Wowpedia

We have moved to Warcraft Wiki. Click here for information and the new URL.

READ MORE

Wowpedia
m (→‎Changes in patch 2.0: Added lv80 DR per defense skill)
Line 10: Line 10:
 
* Critical Hit immunity for a level 70 player against a raid boss can also be achieved by a [[Resilience]] of 5.6% and requires a resilience rating of 220.64 to achieve.
 
* Critical Hit immunity for a level 70 player against a raid boss can also be achieved by a [[Resilience]] of 5.6% and requires a resilience rating of 220.64 to achieve.
 
{{wotlk-inline}}
 
{{wotlk-inline}}
* Critical Hit immunity for a level 80 player against a raid boss occurs at 540 Defense and requires a defense skill of 140 (689 +def rating) from gear to achieve. The defense cap for heroic dungeons is 535 Defense.
+
* Critical Hit immunity for a level 80 player against a raid boss occurs at 540 Defense and requires a defense skill of 140 (689 +def rating) from gear to achieve. The defense '''minimum''' for heroic dungeons is 535 Defense.
 
* Critical Hit immunity for a level 80 player against a raid boss can also be achieved by a [[Resilience]] of 5.6% and requires a resilience rating of 459.2 to achieve.
 
* Critical Hit immunity for a level 80 player against a raid boss can also be achieved by a [[Resilience]] of 5.6% and requires a resilience rating of 459.2 to achieve.
 
* The critical hit % reduction from Defense and Resilience % may be combined to reduce the chance of being critically hit by a raid boss by 5.6% making the player immune to critical hits.
 
* The critical hit % reduction from Defense and Resilience % may be combined to reduce the chance of being critically hit by a raid boss by 5.6% making the player immune to critical hits.

Revision as of 07:56, 5 June 2009

Defense is a skill that helps prevent physical damage by reducing the chance to be hit or critically hit. Additionally, it also increases block, dodge and parry. Mobs receive 0.1% per point of defense. Mobs get an additional benefit from defense of Glancing Blows versus players.

Each point of +Defense skill adds 0.04% to the chance to be Missed, to Block, to Dodge and to Parry for players. This means +25 Defense will grant you an extra 1% Miss, Parry, Dodge, and Block. The formula is constant across all classes. It further decreases the chance of receiving critical hits from any level attacker by 0.04% per point that the target's Defense skill exceeds the attacker's Weapon Skill. Please note that a decrease in your chance to be hit (like the tooltip says) actually increases your chance to be missed. However, all of these chances are based on an opponent of equal level. The rating difference between the attacker's weapon skill and the defender's defense factors into the true chance for miss, parry, dodge, block, crushing blow, glancing blow, and critical hit.

Critical Hits

Quick Facts

Bc icon

  • Critical Hit immunity for a level 70 player against a raid boss occurs at 490 Defense and requires a defense skill of 140 (332 +def rating) from gear to achieve.
  • Critical Hit immunity for a level 70 player against a raid boss can also be achieved by a Resilience of 5.6% and requires a resilience rating of 220.64 to achieve.

Wrath-Logo-Small

  • Critical Hit immunity for a level 80 player against a raid boss occurs at 540 Defense and requires a defense skill of 140 (689 +def rating) from gear to achieve. The defense minimum for heroic dungeons is 535 Defense.
  • Critical Hit immunity for a level 80 player against a raid boss can also be achieved by a Resilience of 5.6% and requires a resilience rating of 459.2 to achieve.
  • The critical hit % reduction from Defense and Resilience % may be combined to reduce the chance of being critically hit by a raid boss by 5.6% making the player immune to critical hits.

See below for a detailed discussion of Defense.

Details

Critical Hits are strikes by mobs against the player that deal twice the normal damage. The player's Defense and Resilience are both attributes that reduce the chance of an enemy critically striking. The chance to be critically hit is based on the difference between the attacker's weapon skill and the player's defense skill and resilience %.

A mob has a weapon skill that is calculated by 5 x Level, and a player has a base defense that is 5 x Level. A player does not have any base resilience. Therefore a level 70 mob has 5x70=350 Weapon Skill. A level 70 player has a base defense of 5x70=350 Defense and no resilience.

When an equal level mob is attacking a player, the mob has a 5% chance to critically strike the player. For every level beyond the player, there is an additional 0.2% chance for the mob to critically strike the player. Therefore a level 73 mob (a raid boss) attacking a level 70 player has a 5% + (3 x 0.2%) = 5.6% chance to critically strike the player. A player in the role of a tank for a raid boss must lower his or her chance of being critically struck by 5.6% to avoid the possibility of taking 2x the damage from a single hit. This is where gear bonuses that augment resilience and defense are important.

Each point of defense beyond the player's base reduces the chance to be critically struck by 0.04%. Therefore, to become immune to critical hits dealt from a mob 3 levels higher, a player must have 5.6% / (0.04% per defense) = 140 additional points in their defense skill to avoid a critical strike. Therefore a level 70 player with a base defense of 350 must have 350 + 140 = 490 Defense to become immune to critical hits through defense alone.

However, resilience may also be used to lower the chance of being critically struck. There is no base resilience for players. Therefore a level 70 player with no additional defense points, will simply need 5.6% resilience to become immune to critical hits dealt by a raid boss.

For a level 70 player, gear that provides +39.4 resilience rating will yield a 1% resilience. And gear that provides 2.36 defense rating will increase the defense skill by 1. For a level 80 player, gear that provides +82.0 resilience rating will yield a 1% resilience. And gear that provides 4.92 defense rating will increase the defense skill by 1. See below for the formula used to derive defense skill from defense rating. See Resilience for a discussion on the formula to calculate % resilience obtained from resilience rating.

Feral druids have Survival of the Fittest, which reduces the inbound crit rate by 6%, making them naturally immune to melee critical hits in PvE.

Reaching the crit cap

To determine whether you have reached the crit cap through Defense and Resilience, type the following into chat:

Raid Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(5.6-((GetCombatRatingBonus(CR_DEFENSE_SKILL))*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0) 
Heroic Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(5.4-((GetCombatRatingBonus(CR_DEFENSE_SKILL))*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0) 
Instance Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(5.2-((GetCombatRatingBonus(CR_DEFENSE_SKILL))*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0) 

Death Knights with Inv sword 130 [Rune of the Stoneskin Gargoyle] use this table instead:

Raid Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(5.6-((GetCombatRatingBonus(CR_DEFENSE_SKILL)+25)*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0) 
Heroic Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(5.4-((GetCombatRatingBonus(CR_DEFENSE_SKILL)+25)*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0) 
Instance Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(5.2-((GetCombatRatingBonus(CR_DEFENSE_SKILL)+25)*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0) 

Or use this macro, to show up how much defense rating you need or how much you over-capped:

Raid Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(121.278*(5.6-(GetDodgeBlockParryChanceFromDefense())),1,0.5,0)
Heroic Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(121.278*(5.4-(GetDodgeBlockParryChanceFromDefense())),1,0.5,0)
 Instance Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(121.278*(5.2-(GetDodgeBlockParryChanceFromDefense())),1,0.5,0)


If the number is 0 or negative, you are uncritable. If the number is above 0, you require more defense or resilience vs level 73 bosses.

Crushing Blows

Crushing blows can happen if a mob attacks a player at least 3 levels lower. Commonly this would be a "boss" level mob attacking the main tank.

  • As of patch 3.0, crushing blows can only happen if a mob attacks a player at least FOUR levels lower. Because "boss" level mobs are still considered to be level 83, they cannot crushing blow any level 80 character.

Only the player's base defense skill (capped at 5 times the player's level, e.g. 350 for a level 70 player or 400 for a level 80 player) is taken into account to determine the base chance for a Crushing Blow, and therefore Defense Rating on gear does not directly decrease the chance for a Crushing Blow.

Crushing Blows can be made less likely or entirely avoided by increasing avoidance stats such as Dodge or Parry or the player's Block Rating, as well as using certain skills, to the point where the player's combined Miss, Dodge, Parry, and Block chances against that specific attacker exceed 85%. This is due to how the WoW combat roll system works, cf. Attack Table. In this regard, Defense Rating on gear does help against Crushing Blows.

Refer to the Wiki sections Crushing blow and Uncrushability for an in-depth explanation of this mechanic.

Changes in patch 2.0

As of WoW 2.0, additional defensive skill does not help avoid crushing blows.

Instead of directly affecting Defense skill, items after patch 2.0 grant a bonus to Defense Rating (DR). Skill bonuses are then calculated as follows:

For a level 60 : 1.5 DR = 1 defense skill
For a level 70 : 2.36 DR = 1 defense skill
For a level 80 : 4.92 DR = 1 defense skill

It is important to note that for the sake of all indirect effects of Defense Skill (dodge, block, parry, etc), the game only considers Skill as an integer. That is, there is absolutely no difference between 10 Rating (+4.23 Skill) and 11 Rating (+4.65 Skill), because they both yield only 4 integer points of Skill. However, there is a difference between 11 Rating (+4.65 Skill) and 12 Rating (+5.07 Skill); specifically, the difference is exactly 0.04% dodge, block, parry, etc.

At L70 you need 14.75 of defense rating to get 0.25% increases to each of miss/dodge/parry and block for a total increase in avoidance of 1%. At L60 this is 9.375. Both may suffer small inaccuracies due to the above mentioned integer rounding.

Enhancements

Enchantments

Flasks

Gems

Wrath-Logo-Small Northrend Gems
Color Name Effect(s)
UI-EmptySocket-Meta Meta Inv jewelcrafting shadowspirit 02 [Eternal Earthsiege Diamond] +21 Defense Rating 5% Shield Block Value
UI-EmptySocket-Yellow Yellow Inv jewelcrafting dragonseye03 [Thick Dragon's Eye] +34 Defense Rating
Inv jewelcrafting gem 38 [Thick King's Amber] +20 Defense Rating
Inv jewelcrafting gem 26 [Thick Autumn's Glow] +16 Defense Rating
Inv jewelcrafting gem 21 [Perfect Thick Sun Crystal] +14 Defense Rating
Inv jewelcrafting gem 21 [Thick Sun Crystal] +12 Defense Rating
UI-EmptySocket-RedUI-EmptySocket-Yellow Orange Inv jewelcrafting gem 39 [Champion's Ametrine] +10 Defense Rating +10 Strength
Inv jewelcrafting gem 39 [Glimmering Ametrine] +10 Defense Rating +10 Parry Rating
Inv jewelcrafting gem 39 [Resolute Ametrine] +10 Defense Rating +10 Expertise Rating
Inv jewelcrafting gem 39 [Stalwart Ametrine] +10 Defense Rating +10 Dodge Rating
Inv jewelcrafting gem 30 [Champion's Monarch Topaz] +8 Defense Rating +8 Strength
Inv jewelcrafting gem 30 [GlimmeringMonarch Topaz] +8 Defense Rating +8 Parry Rating
Inv jewelcrafting gem 30 [Resolute Monarch Topaz] +8 Defense Rating +8 Expertise Rating
Inv jewelcrafting gem 30 [Stalwart Monarch Topaz] +8 Defense Rating +8 Dodge Rating
Inv jewelcrafting gem 14 [Perfect Champion's Huge Citrine] +7 Defense Rating +7 Strength
Inv jewelcrafting gem 14 [Perfect Glimmering Huge Citrine] +7 Defense Rating +7 Parry Rating
Inv jewelcrafting gem 14 [Perfect Resolute Huge Citrine] +7 Defense Rating +7 Expertise Rating
Inv jewelcrafting gem 14 [Perfect Stalwart Huge Citrine] +7 Defense Rating +7 Dodge Rating
Inv jewelcrafting gem 20 [Champion's Huge Citrine] +6 Defense Rating +6 Strength
Inv jewelcrafting gem 20 [Glimmering Huge Citrine] +6 Defense Rating +6 Parry Rating
Inv jewelcrafting gem 20 [Resolute Huge Citrine] +6 Defense Rating +6 Expertise Rating
Inv jewelcrafting gem 20 [Stalwart Huge Citrine] +6 Defense Rating +6 Dodge Rating
UI-EmptySocket-YellowUI-EmptySocket-Blue Green Inv jewelcrafting gem 41 [Enduring Eye of Zul] +10 Defense Rating +15 Stamina
Inv jewelcrafting gem 25 [Enduring Forest Emerald] +8 Defense Rating +12 Stamina
Inv jewelcrafting gem 13 [Perfect Enduring Dark Jade] +7 Defense Rating +11 Stamina
Inv jewelcrafting gem 19 [Enduring Dark Jade] +6 Defense Rating +9 Stamina
Bc icon Outland Gems
Color Name Effect(s)
UI-EmptySocket-Meta Meta Inv misc gem diamond 06 [Tenacious Earthstorm Diamond] +12 Defense Rating Chance to Restore Health on hit
Inv misc gem diamond 06 [Eternal Earthstorm Diamond] +12 Defense Rating +5% Shield Block Value
UI-EmptySocket-Yellow Yellow Inv jewelcrafting lionseye 02 [Facet of Eternity] +12 Defense Rating
Inv jewelcrafting lionseye 02 [Thick Lionseye] +10 Defense Rating
Inv jewelcrafting dawnstone 03 [Thick Dawnstone] +8 Defense Rating
Inv misc gem goldendraenite 02 [Subtle Golden Draenite] +6 Defense Rating
Inv misc gem topaz 03 [Subtle Amber] +4 Defense Rating
UI-EmptySocket-RedUI-EmptySocket-Yellow Orange Inv jewelcrafting nobletopaz 03 [Champion's Fire Opal] +4 Defense Rating +5 Strength
Inv jewelcrafting nobletopaz 03 [Glimmering Fire Opal] +4 Defense Rating +5 Parry Rating
Inv jewelcrafting nobletopaz 03 [Polished Fire Opal] +5 Defense Rating +4 Agility
Inv jewelcrafting nobletopaz 03 [Stalwart Fire Opal] +5 Defense Rating +4 Dodge Rating
UI-EmptySocket-YellowUI-EmptySocket-Blue Green Inv jewelcrafting talasite 03 [Effulgent Chrysoprase] +5 Defense Rating 2 Mana every 5 sec
Inv jewelcrafting seasprayemerald 02 [Regal Seaspray Emerald] +5 Defense Rating +7 Stamina
Inv jewelcrafting talasite 03 [Enduring Chrysoprase] +5 Defense Rating +6 Stamina
Inv jewelcrafting talasite 03 [Enduring Talasite] +4 Defense Rating +6 Stamina
Inv misc gem deepperidot 02 [Regal Deep Peridot] +3 Defense Rating +4 Stamina

See also