~~Level 85 version of spreadsheet – based on ilevel 346 gear~~ <- Obselete now

Level 90 version of spreadsheet – based on ilevel 463 gear

Thes spreadsheets are work in progress and will be continually updated as I get more data from the beta and as beta gets updated.

Summary

- Crit > Dodge
**>**Mastery = Expertise = Hit > Haste - ~6.21 RPS with heroic gear
- RPS caps: 6 = Savage Defense uptime soft cap, 6.666 = Savage Defense uptime hard cap, beyond that rage will still be used for Frenzied Regeneration
- Beyond the Rage Cap, Hit Haste Crit and Expertise lose value
- Mastery is pretty crap at the moment (Dodge is ~2-3x better)

Updates:

- 2012-04-11 Level 90 Spreadsheet created, coefficients obtained from Simcraft
- 2012-04-25 Savage Defense buffed from 40% to 45%
- 2012-05-02 Dodged and Parried attacks no longer generate rage
- 2012-05-02 Autoattack rage gen nerfed from 12.5 to 6.25
- 2012-05-03 Despite what the paperdoll says, Expertise now reduces Dodge first before Parry
- 2012-05-08 Updated Time between Mangles based on Simulation results from http://pastebin.com/tEBNbeNK
- 2012-05-31 Mangle CD Reset proc chance increase from 12% to 25%, updated Mangles per second from .~19 to ~.23
- 2012-05-31 Critical Strike Rating and Haste Rating boosted by 50% while in Bear Form
- 2012-06-04 Armor DR formula updated for Level 93:
- 2012-07-10 Coefficients updated as per information in this thread: Dodge Rating = 885, Hit Rating = 340, Crit Rating = 600, Mastery Rating = 600, Haste Rating = 425, Expertise Rating = 340, Agility:Dodge = 1171.4, Base Dodge = 3%, Dodge DR (k) = .885, Base Crit = 7.4755%, Crit Suppression = 3%, Miss Suppression = 4.5%, Dodge Suppression = 4.5%
- 2012-07-13 Updated Base Agility = 91-99 and Base Health = 146663, Agility:Dodge = 951.158596
- 2012-07-23 Armor DR formula updated:
- 2012-07-27 Night Elf 2% chance to be missed changed to 2% chance to dodge
- 2012-07-27 Mastery now gives 1.25% armor per point, up from 0.65%

Why is 89% SD ideal? wouldn’t ideal be 100%?

I assume Agi is #1 until the “hard” rage cap? Then dodge?

What I mean is that 8.9 RPS would ideally lead to 89% uptime, but realistically it will be something below 89%.

Yes, unless things change with the coefficients, then Agi is #1 until hard rage cap.

Where does Agility fit into the stat priority at the moment? Will we be moving away from gemming it? (can’t play with the s/sheet on my phone >.<)

â€¢Dodge > Hit > Haste > Crit > Mastery > Expertise

Depending on gear….is really the case that we would be gemming Hit/Haste.

I guess for mitigation Agility is still #1 but currently is seems that we will want to cap hit and Expertise for the rage gen before going all into dodge.

Agility is the top stat, until we reach the rage cap then it falls behind dodge. Expertise at the moment is pretty bad because Dodged and Parried attacks seem to still generate rage.

Does that mean we will indeed still go heavy agility when enchanting and gemming? That was always one of my most favorite things about being a bear!

Until we cap RPS.. if we ever get there

I’m a little confused about the MoP RPS of ~8.25. How does one come to this number? And then where does the “rage cap” number come from? I like understanding how my stats work for me…but I’m a little unsure with MoP bear haste at the moment. Is there a detailed post somewhere that might help? I see the numbers and the weights in your spreadsheet, but I’m not sure how you arrived at them :(

wait why is exp worse than hit? shouldn’t the double dip make it better until dodge is suppressed?

Parried and Dodged attacks still give rage.

Ohh my bad, i skipped right over that part of the post.

Wasent that a big complaint about Deathstrike and DK’s? (They changed it so even a missed deathstrike still gave the heal/shield thus making it predictable).

Something like this would eliminate experise and hit and cause us to Agility/stam stack again.

I’m curious though, how does agility increase rage generation? Is it because of the crit it gives (and if thats the case would crit not be better)?

Deathstrike has longer CD than our autoattacks, so missing doesn’t affect us as much as the old missing-DS did.

Crit is better than Agility, yes… you are probably looking at the wrong roll. The Rage Generation row gives Crit a 1.7 AEP value. For Mitigation, Agility gives both Dodge and Crit so Crit becomes worse.

1 Agi = 0.0030783% Crit and 0.0041054% Dodge?

1 Crit Rating = 0.0055779% Crit?

1 Crit = .0056 x 1.7 = 0.0095

vs

1 Agility = (.003 x 1.7) + (.004 x .6)= .0074

My napkin math might be out to lunch but doesnt this make pure crit point for point better then agility? Well until you hit the rage gen softcap anyway.

But then again it sounds like everything is changing anyway… Let me know if I am reading things wrong (it is very likely)

I notice the dodge rating coefficent was nerfed…what are the agility “dodge/crit” coefficents like in MoP?

Dam I need my Beta key….

You are not reading the spreadsheet correctly. The stat value names on the top are the rating, i.e. dodge means dodge rating.

Level 85 agi->dodge/crit conversions have not changed.

So, what is the number for dodge we should hit before we go on to the next stat?

Thank you. :)

The dodge cap is 96.2% (94.2% if you are Night-Elf)

More info here: http://theincbear.com/dodge-diminishing-returns

SD got changed to 40% dodge now. I imagine this will change things up a bit again, tho i can’t see a passive 40% dodge making it live… add 20-30% from gear and you’re avoiding 70% of attacks, just like in Sunwell/ICC, requiring Radiance to make it work.

You state under the observations section that “Expertise still double dips into suppressing both Dodge and Parry”, but then in your latest update you say “Despite what the paperdoll says, Expertise now reduces Dodge first before Parry.” I assume the update is the correct statement and expertise no longer double dips? Or am I misunderstanding?

Sorry, I guess Tang forgot to cross that one out. Fixed.

Expertise reduces Dodge then Parry.

Has anyone considered tank swaps?

Given that we can achieve 100% SD uptime for up to 42 seconds, I’d expect different RPS values to be beneficial.

E.g. if we swap every 15 seconds, 6.666 RPS is optimal to support the 3 SD casts back-to-back.

If we swap every 20 seconds (Ragnaros), we want 7.777 RPS to support the 4 SD casts.

If we swap every 30 seconds (Warmaster), we want 8.3333 RPS to support the 5 SD casts.

(Always assuming a full rage bar when we taunt.)

Hi,

I’ve got a question regarding hit/espertise.

Why are these two stats equal in the spreadsheet?

I mean hit only reduces the misschance, while expertise reduces dodge and parry. The tooltip says sth about dodge and parry, or where did i miss the point? Or is it, that dodge is reduced first and after that it is parry so it reduces only one stat at once?

Regards Antema

Hi Antema,

Expertise has been changed in MoP to reduce Dodge first, and then Parry after Dodge has been fully removed. If the tooltip has not been updated yet, then it is incorrect.

Thanks,

Just curious whether this spreadsheet is still accurate. I downloaded it and put all my stats in, and it’s telling me that crit is the most valuable secondary defensive stat. Based on Arielle’s Guardian Guide, the survival stat priority is:

Dodge >= Mastery > Crit > Hit=Exp > Haste

This is obviously not what I’m seeing in the spreadsheet (for me it’s Crit > Dodge > Mastery). Any thoughts?

Ah sorry, the spreadsheet hasn’t been updated for a while, since I’ve made the decision to retire from WoW

Aw boo. Sorry to see you go, man. I’ve been using your spreadsheet for a long time now, and it’s always been a massive help. Your hard work was always much appreciated, to say the least. :)

But alas, now I have to figure out what resource to use going forward. I always hate using generalized how-to guides for things like gear, gems, reforging, etc. I much prefer seeing the hard numbers. Oh well.