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{{removed|patch=4.0.3a}}
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{{questbox
{{tocright}}
 
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| name = Ironband Wants You!
'''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.
 
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| faction = Alliance
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| level = 37
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| levelreq = 30
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| type = Solo
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| category =
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| start = [[Prospector Stormpike]]
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| end = [[Prospector Ironband]]
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| reputation = [[Ironforge]] 25
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| experience = 700 (or {{cost||4|20}} at level 70)
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| rewards =
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| money =
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| previous =
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| next = [[Quest:Find Agmond]]
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| id = 707
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}}
   
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This quest starts the '''Ironband Wants You!''' quest chain.
Each point of +Defense skill adds 0.04% to the chance to be [[Miss]]ed, 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|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.
 
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== Objectives ==
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Speak with Prospector Ironband at Ironband's Excavation Site in Loch Modan.
   
== Critical Hits ==
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== Description ==
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&lt;name&gt;. I received reports from Prospector Ironband at his excavation site in Loch Modan—he needs some legwork done concerning another of our excavations.<BR>I don't have more details than that, but if you want to stretch your legs then go speak with Ironband.
;Quick Facts:
 
* Critical Hit immunity for a level 60 player against a raid boss occurs at 440 Defense and requires a defense skill of 140 from gear to achieve.
 
{{bc-inline}}
 
* 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 221 to achieve.
 
{{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 '''recommended''' 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 460 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.
 
   
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== Completion ==
See below for a detailed discussion of Defense.
 
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So Stormpike sent you, did he? &nbsp;Good.<BR>I have a big task for you...
   
 
== Gains ==
;Details
 
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Upon completion of this quest you will gain:
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 %.
 
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*700 [[XP]] (or {{cost||4|20}} at level 70)
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*25 [[reputation]] with [[Ironforge]]
   
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==Quest progression==
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.
 
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*[[Quest:Ironband Wants You!]]
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**[[Quest:Find Agmond]]
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***[[Quest:Murdaloc]]
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****[[Quest:Agmond's Fate]]
   
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==External links==
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.
 
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<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
 
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Links that do not conform to the rules will be DELETED.
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.
 
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Repeat violations may result in a BAN.
 
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Have a nice day. :) -->
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.
 
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{{Elinks-quest|707}}
 
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 [[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:
 
<pre>
 
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)
 
</pre>
 
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.
 
 
 
Use this macro to determine whether you would be crit capped or not with specific resilience and defense rating numbers. Replace resilience=0; and defense_rating=0; with your values.
 
<pre>
 
/run local resilience=0; local defense_rating=0; print("You are "..((((400+(defense_rating/4.92))*0.04)-16)+(resilience*0.0121951219512195121951219)).."% less likely to be crit. (The crit cap is 5.6%)");
 
</pre>
 
Death knights with Rune of the Stoneskin Gargoyle use this macro:
 
<pre>
 
/run local resilience=15; local defense_rating=547; print("You are "..((((400+25+(defense_rating/4.92))*0.04)-16)+(resilience*0.0121951219512195121951219)).."% less likely to be crit. (The crit cap is 5.6%)");
 
</pre>
 
 
== Crushing Blows ==
 
[[Crushing blow]]s 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 deliver a crushing blow to 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 <br>
 
For a level 70 : 2.36 DR = 1 defense skill <br>
 
For a level 80 : 4.92 DR = 1 defense skill <br>
 
 
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 ===
 
 
*{{loot|rare|Arcanum of the Stalwart Protector}} {{wotlk-inline}}
 
*{{loot|epic|Greater Inscription of the Pinnacle}} {{wotlk-inline}}
 
*{{loot|uncommon|Arcanum of the Defender}} {{bc-inline}}
 
*{{loot|rare|Greater Inscription of the Knight}} {{bc-inline}}
 
*{{loot|uncommon|Inscription of the Knight}} {{bc-inline}}
 
*{{loot|rare|Lesser Inscription of the Pinnacle}} {{wotlk-inline}}
 
*{{loot|rare|Greater Inscription of Warding}} {{bc-inline}}
 
*{{loot|rare|Syncretist's Sigil}}
 
*{{loot|rare|Presence of Might}}
 
*{{loot|common|Vindicator's Armor Kit}} {{bc-inline}}
 
*{{loot|rare|Core Armor Kit}}
 
*{{loot|rare|Syncretist's Sigil}}
 
*{{loot|rare|Presence of Might}}
 
 
*{{loot|enchant|Enchant Chest - Greater Defense}} {{wotlk-inline}}
 
*{{loot|enchant|Enchant Cloak - Titanweave}} {{wotlk-inline}}
 
*{{loot|enchant|Enchant Chest - Defense}} {{bc-inline}}
 
*{{loot|enchant|Enchant Cloak - Steelweave}} {{wotlk-inline}}
 
*{{loot|enchant|Enchant Bracer - Major Defense}} {{bc-inline}}
 
*{{loot|enchant|Enchant Bracer - Deflection}}
 
*{{loot|enchant|Enchant Bracer - Lesser Deflection}}
 
*{{loot|enchant|Enchant Bracer - Minor Deflection}}
 
 
=== Flasks ===
 
*{{loot|common|Flask of Fortification}}: Increases maximum health by 500 and defense rating by 10 for 120 min.
 
*{{loot|common|Shattrath Flask of Fortification}}: Increases maximum health by 500 and defense rating by 10 for 120 min.
 
 
=== Gems ===
 
{{:Defense gems}}
 
 
==See also==
 
*[[Combat]]
 
*[[Combat rating system]]
 
 
 
{{Attack table}}
 
[[Category:Attributes]]
 
[[Category:Combat]]
 
[[Category:Formulas and game mechanics]]
 
[[Category:Game terms]]
 
[[Category:WoW skills]]
 
[[Category:Tanking]]
 

Revision as of 23:26, 21 December 2011

AllianceIronband Wants You!
Start Prospector Stormpike
End Prospector Ironband
Level 37 (Requires 30)
Experience 700 (or 4s 20c at level 70)
Reputation Ironforge 25
Next Quest:Find Agmond

This quest starts the Ironband Wants You! quest chain.

Objectives

Speak with Prospector Ironband at Ironband's Excavation Site in Loch Modan.

Description

<name>. I received reports from Prospector Ironband at his excavation site in Loch Modan—he needs some legwork done concerning another of our excavations.
I don't have more details than that, but if you want to stretch your legs then go speak with Ironband.

Completion

So Stormpike sent you, did he?  Good.
I have a big task for you...

Gains

Upon completion of this quest you will gain:

Quest progression

External links