#623 - Oct. 30, 2009, 9:09 p.m.
Q u o t e:
Also, lowering your avoidance does not make damage steady, it makes it much more spiky. Spikes are caused by consecutive hits landing, higher avoidance drastically lowers the frequency of that occurring. The only way higher avoidance can cause things to get spiky, is if you are trading tons of health and armor for it, so that each hit is for a larger portion of your health pool. In this case, our health and armor are not increasing, we are simply losing avoidance, so spike events will be much more common. For a tank with 65% avoidance, they'll see in increase of 3 hit chains by about 425% under Icecrown Radiance, a tank with 45% avoidance will see an increase by about 250%.
I think what you are comparing here is a tank with high avoidance to one with lower avoidance. Your definition of "spiky" here is just that the tank with lower avoidance gets hit more often. That's usually not what players are talking about though. If you compare a tank with 50% avoidance to a tank with 0% avoidance, then the latter guy is taking a ton more damage, but he is taking the same damage every hit. For every unit of time, the incoming damage is the same, which is generally easier for healers and the tank himself to plan around.
When people say high avoidance causes spikes, what they usually mean is that a tank who chooses avoidance over mitigation (armor) will avoid some damage completely but then suddenly get clobbered. That's a spike. By reducing the amount of attacks that a boss fails to land (because of dodge), we can lower the amount of damage that a boss does per hit while still keeping the same boss damage over time. We need to keep the same damage over time because that is scaled to healing over time. If we just nerfed dodge without adjusting boss damage, then we'd just be killing tanks more often.
Q u o t e:
So the bosses hit faster for less damage, so really the bosses aren't doing any less damage over all. Avoidance is just cut by 20%.
"A durrr we dun put it in fer Sunweel! Lets dun put it n nao!"
Remember how fun tank healing was in sunwell? Oh boy I can't wait.
Three points:
1) Bosses won't swing faster. More of their swings will hit.
2) Tanks that avoid less are generally easier for healers to heal (provided the numbers aren't just too great).
3) Tank healing was fun in Sunwell, IMO. Sunwell was challenging. That's what a lot of players are looking for in the final raid tier. If you don't like the challenge of healing a tank then I'm not sure why you'd want to be a healer. Now as I've said, we're not saying Icecrown is only for the Sunwell crowd. But I am pretty convinced there are going to be a lot of "Icecrown is too hard because my tank died" posts here when it goes live.
Q u o t e:
Tanks do not stack Parry. Even though you have evened Parry out with Dodge point-wise, Tanks will not stack Parry. You don't know why. When we Parry, we get a faster next attack on a mob which we are standing in front of, which has a change to Parry us, giving it an extra attack.
There were many things in your post I don’t agree with, but I’ll pick on just this one. Tanks don’t stack parry because it’s more expensive to gear for parry than dodge (and usually gearing for armor and health when available are superior to both). The reason parry > dodge (which makes it more expensive) is because parry gives you a slight threat increase over dodge because of the weapon swing speedup. The “parry gibs” phenomenon you are describing was a much bigger deal in the age of crushing blows (which ironically you are nostalgic for). Today, the increased damage that a parry-stacking tank would suffer from parry speedup is pretty trivial. Besides, we turn it off on many bosses for which it would cause a problem.
Q u o t e:
These are not dodge trinkets, these are trinekts that proc off of dodging.
I may have quoted an inappropriate post above. My bad. I was trying to offer a response to all of the misinformed folks who said “You are nerfing dodge so now my +dodge gear is bad.” I agree the trinkets that proc on dodge will need to be buffed to compensate for the change. Rune Strike might need to be buffed to compensate for the change.