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Theorycraft: The immortal druidFollow

#1 Feb 28 2008 at 12:51 AM Rating: Good
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After wathing my dodge chance skyrocket to 72,5% after popping trinket and whatnot i got the odd idea of figuring out if it was possible to become completely immune to physical attacks for the short time the trinket buffs lasted. Using Rawr I managed to put together a set that seems to do just that:

Full T6 except gloves, necklace of the deep, phoenix wing cloack, vindicators leather bracers, gloves of dextrous manipulation, waistguard of the great beast, footwraps of wild encroachment, ring of sundered souls, violet signet, badge of tenacity, scarab of displacement, idol of terror and wildfury greatstaff all gemmed and enchanted with all the agility you can get, except the bracers where i put +8 def in to stay crit immune too.

With idol of terror proc and moroes lucky pocket watch activated, +20 agi food, +20 agi scroll, full raid buffs (including grace of air totem), this set should give you 93,36% chance to dodge and 6,63% chance to be missed. To me that seems like 10 seconds of immortality against physical attacks :D

Best thing is that with this set you are still crit immune, you get 17k HP and 28,7K armor and without the procs you still have a 74% chance to dodge! That's HUGE. If you factor in armor, dodge and miss chance you get 92,2% total mitigation

/drool

I need to start getting my greasy little hands on some T6 :D

Any comments on why this would be an insanely bad idea or any flaws in my logic are greatly appreciated (almost full T6 is never insanely bad, but you get my point)
#2 Feb 28 2008 at 1:12 AM Rating: Good
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2,717 posts
1) You lose TPS. If you're immortal why bother? Well, if you have people who want to get through anything in a relatively fast amount of time, you need TPS. And immortality is a burst, not a duration thing. Which means during that time you need the TPS.
2) Spells. If you sacrifice stamina, armor, and/or resistances for the sake of dodge, you'll be seriously hurting when it comes to spells. You say 28k+ armor, but that aint capped, and 17k HP is really only slightly more than the kara warriors in my guild.

Overall it boils down to the fact that you need a balance of things. Most classes boil down to a balance. You need mana to sustain damage/heals, but you need damage/heals to provide enough per unit of time. You need mp/5 for longevity, but you need intellect for bursts. You need enough stamina to survive AoEs, but not too much so that you're wasting stats that could be put to use in damage.

Oh, and 3) you're defense totals to 99.99% chance to be missed, not 100%, and if your math is base stats (not the way they would work against a level 73 mob) then you would have a 98.79% chance to be missed.
#3 Feb 28 2008 at 1:34 AM Rating: Good
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256 posts
Quote:
1) You lose TPS. If you're immortal why bother? Well, if you have people who want to get through anything in a relatively fast amount of time, you need TPS. And immortality is a burst, not a duration thing. Which means during that time you need the TPS.

I haven't calculated the dps stats, but I'm think that with 4/5 T6 and 896 agility my strength and crit rate would be enough that I won't be rage starved. I don't think threat would ba any real problem.

Quote:
2) Spells. If you sacrifice stamina, armor, and/or resistances for the sake of dodge, you'll be seriously hurting when it comes to spells. You say 28k+ armor, but that aint capped, and 17k HP is really only slightly more than the kara warriors in my guild.

Against spells this is a whole different ballgame ofc. Since warriors gets a 15% reduction in any damage taken in defensive stance, they already have the advantage over druids when tanking spell casters. This set is meant to be used on bosses with mostly physical attacks. Random aoe will not be enough to really hurt you with 17k HP when the boss swings hardly ever touch you.

While 17k HP may not seem like a whole lot, with 92,2% total mitigation, they will last you a looong time.

The 28k armor is really enough for tanking just about anything. If you factor in ancestral fortitude or inspiration from shammy/priest crit heals, you get 35,8k armor. Not all the way at the armor cap, but pretty damn close. If you are tanking end game raid bosses you should have that buff up pretty much all the time, wich is why most druids don't bother getting armor above 29k.

Quote:
Oh, and 3) you're defense totals to 99.99% chance to be missed, not 100%, and if your math is base stats (not the way they would work against a level 73 mob) then you would have a 98.79% chance to be missed.

The 99,99 is due to rounding off and the calculations is based on a lvl 73 raid boss, so the actual total is 100%. There could still be some cap that i don't know of, so the boss will still hit me 1% of the time. Anyone know of this?
#4 Feb 28 2008 at 5:40 AM Rating: Good
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1,888 posts
There's a discussion about this in elitistsjerks foruns. If I'm not mistaken, they came to the conclusion that it could be done, but was worthless.
#5 Feb 29 2008 at 8:40 AM Rating: Decent
I seem to recall reading that there is a cap on dodge of 75%, but I may be confusing that with some other stat. Anybody know for sure?
#6 Feb 29 2008 at 9:48 AM Rating: Good
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1,888 posts
AFAIK, there's no cap for dodge. Armor cap, yes, dodge, no.
#7 Mar 01 2008 at 12:01 AM Rating: Decent
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55 posts
zalophus i think i remember reading that somewhere too...just gotta find it again... >.> <,<
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