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1 0 Tag Archives: theck
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You’d think the latest 4.1 Sacred Duty change was a big deal, but…

It really isn’t.

First, the change from the latest PTR build is as follows:

Sacred Duty now also procs from Avenger’s Shield. Now lasts 10 sec, down from 15 sec.

On its face, it looks like an awesome change. Avenger’s Shield is sorta a holy power generator now, Grand Crusader becomes a much more useful talent, we get more Holy Power–all together, a great package deal!

So Theck runs the numbers over at Maintankadin and from his various simulations it seems like going from a priority of ShoR>CS>J>AS (our current priority system) to ShoR>CS>AS>J is worth an additional 119 dps at 2% hit/10 expertise, after this change. Basically, that means prioritizing AS over J.

Likewise, moving to a priority where you use AS from a Grand Crusader proc to generate an HP before using CS is worth 160 more dps than ShoR>CS>J>AS. (With 8% hit and 26 expertise, though, putting CS before AS comes ahead, again.)

If you haven’t noticed yet, we’re talking about ludicrously small numbers here. Blizzard obviously intended this change to make Grand Crusader much more attractive as a talent, to needle the legions of tankadins who have forsaken what was assumed to be a great talent by the designers (hell, they designed an official power aura for it). And the best they can do is add another 160 dps to the rotation–a rotation that sims for 14406 dps (using that latter priority system example)–when we use the abilities and talents they cajole us into using.

The root of all evil, of course, is that our rotation is so stupidly simplistic and rigid that we’re really only ever talking about changing what goes in that filler spot. Rather than rant more on the subject though, I’d like to point you to Theck’s comments on the matter. He says it much better than I could.

RIP Block Rating

One last build 13793 change that’ll affect us is Enchant Shield – Blocking is being changed from giving 40 block rating to 50 mastery rating. The enchant is currently worth .45% block chance, while 50 mastery rating is worth .63% block chance. So the change is a minor buff of .18% block chance.

More importantly, this marks the last vestige of block rating being removed from the game. Much like Tarkin announcing that the last remnants of the Old Republic being swept away, so too this shall pass. Farewell, old friend.

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First insight to the dps value of our talents

I quickly mentioned this on Twitter, but it merits a quick post. Delicious theorycrafts inc.

Theck, Bringer of Numbers and Pounding Headaches, did his first pass through our talents to gauge the relative worth of each in terms of damage (and thus threat). I’m not going to copy-paste his findings, but to summarize:

  • Our top three must-have threat talents are Wrath of the Lightbringer > Reckoning > Crusade.
  • His sim placed Reckoning at second with around 50 dps per point. However, his sim was run on a 264/277 gear set without anything reforged for Mastery. Therefore with additional Mastery/block Reckoning will get much more beastly.
  • Grand Crusader is really weak right now. To the point where there’s murmurs of not even speccing into it. That’s with current numbers though, things can obviously change.

Read the whole post to get the straight dope. A lot of these numbers aren’t yet final, so don’t them as gospel, but they’re heading in the direction we’re going.

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Second look at armor!

My colleagues Honors and Wrathy have already written about this, but I wanted to throw my two cents in.

The conventional wisdom for a while now has been that 11 armor is equivalent to 1 stamina. Theck, however, has turned this assumption on its head by plotting out the value of armor based on how much of a fight is magical damage. In this post he has a graph basically showing various armor/stamina values–with this as the money quote:

So for a purely physical fight, armor seems like a pretty good deal. But for even a fight with 20% magical damage, Armor becomes devalued by 20%. This will generally be enough to make a Stamina trinket provide more EH than an armor trinket.

For an example, let’s look at the Glyph of Indomitability, since that’s what started this thread. It gives 1792 armor, which is equivalent to 153 stamina. However, for a fight with Y=20%, we get only (1-Y)=80% of that, or 123 stamina. For a fight with 30% magical damage, it’s only worth 107 stamina, and so forth.

It’s interesting because just about every fight has *some* magical component to them which means that the old 11:1 figure is just about worthless. This kind of throws out the window the ancient understanding of EH as a figure of armor and stamina, with no vacillating in between. Now, serious vacillation is needed.

What this means is that if you’re evaluating two pieces of gear, one with lots of armor and one with lots of stamina, you should choose the piece with more stamina (assuming the excess armor doesn’t exceed the value of excess stamina for the amount of magical damage in that fight). All that means, ultimately, is this is another point in the column of “stamina > all”. Stamina remains the safest bet, sadly.

Well, not totally, armor does have some worth. Just not as much worth as we assumed it had before.

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