Lichborne: A Death Knight statistics primer

Welcome to Lichborne, the weekly Death Knight column by professor Daniel Whitcomb, who totally has a PhD in Death-Knightology from Ebon Hold University. It's the truth, I swear.
Today's column will double as a little bit of primer on how Death Knights get their power, and what stats you should be looking for on armor in general to make your Death Knight the best it can be. It's not completely in depth, but it should get you well on the road to understanding just how Death Knights get all that awesome power and sexiness.
We'll have 3 sections today. The Good are stats that are excellent choices for DPS, Tanks, or both. The So-So are stats which still do us some good, but are pretty situational or conditional in their usefulness. The Outcasts are those stats that you should avoid -- Well, I'd say avoid like the plague, but we're Death Knights. We like the plague around here. So I'll just say you should avoid them.
The Good:
Strength and Attack Power: Strength is the number one stat for most types of Death Knight DPS, and is hardly a slouch for tanking either. 1 strength converts to 2 attack power, and that attack power scales into spell power for the purpose of a Death Knight's spells, which include diseases and non-weapon attacks such as Death Coil. In addition, 4 strength converts into 1 parry rating.
Long story short, Strength is going to be your mainstay for DPS, and it's no slouch for tanking either, providing both extra parry rating and extra threat. You'll probably end up taking attack power gear every once in a while, especially rings and amulets, and it will work fine for you, but remember that strength does go that extra mile as well.
Critical Strike Rating: This is easily the second most important DPS stat for a Death Knight, especially since it affects both melee and spell critical strike percentage. Death Knights need critical strikes to activate talents such as Bloody Vengeance, Killing Machine, and Wandering Plague, and everyone appreciates a good Death Strike crit when they're low on health. Don't neglect this statistic, especially if you have one of the above talents or a talent that increases your critical strike damage bonus.
Hit Rating: I cannot emphasize the importance of hit rating enough. You can have all the strength in the world, and it doesn't matter much if you can't hit the broad side of a dragon. One of the best ways for a tank to up their threat level is to get some hit rating. At the same time, once you have enough hit rating, getting more won't do you much good.
The problem is, right now, there's some disagreement over how much hit one needs. Traditionally, one needs 5% hit rating to hit like-level mobs or PCs with 2-handed weapons and special attacks, 9% to hit boss-level (level 83) mobs with the same, and 17% to hit boss level mobs with spells. However, some are claiming that the new boss-level hit cap is now 8% for melee special attacks, and parses of damage meters seem to be offering conflicting information on whether this is true or not.
For now, I'd recommend that you try to get around 5% melee hit rating while leveling, grinding, or doing 5-mans, and somewhere between 8-9% melee hit rating for raiding until we know more for sure. At 80, 32.7 hit rating equal 1% of melee hit, and 26 hit rating equals 1% of spell hit. That means you'll want somewhere between 270-296 hit rating for that raid cap.
If you want to try to cap out your spell hit rating, you should probably take Virulence in the Unholy tree, then aim for the approximately 365 spell hit rating you'll need to make up the other 14%. Dual wielders have even further to go, with approximately 28% before they cap out white damage hit percentage. If you focus on getting to the spell hit cap and take Nerves of Cold Steel, though, you might be able to squeak through with less.
Remember, in all of these cases, that if you're grouped with a Draenei or are a Draenei you can lower your needed hit by 1%, while a Shadow Priest's Misery or a Moonkin's Improved Faerie Fire can lower your needed spell hit by 3%.
Overall, Hit rating is something that theorycrafters are going to want to watch much more closely. There's evidence that some calculations have changed pretty drastically, but debate continues as to just how much things have changed. In the meantime, it's a good idea to keep hit capped anyway. It's better to hit than to miss.
Defense Rating: If you're planning to tank 5-mans or raids, especially at the Heroic level, you'll need to get uncrittable via defense, which at level 80, will mean you need 540 defense skill. This means that at level 80, you will need approximately 690 defense rating to gain critical strike immunity against level 83 (Boss level) mobs.
The unfortunate problem with this is that we're definitely a little bit harder to gear for defense that other tanks, having neither the benefit of a talent like Survival of the Fittest nor the ability to equip a shield nor defense itemization for 2-handers. Luckily, this is something that the devs have acknowledged, and have said they may fix in the form of new defense Sigils and runeforgeing enchants into the future.
In the meantime, some people are taking creative measures to get their defense to the magic number. For example, since defense trinkets are in short supply in Wrath until the harder dungeons and raids, many are heading back to Burning Crusade to get Dabiri's Enigma from the Netherstorm quest Dimensius the All Devouring, while others are even headed into the Shadow Labyrinth to solo Blackheart the Inciter in hopes that he'll drop the Adamantine Figurine.
Parry Rating: The more Parry rating you have, the less you get hit. As a tank, this is good. Look for armor with this stuff on it once you have your defense rating and a good health pool. If you've picked up the Spell Deflection talent in the Blood tree, you have even more reason to grab parry rating.
Dodge Rating: The less you get hit, the less chances you have to die. That's really the best way to describe why dodge rating is a good idea for a Death Knight tank. This is especially true of Unholy Death Knight tanks. Their major tanking cooldown, Bone Shield, provides a major amount of damage reduction as long as a bone is up. A successful hit removes a bone, and each bone removal is followed by a short period before another hit can remove a bone -- most Theorycrafters estimate that period at between 2 to 4 seconds. Thus, the more you dodge, the longer the shield stays up.
Stamina: As a tank, you need stamina. The more health you have, the longer you survive. It's a simple idea. A larger HP pool works against both physical and magical damage, which is also a plus. Even as DPS, you shouldn't neglect Stamina completely. AE and Environmental damage or loose adds could spell your doom if your health pool is too low.
Armor: If you're a tank, you definitely want Armor. For Death Knights, it's even more important to find decent high armor pieces since we don't have a shield. The more armor you have, the more you'll get when you switch over to Frost Presence, as well.
Filed under: Items, Wrath of the Lich King, Death Knight, Talents, Guides, Leveling, Raiding, Tips, Analysis / Opinion, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
Robert Steiner Dec 7th 2008 12:52PM
Is it worth taking less-armor-gear in order to help get that defensive rating up?
Daniel Whitcomb Dec 7th 2008 3:31PM
It's a tough judgement call to make sometimes, but once you get to Heroic level tanking, I firmly believe that having 540 defense first is paramount. With a solid healer, you can get away with less in regular 5-mans and sometimes even heroics, but I don't like to risk it.
Phoenix Psaltery Dec 7th 2008 12:58PM
One of the things I hate about upgrading my DK's armor is that once I have several pieces of new armor, some of it silvber, some red, and whatever, he no longer looks "Death Knight-y."
I wish there was a p[lace you could take your new armor to have it refinished in black... for a price, of course. Are you listening, Blizzard? :D
P2
Raaj Dec 8th 2008 10:48AM
Or they could stop being so stubborn and implement the same feature Everquest 2 and LotRO have--visible equipment slots. You have the gear you wear for stats, then there's another slot right beside it that's just for looks if you so please. If you don't equip anything in the "looks" slot, you see what armor you have equipped for stats.
Phoenix Psaltery Dec 10th 2008 12:14PM
Phoenix Psaltery said...
>> One of the things I hate about upgrading my
>> DK's armor is that once I have several pieces
>> of new armor, some of it silvber, some red, and
>> whatever, he no longer looks "Death Knight-y."
>>
>> I wish there was a p[lace you could take your
>> new armor to have it refinished in black... for
>> a price, of course. Are you listening, Blizzard?
>> :D
Raaj replied:
> Or they could stop being so stubborn and
> implement the same feature Everquest 2
> and LotRO have--visible equipment slots.
> You have the gear you wear for stats, then
> there's another slot right beside it that's just
> for looks if you so please. If you don't equip
> anything in the "looks" slot, you see what
> armor you have equipped for stats.
I think actually being able to modify the color would be less database overhead.
P2
Phoenix Psaltery Dec 7th 2008 12:59PM
*sigh* I hate typos. I also hate that we can't edit our comments.
P2
Bylak Dec 7th 2008 1:22PM
Wait, so are you saying we need 540 defense to tank heroics, but we're going to need 690 for boss mobs?!
PeeWee Dec 7th 2008 2:18PM
Defense is not the same as Defense Rating.
darthginger Dec 7th 2008 1:32PM
no you need 690 defensive rating on top of your base defense in order to reach the cap of 540.
i cant remember the number off the top of my head but 60 -1 rating or so. possibly less. im only 74 and havent paid much attention to it yet.
Jeff Dec 7th 2008 1:39PM
Lets hear something about Dual wielding. I'm not under the impression that this is true but, it was stated on a forum that dual wield has a higher chance to parry due to dual weapons having the same exact effect as a sword and shield. Basically if a warrior was holding a sword and shield he would have the ability to block with his off hand and parry with his main hand. Does this mean that with two weapons you have twice the chance to parry?
You should also talk about agility and dodge. 77 Agility = 1% dodge (not too much) but it benefits not only dodge but also crit. and 63 agility = 1.01% crit. (crit being a good stat as you already said =P).
So what we know:
77 Agility = 1% dodge
63 Agility = 1.01% crit
1 Stamina = 10.3 health (I believe this to be WoW-wide but im only sure that 1 stam=10.3 health for a DK)
All of my figures came from Rating Buster (http://www.wowinterface.com/downloads/info5819-RatingBuster.html)
I am really interested in how you came up with Strength being top stat for a DPS DK... With talents that boost dmg done and total AP ( Bloody Vengeance and Abomination's Might ) Wouldn't crit be a more reliable stat? I'm not sure what the dmg meters say but in my personal experience my crits are endless and at 32% crit (After Death knight's anguish and Chuchu's tiny box of horrors proc along with Horn of winter's 155 STR and AGI boost) is going to do quite a bit more with strikes since talents in all tree's boost dmg done from that type of spell (Plague and frost strike) or physical strike (Heart / Blood strike). I think by now understand my point valid or not. =P
I just want to clear up anything for the haters, I'm not bashing our professor here I'm just trying to get to the bottom of death knight stats as everyone else is!
Happy hunting...
-Jeff
DeathPaladin Dec 7th 2008 1:52PM
"With talents that boost dmg done and total AP ( Bloody Vengeance and Abomination's Might ) Wouldn't crit be a more reliable stat?"
Talents the boost damage and AP boost by a percentage, and as a result have more of an effect when you stack it. And there are also talents which boost strength (like Abomination's Might, which increases the DK's total strength by 2%, and Veteran of the Third War, which increases by 6%).
Also, Abomination's Might doesn't proc on crits. It procs on half of your Blood/Heart Strikes and all your Obliterates, regardless of crit. So +2% strength all the time, with +10% ap (which you get 2 for every point of strength), makes it a talent where you want to stack strength.
When it comes to instance DPS, slow and steady wins the race, and going with strength over crit raises your total DPS because it makes both your crits and your regular swings hit harder.
DeathPaladin Dec 7th 2008 2:45PM
To look at it another way, there are several talents which rise critical strike chance naturally. Dark Conviction for 5% with everything, Subversion for 9% with Blood/Heart Strike and Obliterate, Annihilation with 3% for all special melee attacks, Vicious Strikes with 6% for Plague/Death/Scourge Strike, Rime with 15% for Icy Touch and Obliterate. Then there's Sudden Doom, which gives your Blood/Heart Strike a 1 in 5 chance of giving your next Death Coil a 100% crit chance.
For example, my Death Knight has every talent I just listed with the exception of Rime. His base crit chance it about 21.5%, which includes agility, Dark Conviction, and about 400 crit rating, which is pretty easy to come by between trinkets, jewelry, Sons of Hodir rep, and having friends who are leatherworkers and jewellers. 6 pieces of my armor have crit rating naturally, and they all are between 20-50 rating per piece. About a third of my crit rating comes from jewelry, trinkets, gems, and enchants (I'll ignore the Box of Horrors procs for the moment).
So, 21.5% crit chance. My build's mainstays are Heart Strike and Obliterate. With my talents, that's suddenly 33.5% for both of them. So my two main strikes each have about a 1 in 3 chance of critting every time I hit the button. And when I use Heart Strike, on top of it having a 1 in 3 chance of critting, it has a 1 in 5 chance of giving my next Death Coil a 100% chance of critting.
So, my personal advice is to gear and spec first to raise your base damage. Then raise your crit chance with talents, enchants (since +crit enchants are not hard to come by), and maybe find a Feral Druid or Fury Warrior to hang out with if you still don't feel like you crit enough.
Jeff Dec 7th 2008 2:46PM
I agree with the comment made about mine but in total I always have Abomination might up.
I'm also guessing your rotation reflects 100% on your Overall dps, my white dmg only out weighs my yellow dmg by a total of 1.22% according to heroic dmg meter readings. Im am usually top on the list of other DK's and Ret paladins.
I'm just wondering because I believe I have a good balance of stats I just prioritize crit a tiny bit higher than Strength.
Here is my armory http://www.wowarmory.com/character-sheet.xml?r=Uldaman&n=%C3%90efiance
Maybe anyone can give me some insight (I realize im still a bit lvling spec but have found no need to completely change it yet as we are not doing Naxx quite yet.
I'm not completely against AP I just know that heroic buffed alone I can easily reach over 4k AP .... (Party dynamic plays a role as well)
Thanks for the reply's
-Jeff
DeathPaladin Dec 7th 2008 1:41PM
On the topic of armor, a Death Knight can have use for armor beyond the extra dose of "Not going to die tonight" if they put points into Bladed Armor. My Death Knight has a little over 12k armor (with Toughness, since while it only synergizes for a small amount with Bladed Armor, for my spec it was one of the best Frost talent choices to dig down to Annihiliation), which with 5/5 Bladed Armor translates to somewhere in the area of 330 attack power. And we all love attack power.
JaydsterC2 Dec 7th 2008 1:55PM
No that can't be right. I heard 540 for heroics and 560 for raid...
raedix Dec 8th 2008 11:00AM
"No that can't be right. I heard 540 for heroics and 560 for raid..."
So you're saying that for some reason, what you "heard" is more important than the +140 def to uncrittable game mechanic that has been in the game for literally four years? It's +125 def to be uncrittable by equal level mobs, and then +5 def per level afterwards. Boss mobs are equivalent to +3 levels, so, +140 from the "learned" cap of 400.
Remember, this means you DO NOT actually need 540 defense to tank any Heroic. The highest level mob in any heroic is level 82, which means you need 535 to be uncrittable in heroics. Now, WotLK is easy, so even crittable tanks should see some success in heroics/10mans... but with the fact that DKs are naturally somewhat bursty, we really need to smooth incoming damage out as best as we can, and that means getting to the cap, and stacking our armor to be used with our armor modifier.
vexis58 Dec 7th 2008 3:10PM
Wait, I thought the cap for spell hit was 9% now? Why is he telling me to get 17%? Did something change or does he just not know what he's talking about?
Daniel Whitcomb Dec 7th 2008 3:32PM
Spells have always had a higher cap than special weapon cap abilities. If you're a more physical damage/weapon strike oriented build, you can probably get away with sticking just to the 9% cap though.
vexis58 Dec 7th 2008 5:40PM
Yeah, I know they have always been higher in the past. My point was, the spell hit cap changed to 9% in 3.0.
Deuce Dec 8th 2008 5:20PM
A; yes it is right 540 is uncrittable for every tank class (I have read and seen theory crafting on it countless times already). The only place this won't work is Heroic Halls of Lightning as there is a mob with a 50% crit buff that he/she self-casts.
B; what about Expertise? I didn't see any mention of that and from some of the stuff I have been reading (I would link but not sure if I am supposed to?) for a tank it is more important that Hit Rating for tanking. So for a DK tank it would be;
uncrittable -> Stamina -> dodge and parry (until you are at enough avoidance to keep Bone Shield up for a long period of time if you are Unholy) -> Expertise -> Hit rating.
Again this is just kind of the consensus that I have been getting from several reliable websites that focus on min/max and theory crafting.
Also just to point out in regards to my post that if you have more than 689 Defense Rating (which is the 540 Defense) it is not a bad thing. More defense is always gonna help heh.
And finally I would just comment that if you are just starting tanking as a Death Knight (like I am) I would focus on uncrittable then start worrying about everything else.