jeromesimina wrote:
Also, Blessing of Sanctuary gives you mana back on blocks, parries or dodges, so by ensuring that the ONLY kinds of attacks that you will be fielding are block, parry, dodge, and miss, the only thing you are not going to be getting mana back from is "miss". My chance to be missed is 10.84%, so over 89% of the time (on average) I am getting mana back on every attack if I have blessing of sanctuary and holy shield is up.
You could run the numbers and you can equate this to an MP5 formula.
Say if you're going from 96% to 100% you gain 4% extra chance to proc 140? approx? mana...
If today's boss has a weapon speed of 1.0 that's 4 procs over 100 seconds.
4/100 * 5 * 140 = 28 MP5 = 336 mana per minute.
With a weapon speed of 2.0 it's half of that.
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So, if you are block-capped, you take less damage, giving you more effective health (making it take more time for your hp to go from max to 0) and you increase the percentage of time that you are getting mana back, giving you more longevity for the longer boss fights before you have to pop divine plea, pop a mana pot, or risk going OOM.
You're reducing damage per hit by your blockvalue.
If todays boss has a 1.0 weapon speed this 4% extra block rating reduces your damage taken on average by 2.4 times your blockvalue per minute.
If it has a weapon speed of 2.0 then half, if it's 4.0 a quarter...
You can see how the slower and harder the boss hits the less useful shield block is.
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With 3.1 we will have 100% uptime on divine plea, but that is basically a cop-out for Paladin Tanks that don't understand the benefits of block-capping. Blizzard is making it easier for sort-of-ok tanks to last through longer fights... what a surpise!
Divine Plea is independent of damage received. They wanted to change mechanics to avoid paladins going mana-starved at some moments and swamped in others. What I question about this is that the SA mana mechanic is a near equivalent of the warrior rage mechanic, but for warriors they never did anything to buff it, which has been very needed for ages by now. This is like perma-bloodrage.
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Yes, for certain, on fights where purely physical mitigation/avoidance is not really all that useful, I aim for exactly 540 defense and cram as much stam as I can, and to heck with the block/parry/dodge.
There are some fights where having the huge hp pool is going to be of far more benefit, so I always carry my "high-stam" gear around in my bags with me on raids.
If you're really foregoing avoidance for stamina that much you can actually go lower than 540 def and be uncritable if you match it with resil. That is *IF* you actually have resil gear that DOES have more stam than your def gear.
The effectiveness of your HP can be measured by overheals. If overheals on you are fine you don't need more HP, if overheals are too much you'd probably benefit a lot from a larger HP pool.
Edited, Mar 31st 2009 4:24pm by xorq