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 3 of 3)
Jamz Aug 29th 2010 6:36PM
i dont play LotRO, but they are in a sense Warriors. i meant warriors in a sense of the persona more than the class.
i know u can rip thru someones armor, but doesn't that take a lot of strength to do so?
take a hammer to a piece of steel...no u cant stack ArP
jslim419 Aug 27th 2010 9:38PM
oddly enough no one is talking about how much more survivability fury has gotten in the beta so far. i've seen video's of fury warriors taking on groups of 7 to 8 same level mobs without going below 95% health. thanks to the field dressing talent boosting the heal from bloodthirst, and the 20% of your maximum health heal of victory rush.
leveling up should be a breeze... let's just hope it doesn't turn depressing when we get into 85 heroics.
Natsumi Aug 27th 2010 10:25PM
You also forgot the complete removal of the +5% damage taken from Zerker stance. Believe it or not that 5% (previously 10%) has a huge impact on survivability. But yeah, Field Dressing is on my MUST HAZ talent list for every spec. I still see Fury being the PvP spec of choice in Cata due to their great Damage output and amazing self healing (Enraged Regeneration is affected by Fury's Mastery ability)
Matthew Rossi Aug 28th 2010 1:17AM
You have not seen that since they buffed mob damage, especially not on caster packs.
Mayhew Aug 28th 2010 1:06PM
It's true that fury's survivability is hugely better than that of arms, atm. While Rossi is right that you don't want to take on more than a couple of casters at once now (20K mindflays *hurt*), especially the naga priestesses in the northern part of... the Shimmering Expanse, I think... your odds are much, much better as fury than as arms. I tried leveling as Prot for awhile, and Fury felt just as safe as Prot (and faster).
That said, I feel like Single-Minded Fury isn't working right yet. My Raging Blows don't seem to hit for squat, and the 4-piece t10 bonus is broken (one Slam consumes both charges). Maybe it is just that not being able to see damage numbers is throwing me off, but I feel like my Titan's Grip Raging Blow is far more significant than my Single-Minded Fury Raging Blow.
stevenwoodworth Aug 27th 2010 9:46PM
I'm going to have to disagree. It felt wrong to give warriors a handicap with armor penetration when the whole point of a warrior is the feeling of being able to power through everything with pure physical damage, to require us to use armor penetration to me made it feel like we weren't really doing it on our own anymore. I hate having the handicap. I want to go back to that kick ass feeling that I'm pounding and slicing away without having to have something extra special then my own strength then anything else.
sherekhan88 Aug 28th 2010 3:05AM
This is a little off-topic, but can someone tell me if Spell Penetration came before or after Armor pen, or at the same time? I thought they were meant to give melee classes a mirror stat of that?
Redielin Aug 28th 2010 9:21AM
Right Jslim, now tell me how is a Disc Priest supposed to escape a Warrior?
Oh, that's right, unless they have a partner to peel for them, they can't.
I would love to be able to avoid going toe to toe with a Warrior as Disc. One charge ruins that. We aren't Mages with Frost Novas and Blinks. In an Arena as Disc, you spend all your time trying to either heal through MS or trying to run around pillars to avoid charges and such. You don't get to "just stand at range".
Even Warlocks have difficulty escaping Warriors (I know, I play a Warrior as well), because they rely on Fear, and Bladestorm and zerker Rage prevent them from peeling the Warrior off them.
What I'm saying is, in a world without armor penetration, Warriors will be amazing against cloth classes and progressively worse against higher armor targets. So if you tune Warriors to be able to kill Paladin healers, they will be overpowered against Priests and Warlocks, especially since Warriors also negate the escape mechanisms of those classes.
jslim419 Aug 29th 2010 3:50AM
"Right Jslim, now tell me how is a Disc Priest supposed to escape a Warrior?"
currently? you just bubble and spam heal yourself for a few hours until back up arrives.
jslim419 Aug 29th 2010 4:07AM
"What I'm saying is, in a world without armor penetration, Warriors will be amazing against cloth classes and progressively worse against higher armor targets. So if you tune Warriors to be able to kill Paladin healers, they will be overpowered against Priests and Warlocks, especially since Warriors also negate the escape mechanisms of those classes."
sorry.. your post was so long i had to make two replies :D.
here's the deal sally. say your a disc priest in full 264 pvp gear with 35k health. my 6 second cooldown mortal strike even with 100% arp will only crit you for maybe 5k (without arp i would probably hit you for 4.5k, and that's only *if it crits) so your down 5k health to 30k health. you bubble and pop off a 18k heal on yourself. your escape mechanism is being able to outheal everything unless you are outnumbered 8 to 1.
armor pen doesn't make warriors overpowered against clothies. warriors are overpowered against anybody that they beat in pvp.. hell even pve. no body likes losing to another player, and they certainly do not like losing to a warrior. so what other solution is there than "warriors are overpowered because they can hit me for 200 more damage!".
it's very plain and simple. if cloth wearers want to wear heavier armor in order to mitigate more melee damage then magic damage needs to be mitigated by armor to an amount equal to the weight of armor the caster is wearing. fair is fair.. you don't get to mitigate 30% to 50% of my damage while i take 100% of yours.
but this whole argument is pointless because cloth wearing casters will never get to wear any armor heaver than cloth... that is unless ghostcrawler gets hit with an errant dumb brick flying around the office.
jslim419 Aug 29th 2010 3:50AM
"You have not seen that since they buffed mob damage, especially not on caster packs."
so what kind of melee and spell damage from lvl 80 npc's are we looking to get hit with when we step foot in hyjal? and how much health do you have after you have gotten all of your hyjal/Vashj'ir "upgrades"?
it's my understanding that the increase of mob damage will go hand in hand with the massive increase of stamina on gear. or has blue posters just been blowing smoke up our asses?
Coenraad Aug 30th 2010 5:13PM
Well, as a Kingslayer Combat Rogue, I ignored ArP totally as it has always been a useless stat in my opinion anyways. Better stats out there to take the place of ArP. I therefore went against all the know-it-all theorycrafters and cookie-cutter fanatics and geared/gemmed AP + Haste on my combat rogue and viola! One mean buttkicking rogue that makes ArP combat rogues look like cute fluffy pink bunnies with baby blue ribbons on their ears. Bottom line, ArP is/was overrated.