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
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Reader Comments (Page 2 of 4)
kunukia Nov 10th 2010 6:51PM
My apologies for this post. I should have deleted. Wait, can I delete? /sigh
phoenixbiscomb Nov 10th 2010 2:27PM
So uhh... exactly what should I be focusing on? I'm a pretty simple kind of guy... there's Dodge, Parry, and Mastery... which should I aim for first and foremost and what should be gravy? I understand that I'll need to make sure my Stam keeps up and that I'm doing enough damage to hold threat (yay Vengeance), but with the different avoidance mechanics... How would you explain it in terms of "ranking" them?
Braundo Nov 10th 2010 3:15PM
At the present time, I think most tankadins would say it's worth reforging all of your gear for Mastery, as any additional Mastery you can get will serve to smooth out your damage intake a bit and make it a little less spiky.
In Cataclysm, I don't think there's a definitive winner yet. I would imagine that as usual, a well-rounded strategy of going for avoidance (dodge & parry) up to some point on the DR curve and then stacking Mastery and Stamina after that would be a reasonable bet until more in-depth math gets figured out. You also want to be cognizant of Expertise and Hit for threat, too, of course.
Pyromelter Nov 10th 2010 5:57PM
Dodge and parry are now completely equal in terms of avoidance mechanics and diminishing returns. So you'd want to keep those stats as equal as possible and reforge mastery where you can. (In other words, if you have 10% dodge, and 8% parry, you'd want to reforge the dodge to mastery)
Ciaran Nov 10th 2010 6:54PM
From what I remember from Theck's rocket surgery for 4.0.1, you're going to start seeing diminishing returns in your Parry and Dodge between 21.5% and 22% dodge and parry. Given that, the most efficient use of your stats might be to get your Dodge and Parry up to about 22%, and then start stacking Block via Mastery.
If I've misremembered, or the calculations have changed, I do apologize.
Boobah Nov 10th 2010 8:08PM
While it's doubtful that where you start seeing the effects of diminishing returns has changed, with the Mastery nerf the crossover point will move further out.
Trilynne Nov 10th 2010 2:29PM
So glad these caps are going to be things of the past... I like the idea of having an ever-so-slightly more flexible gearing style; still trying to remain balanced, but not having to maintain a certain stat at a certain level all the time. Speaks to my womanly intuition. :P
Finwe Nov 10th 2010 5:11PM
I can't see how this change is going to be removing the caps. It feels like we're going back to the old model of pushing crushing blows off of the attack table, except now the goal is to push normal hits off of the attack table.
If you can guarantee that any melee hit done to you is reduced by 30-40%, if it even makes contact, getting to that point would push the value of mastery way above any other stat, including stamina.
I think the changes Blizzard is trying to make right now to prevent block capping are a good start, but like Aix said above, it just looks like they're delaying it by a raid tier. In order to prevent this from causing major issues later in Cataclysm, they're going to have to prevent end-game tanks from reaching that point in their tier 13 gear. The only way I can see this happening without a huge overhaul to the mastery is by adding diminishing returns based on your overall avoidance. I don't really like that solution, so here's hoping that the designers can come up with a better solution.
QQinsider Nov 11th 2010 12:16PM
This is what the solution will be at the end of the expansion, betcha.
"Breath of the Dragon: The blazing presence of Deathwing's lair reduces the chance of an enemy to block melee attacks by 20%."
RogueXXV Nov 10th 2010 2:31PM
Nice info good for tanks just getting in to tankin' or just getting back to it. My question is for those that hit the "cap" or make it to "unhittable" Im guessing by what you are saying that they wont be able to hold aggro, or they won't have enough health (unhittable I would guess = I can have 2 health and be ok though) just wonderin'
Leroy Nov 10th 2010 2:44PM
"Unhittable" is a bit of a misnomer. It doesn't mean that you won't take any damage, but rather no hit will go unmitigated in some fashion.
Winston Nov 10th 2010 3:16PM
There actually was a brief time, back at the end of TBC, where unhittable was possible. It was a terrible, terrible choice, because it only applied to physical attacks (and did not take Sunwell Radiance into account), but that was part of the reason Diminishing Returns was introduced. A tank who can just stand in front of a physical-only boss and never need heals is a problem.
Jimbo Nov 10th 2010 3:24PM
Don't know if you're be able to hold aggro well, but I remember a video in TBC of a rogue tanking Gruul. He stacked so much agility that with raid buffs (and boss debuffs) he was 100% unhittable. He and like 4 others downed Gruul and just ignored his enrage mechanic of hitting harder and harder and harder because the rogue never got hit.
It will be interesting to see with reforging if it's going to be possible to reach 100% unhittable again. Probably with giving bosses expertise it will not be on latest content, but would not be terribly surprising to me to see a tank with a reforged outfit that's 100% avoidance.
Tom Nov 10th 2010 2:32PM
I'm so glad that the Defense Minimum is gone. People kept calling it a cap, causing poorly-informed tanks to think that it provided zero benefit after 540.
Defense was clearly way too complicated for some people. I thought the devs were talking about stuff like Armor Penetration when they were getting rid of difficult stats...
Eberron Nov 10th 2010 8:14PM
It's not just that, it's that druids really benefitted from having no Defense rating on gear as well. While I can't say I've seen too many do it, as I think tanking is largely a play-style choice rather then just "I don't have the gear for it" but being able to pop in to bear while tanking effectively was a *fantastic* feature in WotLK.
I can think of a few raids I've been in where a tank either went down or messed up a mechanic so they weren't tanking that was saved by a quick-thinking (and CD popping) cat DPS jumping in to bear form.
Which is part of the reason I think Blizzard really screwed us over in Cata by making the specs distinct in uncritability.
Mind you, I also think they should fold uncrittability in to Defensive Stance/Bear Form/Blood Presence/Righteous Fury, so yeah.
McRaider Nov 11th 2010 7:01AM
I think it's wonderful that def cap was taken away. Ofc my 264 paladin didn't have any problems at all with defense, but
a) it helps new tanks to get to heroics and raids, because there won't be any "you lack 5 rating from def cap, you noob! You're not welcome!" shit. I did tank naxx with ~520 def rating before ulduar, though... :D
b) having few points under 600 def looks ridiculous.
Zapwidget Nov 10th 2010 2:40PM
Block is not avoidance. Block is Block. In its previous form, Block was sometimes avoidance, sometimes mitigation, and sometimes nothing.
Now, the goal is to stack Stamina where possible, keep Dodge and Parry roughly equal until Diminishing Returns makes them relatively too expensive (roughly ~21.6% and ~21.2%, respectively), then go for Mastery while maintaining enough Expertise and Hit to hold threat comfortably.
RogueXXV Nov 10th 2010 2:53PM
NICE now that is some straight forward concise information.
Bruenir Nov 10th 2010 3:28PM
Very nice. This was copied and pasted by me for future reference.
Vinyl Nov 10th 2010 6:54PM
Bless you :)