Warrior Stats Guide
I wanted to write this up so that people, including myself, have a reference point for comparing a warrior's stats.
Im encouraging you to post if youve got things to add, wish to disagree, etc.. Hopefully this can save alot of uneccessary posts!
Note: All stats where necessary assume lvl60 vs. lvl60
MECHANICS OF AN ATTACK
You attack and get assigned a random number from 1-10. (In reality it is most likely 0 - 10000, or something like that, in order to account for decimal places, but to simplify it, lets just say 1-10).
Assuming a 20% Crit Rate, 10% Miss Rate, and a 10% chance to be Parried, Dodged, or Blocked. (These numbers would be different for each person).
1-2 = Critical Hit
3-6 = Regular Hit
7 = Miss
8 = Dodge
9 = Parry
10 = Block
So, getting a 1-6 would be a Hit, with Critical Hits already factored into this range (i.e. you can't miss a crit because misses are calculated in the same range).
When overlaps occur between your Critical Hit Rate and the opponents Avoidance Rate (Your Miss + Their Dodge + Their Parry + Their Block), the Avoidance Rate will take precedence. Likewise, when overlaps occur between Hits and Critical Hits, the Critical Hits take precedence.
HIT AND MISS
Standard Miss Rate - Dual Wielding = 24%, Two Handers = 5%, One Hand and Shield = 5%.
Minimum Miss Rate: DW - 19%, 2H - 0%, 1H - 0%.
When fighting a higher level opponent your standard miss rate will be higher, this is where having more than +5% to hit is helpful. (The minimum miss rate will be removed as of patch 1.8, good news for Dual-Wielders!)
It should also be noted that all special attacks have a standard 5% Miss Rate and are (unless otherwise stated), always taken by your main hand weapon. It too can be affected by items with +hit. This makes spammable abilities such as Heroic Strike much more effective for Dual-Wielding Warriors due to the much lower Miss Rate than their regular attacks.
+1 Defensive Skill = +.04% chance of being Missed by your opponent.
CRITICAL HITS
+1 Agility = +.05% chance to land a Critical Hit on your opponent.
+1 Weapon Skill = +.04% chance to land a Critical Hit on your opponent.
Critcal Hits do twice the damage of a normal swing, thus +1% to Crit is generally equal to +1% to your DPS. However, this differs enourmously when you factor in various talents that trigger on crits such as Flurry etc. More on this can be found later under Damage Per Second.
+1 Defensive Skill = -.04% chance to receive a Critical Hit.
With above stats in mind, you should note that to counter being critted you will need extra defense skill that is equal to the opponents crit rate times 25.
Thus the sweet spot against lvl 60 mobs (who all have a 5% crit rate) is 425. (5 * 25 + (players base defensive rating which is 300 for a lvl 60)).
DODGE / PARRY / BLOCK
+1 Weapon Skill = -.04% chance to be Dodged, Blocked, or Parried by your opponent.
+1 Defensive Skill = +.04% chance to Dodge, Parry, and Block your opponent.
+1 Agility = +.05% chance to Dodge.
+1 Strength = +.04 to the Block ammount on your shield.
Your Percentage chance to Block = 5 + (Your_Defence_Skill - Your_Level * 5) x 0.04
Plus any items with +Block% Stats.
If you Dodge you suffer no damage, If you Parry you suffer no damage, If you Block with a Shield, an amount of the damage is absorbed by the shield, the final damage taken is reduced again by your armour.
The amount blocked(absorbed) by your shield is a numerical value, NOT a percentage.
Damage Reduced = Shield Block Value + Strength / 22.
It should also be noted that Block, Dodge and Parry are only effective against melee attacks, and not ranged or magical attacks. Against ranged attacks your only protection is your Armour Class, whilst against magical attacks, your only protection is your Magical Resistances.
Avoidance Rate
There is a 60% cap on your total avoidance rate (Opponents Miss Rate + Your Dodge + Your Parry + Your Block).
When this cap is reached the excess avoidance is taken equally from Dodge, Parry, and Block, and NOT the opponents Miss Rate. i.e. if your avoidance rate should be 75%, 5% is taken from Dodge, Parry, Block to bring your total avoidance to 60%.
Reminder, when overlaps occur between your Crit Rate and the opponents Avoidance Rate (Your Miss + Their Dodge + Their Parry + Their Block), the Avoidance Rate takes precedence.
Attacking From Behind
Another important thing to remember is that attacks cannot be blocked or parried from behind. Which means that, due to the way Dual Wielding adds to your Miss chance, it is vastly more important for DWers to hit from behind.
Neglecting crits (and assuming blocks block 100% of damage), attacking from front instead of behind by a 2H or 1H user results in only doing 84% against even level mobs. With a dual wielder, attacking their face instead of back instead gives you 80% damage. Note, against higher level mobs (ex, level 63) these differences become even larger.
http://forums.worldofwarcraft.com/thread.aspx?fn=wow- warrior&t=484474&p=1&tmp=1#post484474
MITIGATING DAMAGE
Once youve recieved a hit your only option is to mitigate the damage with your Armour or Resistances, then take the hit to your Hit Points.
+1 Agility = +2 Armour Class.
+1 Stamina = +10 Hit Points.
There is a 75% cap on Damage Reduction from your Armour Class.
The Benefits of a Higher Armour Class
The physical damage you recieve during combat, is directly effected by your Armour Class and is calculated in a standard way without randomness, such that a certain AC will always reduce the damage taken by a certain PERCENTAGE. Damage reduced is equivalent to a decreased to incoming DPS. The formula for calulating this is:
Their DPS decrease = Your_AC / (Your_AC + Their_Level * 85 + 400)
This means that Armour Class effects an incoming DPS decrease in a non-linear way, so that while more armour always means a DPS decrease, double the AC does not equal double the DPS decrease.
This implies a diminishing return on AC, but what most people dont realize is that as your mitigation % gets higher and higher, the value of each %point increases at the same rate.
The best way to illustrate is by looking at the following two scenarios.
1) A warrior goes from 0 to 1% mitigation.
2) A warrior goes from 98 to 99% mitigation.
In scenario one, the warrior is taking 1% less damage after the mitigation in crease. In scenario two, the warrior is taking HALF of the damage they were before. That is, if the mob was hitting for 100 base damage, they went from taking 2 damage per hit, to 1 damage per hit.
That said, there is still a diminishing return to armor. As an example, lets compare going from 6000 to 7000 armor. Using the mitigation equation from above: (AC / (AC+ ((85 * LEVEL) + 400) ) )
@6000 armor mitigation = ~52.2% mitigation
@7000 armor mitigation = ~56% mitigation
The net result of going from 6000 to 7000 AC is about a 8% reduction in damage. This is a reduction from the previous value of 6000AC, not total reduction.
Now lets look at going from 8000 to 9000 armor.
@8000 armor mitigation = ~59.3% mitigation
@9000 armor mitigation = ~62.1% mitigation
The net difference in going from 8000 to 9000 armor is a 6.9% reduction in damage. Sure, this is less then going from 6000-7000, but it is still nearly as good.
The mitigation formula works both ways, as their AC goes down (through Sunder Armour etc.), you get increasing returns. This means that the first Sunder Armour you cast on a Plate and Shield Warrior adds a measly 1.7% DPS while the fifth adds 2.4%, giving a total DPS increase (after 5 Sunders) of 10.3%. That same first Sunder on a cloth wearing priest adds a very nice 7.0% DPS return (much more worthwhile in PVP and non-boss encounters).
I copied the above info from Mobzoth's analysis of Sunder Armour, found here:
http://mobz.org/tauren/sunder.boa
and a conquest forum post by Itzlegend found here:
http://conquest.teamgbu.com/viewtopic.php?t=470
Balancing Armour Class And Hit Points
For an excellent discussion by Satrina on damage mitigation and Stamina/AC equivalence go to http://evilempireguild.org/guides/
It gets complicated, but to summarize, Satrina found that when it comes to mitigating an opponents DPS, increasing your Hit Point totals would increase the worth of your Armour very quickly, whilst increasing your Armour totals would increase the worth of your Hit Points at a slower rate. Magical damage is a factor that helps to balance this difference between higher Hit Points and higher Armour. Having very high Armour at the expense of Hit Points will be an advantage against pure melee opponents, but a disadvantage against opponents who use magic. Because of this, a balanced approach to Hit Points and Armour is probably the most beneficial, somewhere in the range of 1 Stamina for every 20 to 25 points of Armour.
Magic Resistance
When hit by a spell, you have two chances to resist the spell. The first chance is based on your level. If you are much higher level than the attacking caster, you will have a significant chance to resist the caster's spell, but if you are much lower level, you will have a minimal chance to resist the spell (minimum of 1%). If you make this resistance chance, you are completely unaffected by the spell.
If your target is the same level as you, a spell has a base chance of 96% to hit you.
If you are +1 level compared to the caster: 95%
+2 levels: 94%
+3 levels: 83% if the caster is a mob, 87% if the caster is a player.
+4 levels: mob: 72% player: 80%
+5 levels: mob: 61% player: 73%
Etc...
For binary spells only, there is an additional modifier for the resistance of the victim to your particular spell school: fire, frost, shadow, nature, arcane. That modifier is multiplied by your hit chance to get your actual chance to land. This is done with binary spells only, because they never do partial damage.
This modifier (resistance percentage) is based on your resistance score and the level of the caster. The higher your resistance score in relation to the level of the attacking caster, the higher your average resistance percentage, up to a maximum of 75%.
Against binary spells, this resistance percentage is included in the intial to hit roll, and is multiplied by your hit chance to see whether the spell hits for full-damage or is completely resisted.
Against non-binary spells, after the spell has hit, the resistance percentage is the percentage of total damage you will resist on average.
Binary spells are any spells that have a damage component and a non-damage effect. (examples: Frost Bolt, Frost Shock). Non-binary spells are spells that do only damage. (examples: Shadow Bolt, Fireball, Wrath).
Resistance percentages against most level 60 spells (Resistance Score followed by the percentage chance to resist the spell):
50 - 7.5%
100 - 15%
150 - 30%
200 - 45%
250 - 60%
300 - 75%
Binary Spell Example:
Eyonix the Mage (level 60) fires a frost bolt at Yeti of Doom (level 63). Eyonix is also wearing a total of +6% spell hit gear. Yeti of Doom has frost resistance such that he takes 50% from level 60 frost attacks. So, here’s the hit calculation:
0.83 (83% for +3 levels mob) + 0.06 (+6% spell hit) = 0.89
0.89*0.5 (50% damage from frost) = 0.445.
The game will roll a number between 0 and 1, and if it’s less than 0.445, the frost bolt will hit for full damage. Otherwise, a resist message will appear.
Non-Binary Spell Example:
Eyonix decides to fire a fireball at Yeti of Doom. Eyonix has +6% spell hit. Fireball is not a binary spell. Here’s the calculation:
0.83+0.06= 0.89
The game will roll a number between 0 and 1, and if its less than 0.89, the fireball will hit. Otherwise, a resist message will appear. After the fireball lands, the game will then apply spell resistance to determine a partial resist, if any. Assuming the yeti also has 50% fire resistance, on average, 50% of the damage will be resisted.
I got the above from Eyonix's sticky at
http://forums.worldofwarcraft.com/thread.aspx?FN=wow-general&T=4978724&P=1
And for more info on the average Direct Damage resistance check out
http://www.worldofwarcraft.com/info/basics/resistances.html
DAMAGE PER SECOND
+1 Strength = +2 Attack Power.
For Two-handers One-Hand And Shield:
+14 Attack Power = +1 DPS.
For Dual-Wielding:
+8.62 Attack Power = +1 DPS.
Strength Vs Agility
As previously stated +1% to Crit (or +20 Agility) is generally equal to +1% to your DPS. But where this differs enourmously is when you factor in various talents that trigger on crits such as Flurry, Impale, Deep Wounds, etc.
As an example, say i have the Flurry talent and a 33% Chance to Critical Hit in Berserker Stance. I will pretty much have flurry active 100% of the time for a 30% boost to my base DPS. Couple this with 1 in 3 hits doing double damage and you can see why people favour Agility so highly.
However, this has to be weighed against how much Attack Power you have to sacrifice to get such a high crit rate. Weigh the *laughs* 600 Agility necessary to get such a Crit Rate against the 600 Strength you could have instead.
600STR = 1200AP = 139.2 DPS when DWing.
+1% crit will become more and more valuable as your BaseDPS (determined by WeaponDPS + AttackPowerDPS) rises; +1% crit at 10dps is worth much less than +1% crit at 500dps. We want to find the threshold for when Agility becomes more valuable than Strength.
So, comparing Flurry and your Crit Rate (a 63% BaseDPS boost), with the above information;
STRENGTH < AGILITY when Dual-Wielding when 63% of your BaseDPS is less than or equal to 139.2. i.e. when your BaseDPS is less than or equal to 220.95.
Note, this only applies to Dual-Wielding. Other formulas can be applied to other talents that proc on Critical Hits to determine what stat is more valuable to you! Remember, the above only applies to flurry, and only to regular melee attacks, the more special attacks you use, the more you'll favour one way or the other. With Bloodthirst and when Dual-Wielding you'll value Strength more, with Execute and 2 Handers you'll value Agility.
RAGE GENERATION
Rage for damage done: Damage / (charLevel * 0.5)
Rage for getting hit: Damage / (charLevel * 1.5)
When a lvl 60 hits:
100 damage = 3.3 rage
500 damage = 16.6 rage
1000 damage = 33.3 rage
When a lvl 60 gets hit:
100 damage = 1.1 rage
500 damage = 5.5 rage
1000 damage = 11.1 rage
HATE GENERATION
http://forums.worldofwarcraft.com/thread.aspx?fn=wow- warrior&t=361110&p=1&tmp=1#post361110
This is the summary from Cop's thread.
Skills by total hate generated on a single target (50% mob dmg reduction):
1. Revenge - 1370 total hate.
2. Shield Slam - 1220 total hate.
3. Sunder Armor - 1050 total hate.
4. Shield Bash - 910 total hate.
5. Heroic Strike - 890 total hate.
6. Cleave - 500 total hate.
7. Thunder Clap - 290 total hate.
8. Demoralizing Shout - 175 total hate.
Skills by hate/rage efficiency on a single target (50% mob dmg reduction):
1. Revenge - 274 hate per rage point.
2. Shield Bash - 91 hate per rage point.
3. Sunder Armor - 88 hate per rage point.
4. Heroic Strike (fast weapon) - 59 hate per rage point.
5. Shield slam- 41 hate per rage point.
6. Cleave (fast weapon) - 22 hate per rage point.
7. Demoralizing shout - 18 hate per rage point.
8. Thunder Clap - 15 hate per rage point.
Regular physical damage in Defensive Stance(presumably with defiance): 4.1 hate per point of damage.
1 Hate = 1 point of Healing by a Priest with 20% Threat Reduction talent.
TALENT STATISTICS
Dual-Wield Specialization
5/5 Adds 12.5% DPS to your Off-Hand or 7.6% to your Total DPS
Mortal Strike, Overpower, Whirlwind
New changes to how damage is calculated for instant attacks:
http://forums.worldofwarcraft.com/thread.aspx?fn=wow- general&t=4994847&p=1&tmp=1#post4994847
CRUSADER AND LIFESTEAL
From posts ive read here and elsewhere, both the Crusader and Lifesteal enchants are set to a %chance on Hit, based on a target number of Procs per minute. This %chance per Hit is adjusted by the speed of the weapon.
Crusader target Procs per minute - 2 (not confirmed)
%chance on Hit for a 3.0 speed weapon = 10% (or 1 in 10 hits).
%chance on Hit for a 2.0 speed weapon = 6.6% (or 1 in 15 hits).
%chance on Hit for a 1.0 speed weapon = 2% (or 1 in 30 hits).
Lifesteal target Procs per minute - 10 (not confirmed)
%chance on Hit for a 3.0 speed weapon = 50% (or 1 in 2 hits).
%chance on Hit for a 2.0 speed weapon = 33.3% (or 1 in 3 hits).
%chance on Hit for a 1.0 speed weapon = 16.6% (or 1 in 6 hits).
Now where this Proc rate appears different is:
1)When you start using instant attacks, as these attacks are not factored into the target Proc rate and as such add an extra chance to Proc each time you use them. and..
2)As per your Crit Rate, the proc rate is not based on successful Hits only, it also includes Misses, Blocks, Dodges and Parries. Thus you'd notice a big difference between Procs using a single weapon and procs when Dual-Wielding two weapons (with only one of them enchanted), because the Miss Rate will reduce the %chance to Proc when Dual-Wielding.
Off-Hand Proc Rate
Ive yet to test my theory on how the proc rate on the off-hand is calculated when Dual-Wielding, however i beleive that (similar to the damage reduction for the off-hand) the enchant on the off-hand will proc at half the rate of the main hand.. Leaving DW with one enchant inferior to using an enchanted 2 Hander.. But making DW with two enchants superior!
Testing this theoretically, not including Blocks, Dodges, or Parries..
-2 Hander with Lifesteal(3.0 spd) = 50 * .93 = 46.5% chance to proc every 3 seconds.
-DW with 1 Lifesteal(3.0 spd) = 50 * .76 = 38% chance to proc every 3 seconds.
-DW with 2 Lifesteal(3.0 spd) = (50 * .76) * 1.5 = 57% chance to proc every 3 seconds.
Similarly, trinkets etc. with an unspecified chance to proc on hit would use the standard proc rate on the main hand (reduced due to the high miss rate), and half the standard proc rate on the off-hand (also reduced due to the high miss rate). Resulting in slightly more procs when Dual-Wielding if similar speed weapons are being used.
Note: If the proc rate on hit is specified in the description then the off-hand will proc at the full rate, making Dual-Wielding far superior when using such items.
Let me know if you think it works differently to this.
Comparing Crusader And Lifesteal
Assuming 10 procs in a minute for lifesteal and 2 procs in a minute for crusader. Also assuming an average of 25hp stolen (assuming 16.6% resisted) on lifesteal and 100hp healed for crusader with 16.6% mitigated from the opponents Armour (would be more for melee classes and less for casters).
100 Strength = 200 Attack Power = 14.29DPS for 30secs = 428.7 damage * 16.6% mitigated = 357.5.
-Lifesteal heals 250 life and does 250 damage.
-Crusader heals 200 life and does 357.5 damage.
This does not take into account instant attacks, crits or miss rate, which will in any case just exagerate the results.
We can therefore conclude, as the majority of people already have, that in general Crusader > Lifesteal. This applies for any weapon of any speed!
However, the effectiveness of these enchants would vary depending on your opponent:
LONG FIGHT / LOW AC OPPONENT - Crusader is better.
SHORT FIGHT / HIGH AC OPPONENT - Lifesteal is better.
+HEALING AND +DAMAGE ITEMS
This section isnt really that relevent to warriors as +Healing doesnt affect warrior talents, but im including it here because i always wondered what +healing items would do to procs like that on Julie's Dagger. http://www.thottbot.com/?i=4822
EDIT: Tested this tonight and +Healing does not affect the Julie's Dagger Proc..
When an item has the effect "Increases damage and healing done by magical spells and effects by up to 20", the damage dealt or hit points healed by one of your spells will be increased by a fixed amount up to 20. The actual amount that the spell is increased by is not determined randomly, but by which spell you are casting. To get the full damage or heal bonus, a direct damage spell or direct heal spell must have a casting time of at least 3.5 seconds. So spells such as Fireball and Greater Heal gain the full effect from +damage or +heal items. Frostbolt has a 3.0 second casting time and an additional secondary frost effect, so it also has a reduced effect from +damage or +heal items. Each Frostbolt gains 81.4% of the listed damage bonus.
Spells with longer casting times such as Fireball and Greater Heal will receive the full bonus listed every time they cast the spell. Spells with instant or short cast times receive a fraction of the bonus listed. As an example of such a spell, Flash Heal (Rank 7) only receives approximately 43% of the item bonus. Talents or other effects that might change the casting time of the spell will not change the bonus; the amount received is a property of the spell being cast.
Most long duration Damage and Heal over time spells have the bonus divided amongst every tick. So Renew, which lasts 15 seconds and heals an amount every 3 seconds, has 20% of the bonus applied each tick. In a similar fashion, channeled spells also have the item bonus divided amongst every tick of the spell's duration.
Lower level spells receive a greatly reduced benefit from these effects.
These effects all stack. So if a Mage is wearing 3 items that provide up to +20 Fire damage, you will have a combined +60 to Fire damage. This means every high level Fireball cast will inflict an extra 60 damage to the target.
These bonuses are also added to the effect of the spell before the 50% bonus from a critical spell hit is applied.
Copied from http://forums-en.wow-europe.com/thread.aspx?fn=wow-blizzard-archive- en&t=4&p=1&tmp=1#post4
WEAPON COMPARISONS
To compare your DPS with different weapons:
(This calculation doesnt apply when Dual-Wielding)
- 28AP = 14STR = 8DMG
- Melee Attack Power DPS = {[({[Racial Melee Attack Power + 2*(STR gained from Armor) + Attack Power Gained From Gear]/2}/14)*8]/4.0} * Weapon Speed
- Overall DPS = Weapon DPS + Melee Attack Power DPS
- Average Damage = (Overall DPS)*Weapon Speed
- Gap = High Weapon Damage - Low Weapon Damage
- Epsilon = Gap/2
- Maximum Weapon Damage = Average Damage+Epsilon + 1
- Minimum Weapon Damage = Average Damage-Epsilon