







Reader Comments (Page 1 of 4)
niXo Mar 23rd 2008 6:31PM
Heh, the graph suggests that you'd be the most satisfied with 0 defense :P
It should be a parabolae.
Nice article otherwise.
Adam Mar 23rd 2008 6:59PM
I think the Y axis is amount of satisfaction gained per point of defense, not satisfaction with total defense.
Brooks Mar 23rd 2008 7:01PM
Yup.
The defense line is alright, but the satisfaction line needs to be a parabola, peaking at the assumed 490 defense.
Adam Holisky Mar 23rd 2008 7:19PM
That's interesting, I hadn't considered making the line a parabola.
The point of the satisfaction graph was to more illustrate how the basic economic principal of satisfaction and diminishing returns applied to defense.
Wilken Mar 23rd 2008 6:32PM
The problem with calling it a defense cap is that it is a misnomer and confuses noobs and other people thats why we balk at calling it a defense cap.
WTB smarter Wowinsider writers as some of the current bunch need some intellect
Av Mar 23rd 2008 6:40PM
WTB smarter noobs...
epsilon343 Mar 23rd 2008 6:52PM
I think he explained it a few times as for why it's not really a cap at all. For someone who doesn't play a tanking class, this post was very informative and I enjoyed learning about it. It should also help the noobs you're complaining about as they'll realize that no, there isn't a cap, but there is a point where they're getting less and less from their investment.
G Mar 23rd 2008 10:29PM
What can't you suggest the improvement without adding that final line? Don't you think you'd be taken more seriously, therefore getting your point across? Unless you are 10 years old. Then I take it back. (See?)
Wilken Mar 24th 2008 12:04AM
I havent added the line until now as i Have seen Repeated stupidity and lack of quality on many many posts on wowinsider. I want this to be a place that one can reliably go to and not see things that make you facepalm like the whole first title that goes in front of your name incident.
Wilken Mar 24th 2008 12:07AM
Also I have found a serious reason to facepalm at some of the wowinsider members on the official podcast. Just some of the stupidity they spout there that get's thown back at them later in the show, when they don't even read their IRC PM's, or be on IRC alone, to help them correct themselves like other serious radio hosts on Wowraidio
decimator Mar 23rd 2008 7:00PM
I really think that you guys need some help..
What are the diminishing returns?
none.. what about the ultimate goal of any tank to become "passivly uncrushable" or as close to it as possible. I notice you mention the uncritable stats, but for any readers who read this you can get slammed by crushing blows even at 490 def.. what it all comes down to is a combination of many things... 490 def rating is only part of it
if you are a tank and believe this garbage above.. delete your toon and play a hunter or warlock
or if you are serious.. goto www.tankspot.com and get some real advice
Adam Holisky Mar 23rd 2008 7:17PM
Of course, there are many stats that are important for the warrior tank to focus on. Defense is just one of them. However this is not a guide about tanking, this is a guide about why many people say there is a defense cap.
Ironhide Mar 23rd 2008 8:31PM
Adam, you do an awesome job of writing about topics in an area that is over run with egotistical theory wankers.
Ignore the retards picking your articles apart, your offering good advice for those tanks not overly concerned with getting brow beat by the chosen few and their boot lickers.
Good news is even if they are reading the article to find stuff to be dicks about, they are reading the article.
Keep up the good work.
Manatank Mar 24th 2008 1:38PM
Adam did an okay job on this article, but he missed some big things.
I'm happy to see he corrected the omission of "miss" as it is a big part of why defense IS valuable after 490 (with the exception of gimmicky boss attacks like Illidan's shear which can't miss). What I don't understand is why Adam feels that miss is a more complicated topic than dodge, parry or block? Is it because it doesn't show up on the defense sheet unless one puts their mouse over defense? Is it because one can't socket for it? I don't understand, because it is just one of the things that can happen when a mob swings at someone.
The other HUGE thing Adam didn't mention, and most of the commenters here seem to be glossing over is that after 415, defense is really stupid for a druid. Aside from making a druid uncritable, defense is just a bad stat because half of it's value (parry and block) are unusable by a bear (they only benefit from the dodge and miss). Warriors and Paladins still get pretty good value out of defense if they are gearing for avoidance, but not druids. Because of the different contribution of agility to dodge for druids, that is really the stat they want to be stacking after 415 if they are building avoidance (excellent dodge, crit, and armor contribution from one stat! Lucky bears). Defense is so expensive for its return on investment for bears, that early in progression they could probably do almost as well closing the crit gap with resilience rather than defense (which is why you shouldn't assume a bear is critable by looking to see if they are under 415, peek at the resilience too).
Still, I think the take away for new tanks should be that the reason they NEED to get to 415/490 as quickly as possible is because crits (double damage) kill tanks. Once warriors/paladins are at 490, defense is nice for avoidance, but not always their biggest concern. Once a druid reaches 415 it really is much more like a cap and they should turn to other stats in their tanking sets (they still want the rare leather pieces with defense if only to give them more options in creating different tanking sets, but they don't really want to wear a bunch of stuff that is wasting ilevel itemization on a stat that sucks for them).
Schadow Mar 24th 2008 2:49PM
Almost everything here is written from the Warrior perspective, so you shouldn't really expect information about bear tanking. There are some excellent sites for feral druids out there, however.
hpavc Mar 23rd 2008 7:00PM
Would be useful to have added an actual diminished or capped trait for comparison. Though the cheeseburgers are nice for color.
AlmtyBob Mar 23rd 2008 7:09PM
You missed a big one. Defense increases the chance you dodge, parry, block, and are MISSED by 0.04. That means every point of defense skill nets you 0.12% avoidance and 0.04% mitigation through block. This makes defense rating a very close second to doge rating as the most valuable avoidance stat. It blows away parry rating. Although point-for-point of percentage parry is better than defense, the item cost for parry rating is much much higher.
Diminishing return is a really bad way to describe defense. Defense is the most valuable stat you can stack pre-490 but (as explained above) is still very valuable post-490. Instead of the hamburger analogy imagine oranges on a deserted island. You'd need a single orange or less a day to avoid scurvy (crits). However, once you've passed that mark the oranges would still be incredibly valuable as a source of food, water, and other nutrients (dodge/parry/miss). If you took your second chart and made the Y axis point-system-of-your-choice and the X axis as defense skill you'd really see a straight line from 0 to 490, a small dip, then another straight line all the way through the amount of defense it'd take you to hit 100% avoidance (enragable bosses may not apply, blah blah).
Bottom line is if you're exchanging gear with defense skill in a pure tank set for gear with parry/AP/hit/etc, you're doing it wrong.
P.S. Not be a grammar snob but it's "losing" not "loosing".
Adam Holisky Mar 23rd 2008 7:29PM
Hi Almighty Bob,
I think we're more or less saying the same thing. Defense is not, point for point, better than parry as you say - and thus is not a stackable stat when it comes to crafting an avoidance set. This is through practical experience as well as hard theoretical fact. I have a avoidance set, and not one gem or enchant is defense orientated.
While I think it is possible, of course, to put a lot of defense up - somewhere in the range of 600 - and reach the necessar avoidance numbers, it's not something that is advisable to do. Even with a mixture of other stats pushing that much defense just doesn't make theoretical sense. Other stats simply offer better returns.
I don't think I've ever said it's good to exchange defense gear for parry/dodge/block/hit/etc. gear. That would be the wrong thing to do. However at the point where it becomes acceptable, as long as it doesn't gimp unnecessarily your other stats, is when you have 490 defense. Which is what the point of this article was about - that there is a cap. An example of this would be the Zul'aman shield in exchange for the Gruul shield (ZA has no +def, Gruul does).
Re: Misses. My intention was not to make this an exhaustive guide to defense. Explaining misses and their relation to tanking is another 1500+ word article. It also doesn't factor into the existence of the practical 490 cap.
Best,
Adam.
AlmtyBob Mar 23rd 2008 7:55PM
Defense IS point for point better than parry. Lets say you're going uncrushable and for some reason can only choose +10 parry rating or +10 defense rating gems. +10 parry = 0.42% parry rating. +10 defense = 1.6% combined towards dodge/parry/block/miss. So in for an uncrush set defense is nearly FOUR TIMES better than parry. Please post the math if you can disprove that. I'm not saying the road to uncrushable is stacking defense gems, but it sure beats parry.
It's important to consider item level cost too. If you get the 23 parry rating to hit 1% parry on a piece of gear, you're sacrificing a huge chunk of other stats due to the internal cost associated to parry. On the other hand, 1% combined dodge/parry/block/miss of defense you'd need is about 14 defense rating. This is a much cheaper stat to stack on an item. Dodge and block rating on the other hand, ARE better than defense rating all around as stackable stats to hit uncrushable.
Again, defense rating is just plain not a diminishing return. You're implying a parabolic curve when it's really step based. It drops a bit in value at 490, again at uncrushable, then is finally theoretically capped when total avoidance (block% doesn't count) hits 100% across all gear. As a matter of fact, it drops a bit after 490 then curves UPWARDS towards uncrushable. If a player has 0% avoidance and adds 1%, he takes 1% less damage. A player at 50% avoidance who adds 1% is taking 2% less damage and so on.
Adam Holisky Mar 23rd 2008 8:03PM
For mitigation, you're correct. If that's what you're going for - but again, do you have your avoidance set gemmed like that?
Probably not - because for dodge and parry - it doesn't do as much. It's better to gem for those two than for defense. This is all a bit off topic, since what the article is about is that at 490 defense, it's best to stop worrying about how much defense you have - and start focusing on stats like stamina and block value.
Crafting an avoidance set is a whole 'nother animal. One that I'll perhaps take up next weekend. I look forward to your comments on it. :-)