The Light and How to Swing It: No more avoidance caps

One thing that we've been taught as tanks throughout most of World of Warcraft is that you had to be capped at something in order to not be insta-killed by bosses. Back when I started playing, this was referred to as reaching uncrushable. You would have to stack up 102.4 percent avoidance in order to push the dreaded crushing blows off of the boss's list of possible attacks he could hit you with. This also meant that all incoming hits were avoided or mitigated in some way, shape or form. That primary form was blocks, and abilities like Shield Block and Holy Shield at that time were custom tailored to this environment.
With the release of Wrath of the Lich King, crushing blows were deemed a thing of the past and bosses would no longer be employing them against tanks. However, we quickly had a new cap to deal with instead of that called the defense cap, aka reaching uncrittable. This meant accumulating 540 defense skill against raid bosses in order to remove bosses of being able to hit us with a critical melee attack. In early raiding tiers, this was a constant balance between gems, enchants and trinkets, as each piece of gear we accumulated could change how the scales tipped.
Now, with the 4.0.1 patch and the coming of Cataclysm, the developers have decided that the defense cap was also too fiddly and avoidance numbers in general are just way too high. So defense is gone as a stat and has been replaced with talents to provide our melee critical strike immunity. Also are gone the stats of both block rating to increase our chance to block and block value to increase the amount we block. For a shield-based tanking class, this leaves us in a bit of a pickle.
The debut of mastery
Thus enters our newest stat, mastery, which is all things to all people. Kind of. Mastery makes us better at whatever it is our specs are supposed to do. Protection is a tanking spec, so it makes us better at tanking by increasing our chance to block through the mastery Divine Bulwark. Not exactly block rating, but it works. We also now block 30 percent of incoming melee attacks instead of a fixed number based on our combined block value through gear. Holy Shield currently increases our chance to block by 15 percent while it is active.
However, after running some numbers, both the theorycrafters and the developers started coming to the same conclusion. After all of the nerfs to avoidance and block, it was still possible to reach the old block cap at which all incoming damage was mitigated. It would take a lot of stat reforging, gemming and enchanting to do, but it was still possible -- and Blizzard doesn't like it.
So, in an upcoming patch, we're going to get some reworking again.
Upcoming tanking changesAs the release of World of Warcraft: Cataclysm draws near, we continue to fine-tune various class abilities. Based on feedback and our own testing, we're in the process of assessing and amending tanking cooldowns -- at level 85 in particular. Some of these abilities, like druid Savage Defense and death knight self healing, are particularly difficult to model, so further testing will be necessary before there is sufficient information to base adjustments on.
In the case of paladins and warriors, we have recognized that it is possible for block chance to get too high too quickly and cause a situation where stacked mastery and the warrior Shield Block ability behave strangely. Since that's a scenario we want to avoid, we're making some changes regarding how block chance is handled for each of these classes:
Paladins - Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%.
Warriors - At level 85, the value of Shield Block decreases as block value generated by Mastery increases. To remedy this, we will convert overflow of block + avoidance that exceeds 100% into critical block chance instead. Along with that change, Shield Block will be reduced to +25% block chance (down from +100%), but this will still yield a net buff for most warriors. Also in response to this change, the amount of block and critical block provided by Mastery will be equalized. Finally, Mastery will now grant 1.5% block chance per point.
Additional upcoming tanking changes can be found here: http://forums.worldofwarcraft.com/thread.html?topicId=27397548532&sid=1&pageNo=10#188
In the case of paladins and warriors, we have recognized that it is possible for block chance to get too high too quickly and cause a situation where stacked mastery and the warrior Shield Block ability behave strangely. Since that's a scenario we want to avoid, we're making some changes regarding how block chance is handled for each of these classes:
Paladins - Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%.
Warriors - At level 85, the value of Shield Block decreases as block value generated by Mastery increases. To remedy this, we will convert overflow of block + avoidance that exceeds 100% into critical block chance instead. Along with that change, Shield Block will be reduced to +25% block chance (down from +100%), but this will still yield a net buff for most warriors. Also in response to this change, the amount of block and critical block provided by Mastery will be equalized. Finally, Mastery will now grant 1.5% block chance per point.
Additional upcoming tanking changes can be found here: http://forums.worldofwarcraft.com/thread.html?topicId=27397548532&sid=1&pageNo=10#188
Excerpt from later in the tanking changes thread...
Paladin tanks are not intended to go cap block as fast as they can. It's fine if you want to do that, but we don't treat it as "the new defense cap" and we don't balance paladins assuming they have a 100% block chance. That is something the community identified as being not only possible, but likely, and one of the reasons we changed the way block works for paladins.
...
Paladin tanks are not intended to go cap block as fast as they can. It's fine if you want to do that, but we don't treat it as "the new defense cap" and we don't balance paladins assuming they have a 100% block chance. That is something the community identified as being not only possible, but likely, and one of the reasons we changed the way block works for paladins.
...
Mastery: Too good for its own good
In essence, mastery was too good. We're expected to always be striving to reach that block cap throughout the expansion, instead of obtaining it straight out of 5-man content. If we can reach the block cap (102.4 percent in avoidance plus block chance) then we have no reason to work on avoidance stats any further. Encounters are going to be balanced around having well-rounded stats in avoidance, health and threat. If you're too low in any one of those, then you're going to start running into issues.
Part of the problem we were running into during Wrath going into Icecrown Citadel. Our avoidance had reached a point at which we could flat avoid most of the attacks sent our way; our incoming damage was bursty, and the incoming damage had to be increased to a point where two consecutive hits would kill us.
The solution, one that neither we nor the developers were fond of, was Chill of the Throne. It, like Sunwell Radiance an expansion earlier, was there to compensate for players having gear levels a tier higher than were intended at endgame. Wrath's issue arose from the fact that Blizzard kept adding additional tiers of gear for hard-mode raid content in addition to the different tiers that were already supported to differentiate between 10- and 25-man content. This caused a lot of gear inflation and is responsible for some of the absurdly high stats players are currently able to sport.
The Burning Crusade's Sunwell was literally a tier of gear higher than was intended. Black Temple was meant to be the pinnacle of raiding in its expansion, but because of the way raiding attunement worked (or more to the point, didn't), the additional raid was needed late in the expansion to fill the lull. Thus, players stats were too high for the content and needed to be brought back down.
Adjusting the paradigm
So, the paradigm adjusts to tanks getting hit more often but for less damage with each hit. This eliminates issues with PvE burst damage and gives tanking gear someplace to strive toward. There is no real "cap" defined yet for avoidance, because there aren't any real milestones to hit now. The old 102.4 percent is distant enough that we've no chance of easily hitting it; crushing blows aren't an issue; and we're already uncrittable, thanks to talents.
Does this make it harder to look at a tank's gear and see if she's set up properly? Probably, but most people were just looking at gear item levels anyway and not at gem and enchant selection when running quick dungeons. One thing it does provide is a little more wiggle room for preference. If you want to focus on being a block tank, then more power to you. If your focus is on threat, then go for it. Gear for your playstyle and talent setup and adjust accordingly. Just make sure you aren't focusing too hard on one aspect and ignoring another.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 4)
Rern Nov 10th 2010 2:10PM
So now ICC bosses critting a 277 geared pally tank for 77k melee damage? I realize the new systems arent balanced for lvl 80 and wrath bosses, but it seems a bit rediculous.
Rhozul Nov 10th 2010 2:24PM
No Rernz, you're the only person in the world who still gets critically hit :).
Mr. Tastix Nov 10th 2010 5:06PM
Someone's a derp.
Meiji Nov 10th 2010 2:11PM
Avoidance didn't have much to do with crushing blows. 102.5% avoidance was unhittable. It used to be that you needed a certain amount of defense(540 at level 80 vs. lvl 83 mobs) to avoid being crushed by that went away with with 4.0.1.
Might want to check up on your facts a little more.
Winston Nov 10th 2010 2:18PM
He is including block rating as avoidance. It can more technically be classified as mitigation, but in this case, what he means is "things which pushed crushing blows off of the melee table."
Tamednan Nov 10th 2010 2:21PM
The 102.4% avoidance was pre-WotLK.
Might want to learn to read.
Twytch Nov 10th 2010 2:23PM
And you might want to check your facts. 540 Defense was the requirement for becoming uncrittable by normal boss mechanics (535 for heroics).
102.4% avoidance/reduction WAS the number used in TBC to prevent crushing blows. In order to knock it off the list, you had to replace it with miss, dodge, parry, or block.
If you're going to be an aggressive prick, you might want to ensure your statements are 100% true.
Leroy Nov 10th 2010 2:26PM
You might want to check your facts as well. The 540 defense level was to be uncrittable, not uncrushable. Crushing blows, as of 3.0, only come from mobs 4 levels higher, which is why crushability did not matter in WotLK. When you could get a crushing hit, the 102.4% avoidance was necessary to avoid it. The author actually covers all this in the article.
Finnicks Nov 10th 2010 2:30PM
Ditto to you, sir.
In Vanilla the only way to become uncrushable was to stack avoidance to push crushing blows off the boss' attack table.
0% 100%
|--Dodge--|---Parry---|-----Block-----|----Norm. Atk----|-Crsh Blw-|
Attack tables looked something like that. Increasing block pushed normal and crushing blows further over. Attaining a certain level of avoidance insured that a boss' hit table had Crushing Blow change well over the 100 mark, IE "pushed off the attack table". Imagine every attack as rolling 1-100. If you push the "roll" required for Crushing Blows over 100 by stacking Dodge, Parry, and Block chance, it can't be rolled anymore.
They eventually changed Crushing Blows so that only mobs 4 levels higher can get them, meaning bosses could no longer get them (They are always 3 levels higher). The attack tables were then changed, essentially replacing Crushing Blows with Critical Strikes, and Defense Rating became the required way to push Critical Strikes off the new attack tables.
That is how it was for most of Wrath. No Crushing Blows period, and tanks needing 540 defense skill to become uncrittable. Crushing blows and critical strikes are NOT the same thing.
Get YOUR facts straight.
Heilig Nov 10th 2010 3:05PM
This guy is an example of why making DK's able to tank didn't help with the tank shortage.
Boobah Nov 10th 2010 7:50PM
Ah, tank history. Yes, in BC you were expected to get 490 defense (to push crits off the table) and, if you weren't a druid, 102.4% miss+dodge+parry+block. Why 490 defense for the shield tanks? Because Holy Shield and Shield Block had a finite number of charges, as well as cooldowns, and you weren't getting uncrushable (and, incidentally, push whatever crit may have been left off the table, too) without them. Druids, on the other hand, were stuck not only with very few options for getting their 490 defense, but had no choice but to eat crushing blows with their ginormous amounts of armor and health.
fedorhajdu Nov 11th 2010 3:48AM
Wait, Finnicks... I think you're forgetting one thing.
In BC we did have to worry about crits as well. We had to cap defense back then so we don't get hit, and then used cooldowns for block not to get hit.
I played a warrior back then and I remember Shield Block giving us 75% block for 2 hits (was a required talent) but paladins didn't have such a powerful cooldown so they had to stack some block rating.
Then Wrath removed crushing blows and we didn't have to worry about keeping SB/HS up but we still had to get uncrittable from defense (and Blizz made it harder by removing +20 defense talents from our talent trees)
Meiji Nov 10th 2010 2:15PM
Whoops, I take my snarky comment back - I was wrong - I was thinking crit and not crushing blow. Sorry to be a doubting thomas.
Winston Nov 10th 2010 2:20PM
Indeed!
...though I do have to point out that the defense cap existed and the block cap existed side by side all the way to Wrath. The defense cap wasn't "new" as of Wrath, it had been around since Vanilla.
Hal Nov 10th 2010 2:26PM
Any word on where mastery starts hitting the diminishing returns barrier? I doubt we'll ever get blocks up to 100% mitigation (paladins) or . . . well, whatever it is for warriors. It would just be a shame for mastery to go from very, very good to almost insignificant if it will cap out at, say, 50% (since I don't think the difference between 40% blocks and 50% blocks would be very noticeable).
Oh, and Block Value isn't completely gone; Lavanthor's Talisman still grants 440 BV on use! Bwa ha ha!
Aix Nov 10th 2010 2:53PM
Paladins will block cap at the end of tier 11 with the right gear, warriors will be a few percent behind.
Both paladins and warriors will end up block capped in tier 12, unless they make boss expertise affect more then just dodge in some way that doesn't make it only really hurt the block classes.
Tom Nov 10th 2010 6:26PM
Not with the Mastery changes, they won't.
Boobah Nov 10th 2010 7:59PM
Mastery, just like the Block Rating it replaced, isn't subject to diminishing returns; there's just the cap where every attack is missed, parried, dodged, or blocked. Diminishing returns are specific to parry and dodge (technically, miss, too, but with Defense skill gone there's no way to influence it).
Incidentally, I can't help noticing that with the talk of caps, there was no mention of any practical cap to parry or dodge; at some point thanks to diminishing returns mastery will grossly out-perform these two.
kunukia Nov 10th 2010 2:27PM
test
Tom Nov 10th 2010 6:49PM
F-
See me after class.