The Care and Feeding of Warriors: A farewell to armor penetration
The Care and Feeding of Warriors is about warriors, who hurl themselves into the fray, the very teeth of danger, armed with nothing more than the biggest weapons and armored with the absolutely heaviest armor we can find. Hey, we're not stupid -- we're just crazy.
After some careful thought, it seemed like as good a time as any to say goodbye to that most controversial of stats, armor penetration. As of this writing, it's not even going to be baked into Battle Stance any longer once Cataclysm hits, so we can essentially call an end to warriors' bypassing or ignoring armor the way other classes do with magic damage. Like it or hate it, all warrior damage save bleeds will now be mitigated by armor. Yes, even Thunder Clap.
So what, you may ask? What's the big deal about armor penetration, anyway, and who cares about its not being around anymore in Cataclysm? Well, the short answer is, it lets our damage penetrate armor better (that is to say, it reduces the amount by which armor mitigates our damage) and warriors (and feral druids, and some rogues) care because our damage is overwhelmingly physical and thus reduced by armor.
The long, strange trip of armor penetration in this expansion started at launch with ArP being a somewhat undesirable statistic. It had been converted to a rating following its rollicking high in The Burning Crusade, due to the way it became such a devastating staple of warriors in PvP.
The difficulty with armor penetration (or ArP) at launch was fairly simple. The stat itself was extremely expensive for any significant benefit before patch 3.1, so that the only real item with significant ArP anyone made much effort to acquire was Grim Toll. Furthermore, with Titan's Grip in the state it was in at that time (with no penalty), warrior damage (especially fury, which had access to TG) simply overcame armor mitigation with brute force.
But in Patch 3.1, three things happened that changed the game for warrior DPS and armor penetration. First off, the 10 percent damage penalty was applied to Titan's Grip. Due to the way rage is generated via white hits (that is, attacks that are not special, rage costing attacks), the loss of 10 percent white damage actually cost fury warriors at that time closer to 25 percent of their total damage. The second was the increase in the effectiveness of armor penetration, getting 25 percent more benefit from the statistic. Third, and probably the most important, was the sudden influx of armor penetration on gear available via emblems or in Ulduar itself.
Armor penetration became extremely important for pure physical DPS at this point, be it hunters, warriors, druids, rogues or what have you. Since warriors are one of the most physical of the physical DPS classes, it quickly rose to prominence for us. However, the stat has never been what you might call intuitive. Before long, the developers realized that without a cap on it, theoretically, you could reduce armor with ArP to the point that targets effectively had negative armor and took even more damage from an attack than it actually hit for. Furthermore, the buff to armor penetration in patch 3.1 turned out to be, shall we say, extremely generous. It was possible for a dedicated player to stack ArP to at least the soft cap (50 percent passive armor penetration plus a proc trinket like Grim Toll or Mjolnir Runestone) -- since the hard cap was 1,232 armor penetration rating before patch 3.2.2, it wasn't hard at all for someone in Ulduar gear to stack up 616 or so ArP, and then GT or the Runestone would reduce armor beyond the cap when they procced.
Patch 3.2.2 reduced armor penetration rating to the current level, where 13.99 rating was equivalent to 1 percent armor reduction. Combined with the 100 percent cap on armor penetration effects, this meant that armor penetration now had a relatively high but attainable hard cap where it would do absolutely no good at all, and that number was 1,400 armor penetration rating. (Before patch 3.2.2, it was 1,233 ArP rating.) From that moment in the midst of clearing through Trial of the Crusader to the opening of Icecrown Citadel and to the present day, for a DPS warrior (especially fury), the goal has been fairly simple. Gem and gear to hit 1,400 ArP, then stop. As soon as you hit that magical number, gem for strength. While you can't actually reduce armor to nothing (according to Ghostcrawler's explanation of the new mechanic, which was implemented to keep armor pen from returning to its BC days as the ultimate cloth-killer stat) as soon as you hit 1,400 rating, you have reduced armor as much as you possibly can, and the cap will prevent you from reducing it any further.
While armor penetration is good for any class that does physical damage, the reason it was so potent for warriors is again our rage generation system. Armor penetration allows all physical DPS to hit harder, bypassing more armor with their attacks. But not only are warriors one of the classes who do the most purely physical damage, but doing that purely physical damage with a white hit will also generate more rage and thus give us more resources to spend. Marksman hunters don't get mana back for stacking ArP. Feral druids don't get quicker energy return for stacking it. But a fury warrior with a ton of ArP can fill his rage bar so trivially that there is absolutely nothing preventing her or him from simply using every ability while keeping Heroic Strike queued constantly.
For illustration, go watch a fury warrior on a target dummy some time. Specifically, watch his rage bar. Just standing there, whacking at a dummy, an ICC-geared fury warrior will most likely have between 85 to 100 percent armor penetration. Each white hit will non-critically hit for close to 3,000, meaning that it will take one swing of those great big weapons to almost completely fill up his or her rage bar. This allows the warrior to keep HS queued up, which has allowed fury warriors to severely undervalue hit rating this expansion, as their miss chance while using HS is only 8 percent instead of the close to 24 percent it would be simply dual wielding -- keeping HS queued keeps that miss rate even for white hits. This allows them to gear for purely damaging stats like, you guessed it, ArP. Effectively, ArP counts double for us. It's much the same phenomenon as when the reduction of damage via Titan's Grip's penalty in 3.1 cost us more than the stated amount lost: When you lose damage, you lose rage. When you lose rage, you lose more damage. When you gain damage, you gain rage, which you can immediately turn into more damage. White hits go up, so too does everything else.
It's not just PvE that finds warriors using a lot of ArP. PvP warriors have ended up gearing as much as they can with raid weapons and trinkets, be they arms, fury (LOL) or even protection. You'll often see protection warriors in a mix of PvP set and PvE trinkets, rings and ArP weapons to bypass as much armor as they can in an attempt to not only generate more rage (having rage ready to go in the burst-heavy world of PvP is very important) but to again blow through cloth wearers' armor.
ArP has gone from being a junk stat that no one really wanted to one of the most powerful stats in the warrior arsenal. Its loss isn't a bad thing for the game overall, I don't believe, but it will require a great deal of adjustment for warriors used to relying on it to reach parity with other classes that can just ignore armor for some or all of their attacks. We've yet to fully see how the new, rage-normalized, always-affected-by-armor warrior really shakes out.
Check out more strategies, tips and leveling guides for warriors in Matthew Rossi's weekly class column, The Care and Feeding of Warriors.
After some careful thought, it seemed like as good a time as any to say goodbye to that most controversial of stats, armor penetration. As of this writing, it's not even going to be baked into Battle Stance any longer once Cataclysm hits, so we can essentially call an end to warriors' bypassing or ignoring armor the way other classes do with magic damage. Like it or hate it, all warrior damage save bleeds will now be mitigated by armor. Yes, even Thunder Clap.
So what, you may ask? What's the big deal about armor penetration, anyway, and who cares about its not being around anymore in Cataclysm? Well, the short answer is, it lets our damage penetrate armor better (that is to say, it reduces the amount by which armor mitigates our damage) and warriors (and feral druids, and some rogues) care because our damage is overwhelmingly physical and thus reduced by armor.
The long, strange trip of armor penetration in this expansion started at launch with ArP being a somewhat undesirable statistic. It had been converted to a rating following its rollicking high in The Burning Crusade, due to the way it became such a devastating staple of warriors in PvP.
The difficulty with armor penetration (or ArP) at launch was fairly simple. The stat itself was extremely expensive for any significant benefit before patch 3.1, so that the only real item with significant ArP anyone made much effort to acquire was Grim Toll. Furthermore, with Titan's Grip in the state it was in at that time (with no penalty), warrior damage (especially fury, which had access to TG) simply overcame armor mitigation with brute force.
But in Patch 3.1, three things happened that changed the game for warrior DPS and armor penetration. First off, the 10 percent damage penalty was applied to Titan's Grip. Due to the way rage is generated via white hits (that is, attacks that are not special, rage costing attacks), the loss of 10 percent white damage actually cost fury warriors at that time closer to 25 percent of their total damage. The second was the increase in the effectiveness of armor penetration, getting 25 percent more benefit from the statistic. Third, and probably the most important, was the sudden influx of armor penetration on gear available via emblems or in Ulduar itself.
Armor penetration became extremely important for pure physical DPS at this point, be it hunters, warriors, druids, rogues or what have you. Since warriors are one of the most physical of the physical DPS classes, it quickly rose to prominence for us. However, the stat has never been what you might call intuitive. Before long, the developers realized that without a cap on it, theoretically, you could reduce armor with ArP to the point that targets effectively had negative armor and took even more damage from an attack than it actually hit for. Furthermore, the buff to armor penetration in patch 3.1 turned out to be, shall we say, extremely generous. It was possible for a dedicated player to stack ArP to at least the soft cap (50 percent passive armor penetration plus a proc trinket like Grim Toll or Mjolnir Runestone) -- since the hard cap was 1,232 armor penetration rating before patch 3.2.2, it wasn't hard at all for someone in Ulduar gear to stack up 616 or so ArP, and then GT or the Runestone would reduce armor beyond the cap when they procced.
Patch 3.2.2 reduced armor penetration rating to the current level, where 13.99 rating was equivalent to 1 percent armor reduction. Combined with the 100 percent cap on armor penetration effects, this meant that armor penetration now had a relatively high but attainable hard cap where it would do absolutely no good at all, and that number was 1,400 armor penetration rating. (Before patch 3.2.2, it was 1,233 ArP rating.) From that moment in the midst of clearing through Trial of the Crusader to the opening of Icecrown Citadel and to the present day, for a DPS warrior (especially fury), the goal has been fairly simple. Gem and gear to hit 1,400 ArP, then stop. As soon as you hit that magical number, gem for strength. While you can't actually reduce armor to nothing (according to Ghostcrawler's explanation of the new mechanic, which was implemented to keep armor pen from returning to its BC days as the ultimate cloth-killer stat) as soon as you hit 1,400 rating, you have reduced armor as much as you possibly can, and the cap will prevent you from reducing it any further.
While armor penetration is good for any class that does physical damage, the reason it was so potent for warriors is again our rage generation system. Armor penetration allows all physical DPS to hit harder, bypassing more armor with their attacks. But not only are warriors one of the classes who do the most purely physical damage, but doing that purely physical damage with a white hit will also generate more rage and thus give us more resources to spend. Marksman hunters don't get mana back for stacking ArP. Feral druids don't get quicker energy return for stacking it. But a fury warrior with a ton of ArP can fill his rage bar so trivially that there is absolutely nothing preventing her or him from simply using every ability while keeping Heroic Strike queued constantly.
For illustration, go watch a fury warrior on a target dummy some time. Specifically, watch his rage bar. Just standing there, whacking at a dummy, an ICC-geared fury warrior will most likely have between 85 to 100 percent armor penetration. Each white hit will non-critically hit for close to 3,000, meaning that it will take one swing of those great big weapons to almost completely fill up his or her rage bar. This allows the warrior to keep HS queued up, which has allowed fury warriors to severely undervalue hit rating this expansion, as their miss chance while using HS is only 8 percent instead of the close to 24 percent it would be simply dual wielding -- keeping HS queued keeps that miss rate even for white hits. This allows them to gear for purely damaging stats like, you guessed it, ArP. Effectively, ArP counts double for us. It's much the same phenomenon as when the reduction of damage via Titan's Grip's penalty in 3.1 cost us more than the stated amount lost: When you lose damage, you lose rage. When you lose rage, you lose more damage. When you gain damage, you gain rage, which you can immediately turn into more damage. White hits go up, so too does everything else.
It's not just PvE that finds warriors using a lot of ArP. PvP warriors have ended up gearing as much as they can with raid weapons and trinkets, be they arms, fury (LOL) or even protection. You'll often see protection warriors in a mix of PvP set and PvE trinkets, rings and ArP weapons to bypass as much armor as they can in an attempt to not only generate more rage (having rage ready to go in the burst-heavy world of PvP is very important) but to again blow through cloth wearers' armor.
ArP has gone from being a junk stat that no one really wanted to one of the most powerful stats in the warrior arsenal. Its loss isn't a bad thing for the game overall, I don't believe, but it will require a great deal of adjustment for warriors used to relying on it to reach parity with other classes that can just ignore armor for some or all of their attacks. We've yet to fully see how the new, rage-normalized, always-affected-by-armor warrior really shakes out.
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors
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Reader Comments (Page 2 of 3)
Ben Aug 28th 2010 9:46AM
Even queueing heroic strike on every swing, your offhand white hits still generate rage....
Randal Aug 27th 2010 4:44PM
I wasn't really thinking about offhand for some reason, plus that's so obviously a bug you'd think he'd mention that when talking about it. Oh well. Thanks for the clarification guys.
thebitterfig Aug 27th 2010 5:15PM
The whole HS bug is kind of depressing really. Don't get me wrong, I love having high damage on my fury warrior. However, the fact that a large part of this is due to a bug which dramatically lowers the offhand miss chance (greatly increasing rage generation) is kind of depressing. The history of it is a little interesting. Basically, folks didn't really realise the bug existed until ICC made HS-every-swing a solid reality for many fury warriors, and at this point, it just isn't worth fixing given the cataclysm changes to Heroic Strike. Still, it'll be nice to no longer have to rely on broken mechanics to do proper dps.
jslim419 Aug 27th 2010 9:16PM
"Still, it'll be nice to no longer have to rely on broken mechanics to do proper dps."
more than likely we'll still have to rely on broken mechanics to do proper dps, because if we did everything the way blizzard intended us to do now fury warriors would be struggling to hit 7k dps like our red-headed stepchild arms brothers struggle to do now..
it's the same reason why mages only had to gear for 10% hit with elemental precision in TBC, because the talent was broken and it was giving double the amount of hit. they relyed on it until it was fixed. and then went on to relying on the next broken mechanic of never ending mana to do huge damage with arcane spec.
almost every class has a bug, or broken mechanic that benefits their dps, healing, or tanking in some way. and as long as code in this game will never be 100% perfect there always will be bugs, and broken mechanics exploited to improve character performance.
Microtonal Aug 27th 2010 3:57PM
The removal of the armor penetration stat is actually one of the things I'm most looking forward to in Cataclysm. That stat is part of the reason I quit playing my hunter.
Somehobo Aug 27th 2010 4:54PM
ARP isn't any reason to quit playing a hunter. Survival may not reach the epic heights of a marksman hunter, but it is a genuinely fun spec to play in a raid. Marksman is also viable without paying through the nose for ARP. Point being, you don't have to go out of your way to gain ARP as a hunter. It's easy enough to get what you need passively.
Redielin Aug 27th 2010 3:57PM
I'm not sad to see Armor pen go, but the gorilla in the room with warriors really is that rage bar. That said, It may turn out to be difficult to balance varying levels of armor negation across melee classes. Do you tune Warrior damage to the point that you need armor to survive against them? Well, that works fine in PVE, but in PVP, cloth classes will be hurt by this setup. Well, that's probably fine for mages for the most part, but Warlocks and Priests, who rely on fears or have few escapes in general, are going to be in for a rough ride. And even in PVE, scaling may become an issue, where the higher base damage of warrior attacks that was meant to adjust for warrior damage being mitigated by armor benefit in greater amounts from stats than other melee DPS.
jslim419 Aug 27th 2010 9:27PM
"Well, that works fine in PVE, but in PVP, cloth classes will be hurt by this setup."
that is why you magic types are given long ranged attacks that ignore armor completely. if you want higher armor to mitigate a warrior's only way to kill you then you have to lose your spells ability to bypass armor.
clothies were never intended to go toe to toe with melee anyways. know your role, which is far away from your target.. ideally behind a friendly plate wearer that is holding the enemy warrior's immediate attention. or... just re-roll priest, druid, paladin, or shaman and outheal incomming damage until the end of eternity.
Bloodybath Aug 27th 2010 3:57PM
sigh. im looking forward to cataclysm but im also dreading it completely. i mean no ArP and no heroic strike spam!? it just won't feel like my warrior anymore.
unlike most warriors (especially tanks it seems) i love being able to spam heroic strike. it always gives a button to press when everything else is on cooldown, which is quite often because the biggest complaint i have about fury warriors is that i only have 4 buttons to press on a regular basis (BT, WW, HS, Slam/Execute). throw in a cooldown when theyre up every 2 mins but that doesnt help much.
it seems like im gonna be goin straight back to square one and figuring out how to play again like i did at level 10 :(. once i actually had a nightmare about cata ruining fury warriors lol. anyone else think thats over-reacting?
Aedilhild Aug 27th 2010 4:10PM
It's a natural reaction. Having Cleave and Heroic Strike on a shared, off-GCD, three-second cooldown does make Protection feel slightly as if in slow motion -- but both Arms and Fury handle very nicely in the beta. Fury's especially exciting with fast-moving, Enrage-based mechanics to replace Heroic Strike-mashing. Arms, while more predictable right now, still has a lot of potential with ability combos.
On-next-swing Heroic Strike and unlimited rage formed an artificial ceiling. Fury profited, but the failure held all three trees back in terms of design. Cataclysm corrects that imbalance.
Mayhew Aug 27th 2010 5:47PM
It might be worth mentioning that while HS and Cleave are no longer on-next-swing attacks, they also don't use the global cooldown. They have their own, separate cooldown, which seems to be around 4 seconds. So if you are using a 3.6 or 3.7 speed main-hand weapon, the difference in how much you can spam HS isn't all that great. It's also nice that you can use it immediately, without having to wait for your next white swing. If you have enough rage saved up, you can hit it at the same as another special attack for extra burst damage.
Redielin Aug 27th 2010 4:09PM
Heroic Strike only uses your Main Hand for the attack, and is subject to the yellow cap of 8%. Your offhand attack continues to be a white attack and generate rage. However, due to a bug, that white offhand attack is still subject to the 8% cap even though it is still a white hit and still generates rage. Thus, the HS bug.
Claire Aug 27th 2010 4:49PM
Sigh. I finally got my fury warrior to 99.6% ArP. Farewell, crazy stat! Farewell, HS bug!
stevenwoodworth Aug 27th 2010 5:38PM
Personally playing a level 80 tank/fury warrior its going to be nice for my fury spec to not have to depend on armor pen and just slap in old regular strength gems (assuming) because I found it annoying that while I was able to damage more with armor pen I still felt like I was under achieving because I didn't have extra attack power that strength gives.
So to be honest I'm glad that warriors are going back to normal because this armor pen episode seemed over all useless and stupid to me.
cidninja Aug 27th 2010 5:52PM
i dunno, personally i think stacking armor pen is a lot more interesting than strength. base stats are boring.
i3oges Aug 27th 2010 6:21PM
I like to sit around 80% ArP with my warrior because we almost always have a warrior tank in our raids so I only need 80% + 20% from sunder. Does anyone else do this?
Electro Aug 27th 2010 6:44PM
sunder reduces armor where as arp bypasses it. so no, thats a bad idea to only get 80%
Natsumi Aug 27th 2010 9:25PM
Sunders apply before ArPen. That means that it's multiplicative, not additive, making the equation (x * 0.8) * 0.2 = 0.16x
Without the Algebra it's easier to look at (boss armor is PH, I'm too lazy to look up boss Armor lol)
10k armor boss
Apply Sunder (-20%)
Boss now has 8k armor
Apply ArPen (-80%)
Boss now has 1600 Armor, meaning he still has some form of physical damage reduction. Shattering Throw is Additive with Sunder, and multiplicative with ArPen. At no point can you hit 0 armor without 100% ArPen.
Granted you can never actually hit 0 Armor on bosses (ArPen actually has to be 105% on the character sheet to be 100% for a boss IIRC) as they have a minimum Armor cap for Boss Level mobs, however all o0ther mobs and players don't have this. Feel free to eat a Prot Pally with 100% ArPen, just remember to stack Expertise as well, lol.
Jamz Aug 27th 2010 6:24PM
I think you are taking this the wrong way. ArP seemed more like a PvP stat for warrs. Yeh it's great you can poke holes in armor, but in a PvE environment, that shouldn't be the case. DPS warriors are the jocks of WoW. They use their massive strength to beat the shit out of people. Can you see Grom Hellscream, Doomhammer, Gemli or Aragorne trying to poke holes in armor?....I understand why you're upset but strength is supposed to be better for warriors
Natsumi Aug 27th 2010 9:44PM
Think of it as going through their Armor instead of finding holes. Can you see Grom Hitlerscream putting great rents in someone's Armor with that big Axe he uses (used)?
And just an FYI, it's Gimli and Aragorn, not Gemli and Aragorne, assuming you are referring to the Lord of the Rings. Also, if you are, then you should probably not call them Warriors, as LotRO uses a totally different class system than WoW does. They would be Champions (as far as I can tell), though honestly, with how bad that game is (you push instant abilities, wait, they activate, then you wait for their GCD before the next ability can be pushed so you can wait for the next ability, and don't even get me started on the PvP aspect of it) I totally understand you using WoW terminology.