Combat Rating Statistics For Paladin Tanks – Part 2 – The Numbers

Last time we covered the basics and the Talent build. Now let’s go over the Combat Ratings and what they mean to you as a Paladin Tank and help you make sense of it all. I am just going to plow through all this because there’s quite a bit so bear with me or book mark this page for future reference since it covers almost every stat you’d like to know about.

Any tank worth his weight in a raid knows that you have to get Defense capped, be un-critable and have 540 Defense, wait … don’t those all mean the same thing?.  Indeed they do:

Here’s how this works Every character has a base 400 defense skill at level 80 (5 def skill /level … like every other weapons skill in the game). Every enemy in the game has a 5% chance to land a critical hit on a player of equal level to them. This increases by 0.2% for every level of difference. Simply put a level 82 Heroics boss (max level for enemies in 5-man heroic dungeons) will have a 5.4% chance to get a critical hit on a player. Raid bosses are level 83, therefore they have a 5.6% chance to crit you.

Why so much importance on this one stat? Simple because it can make the difference between a one shot and a whole night of wipes that are all your fault! Raid bosses aren’t exactly sissies some can hit quite hard: 27-32,000 (Mitigated by Armor) points of damage on a fully decked out Plate-wearing tank is the standard for Patchwerk’s Hateful Strikes. You need 2 tanks (3 on 25-man) to take him, if he lands a single critical strike on any of the tanks they will die … period. Then with no one to absorb this, he’ll move down the list of threat until he’s wiped your entire group. So, being uncritable is ESSENTIAL to tanking.

4.92  Defense Rating = 1 Defense Skill

25 Defense Skill = -1% to get Crit

Therefore 25*5.6 = 140 Defense SKILL (above the 400 Base for being 80 = 540) to become completely uncritable. 140*4.92 = 689 Defense RATING.

Heroic bosses Only require 535 Defense Skill => 664 Defense Rating to be def capped .

Since “Tank Gear” items come with Defense Rating on them, when you see  Flamewatch Armguards that have a 43 Defense Rating you should know that it translates to 8.74 Defense Skill.

The reason it’s called a “Defense Cap” is because that’s the point of diminishing returns (See below)

25 Defense Rating also give you +1% chance to be missed AND +1% chance to Dodge, Parry and Block (each). Simply put for every 123Defense RATING (=25 Defense SKILL) beyond your “cap” you won’t gain any more crit reduction (can’t go below “0″) but you’ll still benefit <=1% avoidance (Hit, Dodge,  Parry. ( Keep reading for Block)

Dodge Rating: 39.53 Dodge Rating = +1% chance to Dodge an enemy attack. This stat is affected by Diminishing returns. It is a rather complex and complicated formula that will not be covered by this guide. Suffice it to say that the above ratio changes boyond 25% and it take quite a bit more to get to 26%.

Parry Rating: 49.18 Parry Rating = +1% chance to Parry an enemy attack. Just like Dodge this is subject to Diminishing returns but you can see that it’s not as valuable as Defense rating for adding avoidance. Parrying an attack means that your next weapon swing (white strike) will happen faster. Obviously this has more impact on slower (2-Handed) weapons but since regular melee attacks count for  a smaller portion of your DPS (and Threat), it’s not as valuable as other stats.

Block Value: This is simply the amount of damage blocked by your shield when you successfully block an attack 1 Block Value = 1 Point of damage blocked

Block Rating: 16.29 Block Rating = +1% chance to block. It is important to note that this stat DOES NOT suffer from diminishing returns. Where block Value was the amount blocked, Block Rating is the % chance of actually blocking.

Now bear in mind that depending on the circumstances, it is generally better to avoid damage altogether (Avoidance) then have it reduced (Mitigation), but there will be an entire chapter dedicated to this discussion later on  in the series. Suffice it to say for this chapter that Block is by far the cheapest stat to attain (per point).

On a side note to this Block Value is reportedly getting a massive increase in the next patch (3.2) but we’ll get into more detail when we cover gearing strategies and  Avoidance vs. Mitigation in our next article

Hit Rating: 32.79 Hit Rating = +1% chance to Hit with Melee and ranged attacks. All DPS should be familiar with this particular stat. For Paladins (and all Melee) the hit cap is 8% (5% base +1%/level difference). 5+3 = 8%. Therefore (8*32.79) you need 263 Hit Rating to be Hit Capped, and although it is important to some degree it is far less important then Defense Rating.

26.23 Hit Rating = +1% chance to Hit with Spells … but for Paladins this only applies to Righteous Defense, so we won’t be spending any more time on Spell hit Rating. Just know that Casting and Melee are different and that for all intents and purposes the Protection (and Retribution) Paladin is considered a Melee class

Armor Penetration: 12.31 Armor Pen = +1% of your target’s armor is ignored. Armor Penetration basically ignores that amount of your enemy’s armor when calculating damage. Also it is one of the few stats that do not suffer from diminishing returns … the more you stack it the more you get … Because it’s %-based it has a greater impact on Melee mobs then it does on Casters (usually wearing cloth) but still counts.

Expertise: 8.2 Expertise Rating = +1 Expertise Skill (Just like Defense this can become a little confusing …) 1 point of Expertise Skill reduces the chance that your attacks will be Dodged or Parried by 0.25% each. This means that every point of expertise skill reduces the chance that your attacks will be avoided by .5%. Expertise will affect normal “White” swings and Hammer of the Righteous . Expertise will NOT affect any of the following spells: Judgments, Avenger’s Shield, Righteous Defense, Shield of Righteousness. Since these attacks cannot be Dodged or Parried (you can still miss however)

Note here that Expertise, Dodge, Parry and Armor Penetration are some of the key stats that Blizzard is using to regulate difficulty in End-Game content. This particular stat (Expertise) is more important for Melee DPS and the soft cap would only apply if you’re hitting a boss from behind. Being a tank however would make that virtually impossible. So for the Paladin tank stacking Expertise along with Hit rating is probably the best alternative since there isn’t all that much coice when it comes to gear. You can try to get a set of gear that is more focused on this stat but I would not Gem specifically for it unless I’m trying to activate a socket bonus … and even then there are other options out there (Stamina/Strength) … that we will cover in another article.

Crit Rating: 45.91 Crit Rating = +1% chance to Critically Hit. A critical hit deals double damage and although they are fun to see and look nice they are probably not as effective as Hit Rating for overall damage output and threat generation.

Haste Rating: 32.79 Haste Rating = 1% Haste. Increases auto attack speed and reduces cast time and global cool down by 1% … 1% of 150 ms … Large amounts may help a little but they are not worth gearing or gemming into especially since all of your spells/abilities are instant (Excorcism is getting a 1.5 sec cast time in Patch 3.2).

Well we covered the advanced stuff now let’s review the basics,

Strength: 1 Strength = 2 Attack Power = .14 DPS weapon damage (white swings). 2 Strength = 1 Block Value (1.3 with Talents) … and Divine Strength. Basically Strength is GOOD !

Agility: 52.08 Agility = +1% chance to Dodge and +1% chance to crit with Melee. 1Agility = 2 Armor. Not a bad stat for a tank when you look at it … Avoidance, mitigation and threat all in one, but still not nearly as efficient (Itemized) as strength.

Stamina: 1 Stamina = 10 Health. 10 Stamina = +3 Spell Power thanks to Touched by the Light talent. If you factor in Sacred Duty, Combat Expertise and Blessing of Kings that adds up to ~26% increase: 10 Stamina = 12.6 Health. You can NEVER have enough Health, it is probably the single most important stat you can get after Defense Rating. Even if you don’t hit hard or miss often, it helps you out by keeping you alive … as long as you’re alive you still stand a good chance of beating any enemy (vs instant wipe if you die…) It is the stat you should be gemming for and the higher-end gear will always have more of it. It is also cheaper as far as itemization goes: 24 Stam = 19 SP = 32 AP

Intellect:  1 Intellect = +15 Total Mana. Also 166.7 Intellect = +1% chance to Crit with Spells. The only spell that can crit is Exorcism. Every other ability uses Melee crit chance and is unaffected by Intellect… (Think Agility : )

Spirit: Increases Mana regen but is useless for a Prot paladin and negligible at best for a all paladin specs. (Although MP5 is getting a massive upgrade in Patch 3.2 it’s real effects for Prot paladin will not change)

Now that we’ve crammed all this data in your skulls and your brain cells are overheating just trying to remember it all, we’ll give you a few days to cool off before we move on to the next article in the series: The Great Debate – Avoidance vs. Mitigation.

Hopefully this gave you a better understanding of the details and the mechanics of combat so that you can get a more complete overall picture of what each of these mean to you. We’ll cover how to use them and their implications as we move along in the series. Now that we’ve laid the groundwork, get out there and DOMINATE.

Articles in this thread:

Part 1 – The Basics

Part 2 – Combat Ratings (You are Here)

Part 3 – Armor: Mitigation vs. Avoidance

Part 4 – Hit Table and Threat Generation

Part 5  – Abilities and Rotation

Part 6 – Professions and Upgrades

Part 7 – Buffs and Starter Gear