Defense

Defense Rating: 2.4 rating grants 1 Defense Skill.

Defense Skill is the base unit for level-based Defense, while Defense Rating is additional Defense added through gear.

5 Defense Skill adds one effective level to the calculation, reducing the chance to be hit by a Critical Strike by 0.2% and increasing the chance attackers will Miss you by 0.2%
(This means 1% Miss and -1% crits is achieved by 25 Defense Skill)

Equal level Mobs have a 5% chance to score a Critical hit.

Therefore, 300 additional Defense Rating will reduce the chance of being Critically hit to zero.
This is the equivalent of 475 Defense Skill (70 x 5 is your base, giving 350, plus 300 rating from gear which is equal to 125 Skill. 350+125=475)

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Bosses are level 73 Elite, meaning they have 15 higher base Weapon Skill than you have base Defense Skill.
Bosses have a 5.6% chance to crit because of this.

By raising the Defense Skill high enough to reduce this chance by 5.6%, the Critical Hit chance from bosses is reduced to 0%. This requires 140 additional Defense Skill (which, at level 70, combines with your 350 base Defense Skill to 490 Defense Skill).

Both Paladins and Warriors have a talent called Anticipation that raises their Defense Skill by 20. Characters with this talent only need an additional 120 Defense Skill. 288 Defense Rating raises your Defense Skill by 120.

Therefore, 300 additional Defense Rating will reduce the chance of being Critically hit to zero.
This is the equivalent of 475 Defense Skill (70 x 5 is your base, giving 350, plus 300 rating from gear which is equal to 125 Skill. 350+125=475)

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1 Defense Skill adds other mitigation too.
1 Skill, in addition to 0.04% chance to be missed, also adds 0.04% chance to dodge, parry, and block per point (remember, 25 Skill for 1% across the board).

PUSHING NEGATIVE EFFECTS “OFF THE TABLE”

Again, WoW uses one roll (1-100) to determine if the attack is crushing, blocked, parried, critted, missed, whatever.
If all the percentages are added up, the things at the end of the table are pushed off the table.

Let me fit this all into an example.

A Level 70 Human Paladin is tanking a Level 73 Boss.
The Paladin has 490 Defense Skill, but no other mitigation whatsoever.

Miss – 4.4% Base + (0.04(Defense skill – Weapon Skill)) = 10% chance to miss
Dodge – 7.01% Base (from Agility) + 0.6% from Defense = 7.61% chance to dodge
Parry – 5% Base (excluding talents) + 0.6% from Defense = 5.6% chance to Parry
Block 5% Base + 0.6% from Defense = 5.6% chance to Block
Critical Reduced to 0% chance due to Defense
Crushing Blow 15% chance to be Crushed, unmitigatable
ordinary hit 56.19% chance remaining to reach 100%

Totals:

23.21% chance to completely avoid damage (through the attack missing, being dodged, or being parried)
5.6% chance for the attack to be blocked. Blocked attacks cannot crit or be Crushing Blows.
15% chance to receive a Crushing Blow.
56.19% chance the attack will be a normal white hit. (other factors added up=39.41%. Subtract from 100%)

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The Paladin can put up the ability Holy Shield, increasing Block Chance by 30%. We will also assume they have the Libram or Repentance increasing this by an additional 5%. (http://www.wowhead.com/?item=29388)

Look at the table now…..

A Level 70 Human Paladin is tanking a Level 73 Boss.
The Paladin has 490 Defense Skill, but no other mitigation whatsoever.
The ability Holy Shield is active.

Miss – 4.4% Base + (0.04(Defense skill – Weapon Skill) = 10% chance to miss
Dodge – 7.01% Base (from Agility) + 0.6% from Defense = 7.61% chance to dodge
Parry – 5% Base (excluding talents) + 0.6% from Defense = 5.6% chance to Parry
Block 5% Base + 0.6% from Defense + 35% from HS = 40.6% chance to Block
Critical Reduced to 0% chance due to Defense
Crushing Blow 15% chance to be Crushed, unmitigatable
ordinary hit 21.19% chance remaining to reach 100%

Totals:

23.21% chance to completely avoid damage (through the attack missing, being dodged, or being parried)
40.4% chance for the attack to be blocked. Blocked attacks cannot crit or be Crushing Blows.
15% chance to receive a Crushing Blow.
21.19% chance the attack will be a normal white hit. (other factors added up=52.6%. Subtract from 100%)

As you can see, the amount of the table that would be a normal white hit has been significantly reduced.

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Let’s go one step further, and have the Paladin have his Redoubt reactive ability currently up, granting an additional 30% chance to block. Let us also give the Paladin 5% more Parry chance granted from the Retribution Tree talent. Let us also give the Paladin an additional 5% chance to Dodge (94.5 rating/18.9) and an additional 5% chance to Block (39.5 rating/7.9) from their gear.

Now the table looks like this:

A Level 70 Paladin is tanking a Level 73 Boss.
The Paladin has 490 Defense Skill.
The Paladin is speced 10 points into Retribution, granting 5% Parry chance from talents.
His gear provides an additional 94.5 Dodge Rating and 39.5 Block Rating.
The ability Holy Shield is active.
The ability Redoubt is active.

Miss – 4.4% Base + (0.04(Defense skill – Weapon Skill) = 10% chance to miss
Dodge – 7.01% Base (from stats) + 5.6% from Gear = 12.61% chance to dodge
Parry – 10% Base (with talents) + 0.6% from Defense = 10.6% chance to Parry
Block 5% Base + 5.6% from Gear + 65% from HS and Redoubt = 75.6% chance to Block
(8.81% chance to Block lost due to going over 100% total values on the table previous to it)
Critical Reduced to 0% chance due to Defense
Crushing Blow Pushed off the Table completely.
ordinary hit Pushed off the Table completely.

Totals:

33.21% chance to completely avoid damage (through the attack missing, being dodged, or being parried)
All other possibilities are for the attack to be blocked. Blocked attacks cannot crit or be Crushing Blows. All damaging attacks will be Blocked ones as no other option exists within the parameters of the Combat Table.

Notice how the Paladin actually LOST 8.81% of his Block Chance since it was excess and fell off the table as well.

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At the above examples, you can see the basic principle of pushing Crushing Blow and Regular Hit off the table. By raising your total Miss, Dodge, Parry and Block chance to 100% or higher, there is not space left for Critical Hit, Crushing Blow and Regular Hit.

Q u o t e:
A Protection Paladin’s Holy Shield adds 30% Block chance to 4 blocks per 10 seconds. The Libram of Repentance raises this by 5.06%. Protection Paladins need 65% additional mitigation chance to reach 100%. They receive around 25% from base values and talents, so about 40% more needs to come from gear (excluding the Libram of Repentance). Protection Paladins also have Redoubt, which adds 30% Block chance to 5 blocks for 10 seconds. However, Redoubt is a chance result of getting hit and cannot be kept up permanently, making it ineffective to reliably prevent Critical Hit, Crushing Blow and Regular Hit.

[intervening text removed for relevance]

The mentioned method is quite situational. There are certain situations where this will not work, leaving you vulnerable to Critical Hit, Crushing Blow and Regular Hit:

– Mobs attack you in the rear.
– Mobs use ranged attacks.
– Mobs attack you more often than Shield Block (2 blocks per 5 seconds) or Holy Shield (4 blocks per 10 seconds) can sustain.
– You get stunned and cannot keep Shield Block or Holy Shield up.
– You get silenced and cannot keep Holy Shield up.
– You do not have enough rage or mana to recast Shield Block or Holy Shield.
– Holy Shield gets dispelled.
– You are disarmed and cannot Parry.
– You are casting and cannot Block.

(Credit: Zoe, of Trollbane)

Q u o t e:
Unlike Shield Block, Holy Shield does not push Crushing Blows off the table by itself. Additional prevention is required. Their main priority is to get their Defense Skill up to 490. If they have the Anticipation, then this requires 288 Defense Rating. Human Paladins with Holy Shield up, Libram of Repentance equipped, the Anticipation talent maxed out, the Deflection talent maxed out and an additional 288 Defense Rating from gear have the following avoidance:
78,79% + (Defense Rating beyond 288 / 15)% + (Dodge Rating / 18.9)% + (Parry Rating / 31.5)% + (Block Rating / 7.9)% + (Agility Bonus / 25)%

Human Paladins need an additional 21,21% chance to prevent Crushing Blow and Regular Hit. To upgrade prevention by 1%, you need:
– 7.9 Block Rating
– 15 Defense Rating (Warrior and Paladin)
– 18.9 Dodge Rating
– 25 Agility (Paladin)
– 31.5 Parry Rating

To reach 100% prevention of Crushing Blow and Regular hit [by power housing one single stat] while remaining immune to Critical Hits, you need:
– 288 Defense Rating + 168 Block Rating
– 288 Defense Rating + 318 additional Defense Rating = 606 Defense Rating
– 288 Defense Rating + 401 Dodge Rating
– 288 Defense Rating + 530 Agility Bonus
– 288 Defense Rating + 668 Parry Rating

Of course, you can use a combination of Block Rating, additional Defense Rating, Dodge Rating, Agility Bonus and Parry Rating, as long as the following formula gives a result of 21.19% or higher:
(Block Rating / 7.9)% + (Defense Rating beyond 288 / 15)% + (Dodge Rating / 18.9)% + (Agility Bonus / 25)% + (Parry Rating / 31.5)%

(Credit to Zoe of Trollbane)

Download:

To plug in your own current stats, or compare to your dream gear’s stats, try downloading this spreadsheet for Paladin Crushing Blow mitigation to see how close you are:
(Created by Pnuts of Lethon)

http://files.filefront.com/PallyMitigationxls/;7395763;/fileinfo.html

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Download:

To experiment with a programmed simulation of tanking comparing a Paladin, a Warrior, and a Druid, download this file:

http://files.filefront.com/tanksimv3jar/;7395959;/fileinfo.html

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6 Responses to “Defense”


  1. 1 Whitewolf June 5, 2007 at 8:01 am

    Alright….stupid question, I’m sure… but Resillience. Where does Resillience play in to all of this? I’m currently trying to gear up with the “11.5+Uncrushable” gear that you guys have posted, and have about half of that gear currently – and notice I still have 0 resillience. Will this be offset by the other damage/hit reductions? Or, am I still going to get critted outta the ballpark.
    ….And, I’m sure i’m getting things confused. Everyone uses different lingo, and it kinda throws me outta wack.

  2. 2 Dysplasia March 31, 2008 at 11:11 am

    Resilience isn’t used for tanking, really. It’s a PvP related defense stat. It won’t boost your block/dodge/parry/miss chance, but it reduces chance of being melee and spell critted as well as reducing the effect of critcal damage. If you do use resilience to get crit immune in PvE, the rest of the resilience effect won’t help you so you won’t get crit to have the percentage reduction. Spells cast by mobs in PvE do not crit either. The only thing resilience could benefit you that defense wouldn’t is DoT damage from bleed or magic effects.

  3. 3 Frank June 12, 2008 at 12:28 pm

    That’s a good post for resilience. I’ve got the lamellar gear for pvp prot paladins, but its great for a shockadin spec (mwahhaha).

    So why do people always talk about 102.4% mitigation for uncrushability? I’ve read the whole article above and it shows a table based off of 100% Does the 2.4% come from world bosses with skull for their lvl? Or is it just an imaginary number to have people waste those points in mitigation instead of spl dmg or stam?

    And that brings me to my other question, what’s the good of all of that if a boss does majority spell damage? Whats the best defense for that, resil? lol….??? I know there’s the talent to reduce spell damage by a %.

  4. 4 Leykis June 12, 2008 at 2:41 pm

    Frank, 102.4% is necessary for level 73 bosses against a level 70 player.

    A pally tank isn’t necessarily the best tank for a spell damage fight, but if they are used it’s best to have 2/2 Spell Warding (for 4% spell dam reduction) and 3/3 Pursuit of Justice (for -3% spell hit). The problem with that is that prot pallies usually only have Spell Warding and not Pursuit of Justice if they have either and it can get cost-prohibitive to respec for a single boss fight. Most prot pallies I know will swap gear to max out stam for these kinds of fights.

    As for Resilience, it DOES have several valuables uses in tanking. First, the arena weapons that have spell dam on them are excellent tanking weapons. They also have some resilience on them, meaning that you do not need to have 490 defense in order to be uncrittable. While it is rare for a tank to not have 490 defense and not be uncrushable, there are situations in fights where you will find yourself knocked on your keyster such as Tidewalker in SSC and all of a sudden, you are not only not uncrushable, but you’re on the ground meaning you can be crit. Resilience takes a bit of that edge off. As stated before, it also reduce damage from DOTs that you can get from many mobs in SSC.

    The second place where resilience is useful is in tanking elemental damage fights, such as Hydross. In these fights, pallies are often called upon for add control and I think in most, if not all elemental damage fights, these bosses cannot crush. Once you’ve assembled enough gear to cap out your choice of elemental damage, PvP gear provides high stamina, spell power and resilience to remove crits from the table, allowing flexibility in other gear slots.

  5. 5 Leykis June 12, 2008 at 2:51 pm

    I forgot a final note. Don’t take my statements above to indicate that I recommend resilience over 490 defense + 102.4% avoidance. For most boss fights, 490 defense + 102.4% avoidance should be the norm for a pally tank. It’s those special fights where resilience can provide a bit of an edge. I just mean to call out a couple of areas where Resilience, if available, can be helpful.

  6. 6 Frank June 13, 2008 at 7:48 pm

    great information, thanks.


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