Over at Of Teeth and Claws, (a feral druid site you really should be reading), Karthis posted about the wonderful upgrades he received at Gruuls Lair recently, and how it got him to thinking about the Armor Cap… especially now that he’s actually nearing it, something I doubt I’ll ever see. :)

Grats to Karthis, BTW… AWESOME!

Karthis brings up an EXCELLENT point in his post. When comparing Bear Tank gear looking for upgrades, how do you balance the value of Armor versus Defense Rating, Agility and Stamina? At what point do you decide your current armor value is good, and it would be better to pass on a potential upgrade because it would weaken you in other areas?

And that’s the can of worms I’m going to ramble about today…

I’m not going to attempt to address the entire topic. It’s massive, and there are some excellent folks that are working very hard to master this for you. Instead of trying to reinvent the wheel, I’d rather point you to their incredible and valuable work, and let you play with it yourself.

First, I’d like to send you to see Hugehoss’s work, which was originally posted in the US Forums, but now resides in the Druid Wiki space here. Not only has he ranked gear and provided Mooire (At Ferocious Bite, of course, silly!) some powerful data, but his Excel spreadsheet is right there for you to download and play with yourself.

The other tool is talked about in Mooires’ article… Rawr!

Now, Rawr is not an in-game addon. Instead, it is an MS Windows app that uses the .NET 2.0 framework to do gear evaluations for you to use evaluating your bear mode. It pulls it’s data on what your character has equipped from WoW’s Armory (so make sure you log out of game wearing your bear set!), and it pulls the item data from the interwebs too. I’m not sure which data site it uses for it’s source, but it has an ‘add new item’ feature that lets you enter in an item number from WoWhead or Allakhazam or Thottbot, the same item numbers that Blizzard assigns to gear, and it’ll use that number to go out and pull the data itself for you, no hard coding required.

The flip side to this, is that if the website it is datamining from doesn’t have that item number live yet, you can’t get the data. No PTR stats for you! At least, not until the website refreshes their data.

Rawr really is an amazing tool. It addresses the two key issues that Bear Tanks must deal with… Mitigation versus Survival. To quote Astrylian@US-Kilrogg server from his own description of Rawr and the work that went into it;

There are two primary things that a tank needs to do when tanking any boss. First, take the damage from the boss in a manner which can be healed through by their healer(s). Second, generate enough threat to allow the DPSers to kill the boss within the time available (limited by enrage timers, healers running out of mana, etc.). Threat generation is typically not a serious concern for bears, since we already generate rather high threat, since one of our primary tanking stats, agility, increases threat generation in addition to aiding in survival and mitigation, and also because much of our best tanking gear, especially tier set gear, comes liberally coated with strength, to further improve our threat generation. So, the problem almost always comes down to taking the boss’ hits.

Taking the hits also comes down to two things. First, burst damage. While dodge and miss are great for reducing the average damage you take, they aren’t reliable. More often than you’d like, a string of hits will happen, with little to no healing between them. Back to back to back crushes, crushes along with instant strikes, or just long unlucky strings of no dodges that stress your healers healing per second, can all kill a tank suddenly, when the fight was previously going fine. Second, long term overall damage. Even if you take very steady, non-burst damage, it’s quite possible that you could take too much damage per second to be healed through, or more likely would take so much healing that your healers run out of mana before the DPS can kill the boss. These two things are the basis for my two ratings, ‘Survival’ and ‘Mitigation’.

Survival Rating is the measure of how much damage you can take between heals, in a worst case (no avoidance) scenario. A character with 20% dodge, 36k (capped) armor, and 20k hp would have very high Survival Rating, though low mitigation rating.

Mitigation Rating is the measure of how much damage you take, over a long timespan. A character with 80% dodge, 25k armor, and 10k hp would have very high Mitigation Rating, though low survival rating.

These two concepts really drive our balancing choices. You want a balance between the two. You need to reduce how much damage you take over the long term, but you must be able to survive damage spikes and Crushing Blows, which CANNOT be eliminated entirely. Prince Malchazeen in Karazhan is a good example of a Survival fight, as he can pour out massive one shot damage that only having high health can get you through.

Understanding this, you can see that you CAN’T just rely on Emmeralds’ Gear Ranking lists as your brain-free basis for upgrades. His lists are an excellent reference, and for a quick comparison of stats, they are indispensible. “Oh shoot, something for cats dropped, and I was thinking about bear gear… I didn’t know that dropped here, and the Raid is asking me if I need it… shit, I dunno, do I? How does it’s stats compare to my stuff on Emmeralds lists?”

You get my point. Sometimes, you’re busy actually PLAYING the game (shocking concept, I know), instead of obsessing about every possible drop from every instance.

But if you are going into something massive, say for example Karazhan, with 9 bosses, three different Opera events plus the Chess event, plus three critter bosses, all with different loot lists, each of whom drop two epics per kill…. well shit, you had BETTER take the time to research what drops from each boss or event, make a list of which drops could POSSIBLY interest you, and then go ahead and do Rawr comparisons on em, or at least some eyeball judgments. With your existing gear, how would getting that item change your Survival Rating? Your Mitigation? How about Overall?

Trying to decide on a Profession? Maybe you have the [Stylin’ Purple Hat], and you wonder if the [Deathblow X-11 Goggles] are worth switching over to Engineering, or would the stuff you can make in Leatherworking be better in the long run? Are you good until the [Cowl of Defiance] drops? Or god help us, the [Tier 4 Helm (Stag Helm of Malorne)]? Well, for some serious answers, check it out in Rawr.

Farting around and something drops, and you’re curious if it’s worth keeping over something else, and you’re in a hurry? Then go ahead and compare it on Emmeralds’ list, and see the stats of each… but be prepared to actually check it out later.


Let’s do something fun… as a live example of how all this crap works together, and how you should always be reevaluating your gear as stuff changes.

In this example, gems and Defense Rating will be what we address. And for the sake of my money reserves, we’re gonna limit our gem talk to Blues and Diamonds. mmmkay?

For those of you that look at these things, I don’t use an active link in my Banner signature up at the top of the Blog. I tend to be soloing in cat when I log out, and the awesome MMO Champion signature generator gives your stats in whatever form, or gear, you had equipped at the exact moment when you last logged out. So periodically, I’ll make SURE that I log out in bear gear, in bear form, with zero raid buffs so the signature I generate is the real deal… unbuffed bear tank stats. What I figure you want to see. Then I generate a new sig and save it as a picture to upload. From the one I currently have displayed;

You can see that my Defense is at 426 right now. And astute Bear Tanks will know that for Feral Druid Bear Tanks with 3/3 Survival of the Fittest, anything over 415 is pretty much wasted compared to the benefits of Agility or Stamina. And the reason it’s like that is that I have tons of +Defense gems slotted, and I have not changed them yet after getting some good upgrades over the last two weeks.

Well, let’s evaluate this stuff together, and determine if anything needs to be changed, shall we?

I have 426 Defense right now, and I only need 415. So, I can reduce my Defense by 11 points, and remain crit-immune.

But my gear isn’t rated in Defense, it’s Defense Rating! WTF?

Here’s the math part… 2.36 Defense Rating (at level 70) = 1 Defense. OR, 1 Defense Rating = 0.423 Defense. Ugh. Freaking decimal points.

Fortunately, I’m an engineer. I can haz calculator?

I have 11 extra Defense skill… that means I have an extra 25.96 Defense Rating. Let’s call that a flat 25… I don’t want any roundings that’ll leave me at 414 Defense, thank you very much.

I currently have 5 [Enduring Talasite] equipped. I also have a [Relentless Earthstorm Diamond] in my Meta Slot.

5 [Enduring Talasite] give me +20 Defense Rating and +30 Stamina… and if I replace every one of them with a [Solid Star of Elune], I’ll gain +30 Stamina, without losing ANYTHING… except my Meta Gem requirements won’t be met anymore. +30 Stamina more… the [Relentless Earthstorm Diamond] requires me to have 2 Red, 2 Yellow and 2 Blue gems equipped to get the effect… and 2 of the [Enduring Talasite] are counting as Yellow right now. To get rid of the [Relentless Earthstorm Diamond], I’d lose 3% Increased Crit Damage, not a big deal in Bear, but I’d also lose +12 Agility… and I HATE losing Agility for my Dodge. Hmmm….

What if I install a [Tenacious Earthstorm Diamond] instead? I only need 5 Blue gems equipped to get that effect… and then I can not only replace all the [Enduring Talasite] with [Solid Star of Elune], but I could also drop the +12 Defense Rating enchant on my Bracers, because the Meta Gem would be adding +12 DR all by itself. So suddenly I can add another +12 Stamina from Bracers… hmmm… still losing +12 Agility, though. Oh. OH! CRAP!!! Ummm yeah, maybe I should dump that old +15 Strength enchant on my gloves for the +15 Agility enchant… you dumbass old bear. I swear I thought I did that last month. Grumble.

So let’s see… my plan is, I drop the 5 [Enduring Talasite], the [Relentless Earthstorm Diamond], the +12 Defense Rating Bracer enchant, and the +15 Strength Glove enchant. Then I install 5 [Solid Star of Elunes], the [Tenacious Earthstorm Diamond], the +12 Stamina Bracer enchant, and the +15 Agility Glove enchant.

On Defense Rating, I had 25 points extra… I’m dropping 20 DR from [Enduring Talasites] and 12 DR from the Bracer enchant, but gaining 12 DR from the Meta Gem… I still have 5 extra. That is not a bad thing, because there’s nothing left to cut it from that I can see, without new gear upgrades… which will probably cause me to LOSE DR, not gain it. On the other hand… if I do need more DR from [Enduring Talasites] in the future, the Meta Gem will accept them as Blues just as well as Solid Stars. I’ll still be flexible when things need changing again :).

I’m losing 15 Strength from the enchant, … something that helps DPS and therefore Rage Generation… but it’s not nearly as valuable as pure Stamina or Agility would be.

I’m losing +12 Agility from the Meta Gem… but gaining +15 Agility from the Glove Enchant. So that’s actually an increase overall.

Final results after changes will be… +42 Stamina, +3 Agility, and a small chance to restore health when I do damage. And the net loss of 3% Increased Damage from Crits. Oh yeah, and it’ll likely cost a fortune. Again.

BUT… there is another option. What if, instead of Solid Stars of Elune, I replaced those [Enduring Talasites] with [Shifting Nightseye]? What if, instead of going from +20 DR/+30 Stamina to +60 Stamina, I went to +20 Agility/+30 Stamina instead? According to wowwiki, at level 70 14.7059 Agility= 1% Dodge… god, where do we get these numbers? Freaking 15 Agi is sort of 1% Dodge. Whereas 30 Stamina, in Dire Bear form and with 5/5 Heart of the Wild, is increased by 45%, for an extra 13 Effective Stamina. So, 1.25% Dodge, or an extra 430 health.

This is where knowing your Mitigation and Survivability is important… because right now, looking at my Armor, my Defense, my Health and my Dodge, I can see that my Health is my weakest link. Right now, it would be more valuable to have increased health than to stack on more Dodge. Especially since some of the upgrades I’m looking at soon will have large increases to Agility on them. Nope, I think my plan is the right one for me right now. So my mission for tonight is to look for more Solid Stars, get my enchants replaced, and to begin searching for a Tenacious Earthstorm Diamond.

I hope that this look at methods of balancing gear, and some tools you can use to help you out, has been of some use. I know that, if nothing else, I now have some new goals… and some new irritations. How the hell did that +15 Strength enchant get on there? Grrrr.

One last last thing, I promise.

We started out with Karthis talking about the Armor Cap. But I never really gave you any guide on what armor value equals what towards the cap. And it can help a lot to understand.

For Armor, the things to understand are that Armor reduces damage that you suffer from attacks. Think of it like absorbing damage from a blow… the more armor you have, the more of a cushion it provides. But your armor cannot reduce damage by more than 75%. Flat. And thats where the Armor Cap comes from, because if 75% Damage Reduction is the most you can have, then there must be an armor value that will let you reach it… and any armor over that value would be wasted. Thus, ‘capped’.

Also, you hear talk about Damage Reduction ‘diminishing returns’, that the more armor you have, the more you need to actually make any improvement. The phrase conjures up images of a steep slope, and vast quantities of armor needed to eke out one more slim percentage of DR.

To make it plain and simple, at level 70 vs level 73 mobs, the ‘diminishing returns’ scale means that from 10000 armor to 14000, you get about 9% DR, from 14000 to 18000 you get about 6% DR, from 18000 to 22000 it’s about 4% DR, and from 22000 on, you get about 3% DR per additional 4000 armor. That’s it. Here, I’ll show you, in rounded off flat rates.

Armor at level 70, against level 73 mobs (the bosses you’ll face in instances);

  • 10000 Armor = 45% DR
  • 14000 Armor = 54% DR
  • 18000 Armor = 60% DR
  • 20000 Armor = 63% DR
  • 24000 Armor = 67% DR
  • 28000 Armor = 70% DR
  • 32000 Armor = 73% DR
  • 36000 Armor = 75% DR

That’s rounded off, but in general it’s true. If you have about 24k in armor, you’re getting about 67% Damage Reduction.

And since this is all supposed to relate to your evaluating your gear when you look at it… at level 70, in Dire Bear form, the listed armor value of an item is multiplied like so;

Item Armor Value (as listed)+ Item Armor Value (as listed) x 4 = Dire Bear armor value.

If a piece of gear, say a Cloak, has 100 armor on it, then at level 70 in Dire Bear form it is worth 500 armor. If a potential upgrade has 100 more armor than your existing piece, then it’s worth an extra 500 armor to you.

And one final last super-last note, because you would be AMAZED how often I see this when I’m inspecting other druids’ gear….

ARMOR VALUES FROM ARMOR KITS AND ARMOR ENCHANTS DO NOT GET DIRE BEAR BONUSES!!!! EVAH!!!

You know, that armor enchant you gots on your cloak? For the sake of druids everywhere, ditch it and get a +12 Agility enchant. Please. Please? Do it for the kids?

15 Responses to “Balancing Bear Tank Gear Values”

  1. QuestionC says:

    There are no diminishing returns on armor. That’s just a common myth. Damage reduction is not a linear measure of mitigation, 100/(100 - DR) is.

  2. BigBearButt says:

    Okay Quetion… I’ll admit it. I honestly don’t know what you’re talking about.

    I think you’re saying that I got something in my armor section wrong… and sure, I can believe it, I make mistakes all the time.

    I just have no idea what you’re talking about, that’s all. It looks pretty clear to me that the closer to 75% DR you get, the more armor per point of DR you need.

    All I can figure is that you think I meant something I didn’t mean, and I don’t know what that is. I really don’t.

    Please explain a little more about where I went wrong, so I can go fix it, okay?

  3. BigBearButt says:

    I’m still trying to figure what you might have meant, and now I’m wondering if somehow I wrote the section to make it look like I’m referring to mitigation in general as having diminshing returns… I’m gonna go back and reread that. I swear I was only talking about armor per DR…

  4. Argonaut says:

    Hey Bigbear,

    Thought I’d hang out in your blog for a bit, and lo behold! To my suprise there is a blog about something involving numbers and mathemagics that is somehow too much of an intellectual investment for me. But still, being a fan of sorts I read through it and even decided to take a peek, at your profile. Which I’m guessing shows your bear gear atm. Now over there I saw that your defense was definitely higher than you need, which you mentioned, but the curious thing was that you also have some resiliance to spare. Now resiliance also works in the same manner as defense rating in making you crit immune, except being more efficient at the cost of adding to your dodge. Now seeing as to how you have some extra resiliance, unless you actually plan on removing your epic cape, I would say that it cant hurt to actually fall below your defense rating, since if I’m not wrong you need 2.6% crit avoidance to be crit immune (with the right talents). And with your current resiliance you get a +0.53% crit avoidance, along with a +3.04% crit avoidance from your defense rating. There is a lot of wiggle room for you there. So feel free to get rid of more defense at the cost of agility to boost your dodge, or stam to boost your hp. Infact the only cape which you will replace your current cape with, Gilded Thorium Cape, also has +def, so either way you should be covered. Well thats my 2 cents for the day. I know I ramble, I rant, maybe I should start work on my blog which I have been putting off for so long, but you, karthis and moorie have taken all my ideas…..I think I’ll just be delegated to reading. :D

    - Argonaut
    Shu’halo

  5. BigBearButt says:

    I think I see the problem. I finally found where the formula you quoted can be found, at least on wowwiki. http://www.wowwiki.com/Armor

    Surprisingly enough, and I know it sounds arrogant to say it, but I think the wowwiki writers’ assumptions are flawed in his final analysis.

    The first section of the page presents DR% formulas and results accurately.

    However the second section, with the equation about surviving over time that you quoted, states armor has no diminishing returns effect. That assumption seems to be based on the linear map created when the DR% value is inserted into the formula provided.

    The stated results of the formula you quoted, the effect Damage Reduction percentage has on time to live while experiencing melee attacks, is correct.

    However, I disagree with the conclusion that the wowwiki writer drew from those results. I do NOT agree that the formula proves there are no diminishing returns.

    All the formula does is show that when the Damage Reduction value itself is seperated from the armor value it is derived from, and is plugged into another formula used to show survivability over time, that it will provide a linear result. And that is true.

    70% reduction of damage is 70% reduction. Period. It is a solid linear increase as damage taken stays constant but percent of reduction increases. No arguments there at all.

    But it seems clear to me that the statement made in wowwiki that this proves diminishing returns from armor do not exist is false.

    All it means is that, if you ignore the way DR% is generated from Armor Value, then you can plot out a linear map of the value of DR% in combat.

    BUT, the amount of armor actually required to be equipped to generate that increasing DR% is still a curve.

    ———————-

    Honestly, I’m not trying to anger anyone. You made a point, and I wanted to correct any mistake I made, and that led me to research the issue. That is ALL.

    Can I have anyone else that has a bit of time please look into this on the wowwiki link and tell me if I’m right or wrong on this? Because it’s important to me to get this right, even if I’m totally wrong in my analysis, cause if QuestionC is right I want to make sure he gets full BBB credit… and let’s be honest, if a writer on wowwiki is wrong here, then it’s certainly not QuestionC’s fault, but it does mean we should see if we can get it corrected.

    This is the point where I start second guessing myself, since I find it hard to believe that smart people who write on knowledge sites (other than mine) could make any kind of a mistake, ever. especially one that I might have found. It always seems more likely that my basic understanding is flawed.

    Anyway, someone, Karthis, any person that is actually on the ball, could you please look into this and let us know what you think?

  6. Karthis says:

    Hey BBB,

    I see you stepped on the “diminishing returns” land mine yourself too. =) Check my comments for more fun.

    Basically this is a semantics-based holy war that some people seem to have a hard time getting over. Some theorycrafters have it in their head that “diminishing returns” can only refer to a single thing when we’re dealing with armor. Obviously this is more than a little wrong.

    When dealing with the relationship between armor and damage reduction, there are diminishing returns. i.e. the more armor you have, the more of it you need to experience X growth.

    Now when dealing with the relationship between armor and “time to live” (aka survivability), the relationship has been shown to be linear. That is, there are no diminishing returns.

    The entire debate is summed up nicely here:

    http://evilempireguild.org/guides/diminishing.php

    Basically, folk like QuestionC need to understand that “diminishing returns” is not a concept that is specific to a certain relationship, but varies based on the relationships that ar ebeing examined.

  7. Someone says:

    Quote: “5 [Enduring Talasite] give me +20 Defense Rating and +30 Stamina… and if I replace every one of them with a [Solid Star of Elune], I’ll gain +30 Stamina, without losing ANYTHING…”

    Are you sure you don’t mean: “… I’ll gain +60 Stamina…” ?

    5×12 = 60. Besides, haven’t read the whole post yet, so maybe this is explained, so I won’t comment yet on the “without loosing ANYTHING” as those later gems have 0 +DEF! I’ll check it out better when I get to read the whole lengthy post. :)

  8. Anonymous says:

    Bah…Karthis beat me to it. Nicely done. I had a reply all written up and when I hit refresh…there was Karthis saying the exact same thing. =D
    It’s all simply relative to what you’re comparing. If someone says that AP has diminishing returns, they technically could be correct. If you have all AP and no crit (from the perspective of a cat druid) then your DPS could easily be lower than someone with lower AP but higher crit. It all depends on your perspective and stat balance.

  9. QuestionC says:

    Sorry, misunderstanding on my part mixed with with the hasty propulsion frustration.

    Also, you hear talk about Damage Reduction ‘diminishing returns’, that the more armor you have, the more you need to actually make any improvement.
    Saw that and kinda went for blood.

    I think the problem is that damage reduction is a synthetic value, whose only real purpose is to calculate damage taken on a per-hit basis. That is, it exists for the sake of the game’s calculations. Saying damage reduction diminishes with armor is a mathematically true statement, but it is also a statement of no value if discussing mitigation.

  10. Argonaut says:

    I noticed another thing on your profile page, you have a lot of raid consumables active, u cheat :P. Unbuffed = no buffs at all, including MoTW, unless a secret document was created changing the stipulations during the tanking convention of 2004. Damn I’m never invited for the fun stuff. ;)

  11. Calandris says:

    Hey BBB, Im not a druid but i like readig this stuff. Im the person that stares at a bears butt all day so it only makes sense that i read about them. I found this a while ago and it eludes to what Question said. It may be the same thing as on wowwikki but im a work and cant get to wowwiki

    http://druid.wikispaces.com/Druid_Game_Mechanics#tocDruid_Game_Mechanics13

    Calandris - Priest

  12. BigBearButt says:

    If I said I understood the math used in Evil Empires’ article to explain their time to live diminishing returns analysis… I’d be a liar.

    However, I know that I spent some time going over their figures,a nd I also am familiar with counter-intuitive results that seem to make no sense but actually represent the way things are in the real world.

    While my understanding of Armor value to damage reduction on a per-hit absis were true… it seems clear to me now that QuestionC and othes have pointed out that what we need to be conerned about is how much value we’re actually getting for the armor points… how much will it help me to live long enough to win? And in that case, there are no diminishing returns on armor on a per-point basis.

    However, I can relax in the knowledge that my post, which dealt with how many points you need to climb closer to the 75% DR cap, is correct.

    It just means my underlying assumptions on the value of armor points compared to Dodge and health aren’t. Damn it.

    Big BBB points to QuestionC and Karthis for making me learn a shitload more about armor and damage reduction and mitigation than I ever had before.

    Thanks guys!

  13. BigBearButt says:

    @Argonaut.. I know, but I’m pretending the Cloak isn’t there… lalala… I ahtes it, cause it’s resilience. I want the Gilded. And I’ll happily redo all this if I ever gets it. But yes, you’re quite right, my friend.

    @Karthis and QuestionC… thanks guys. I appreciate your helping me learn all that. I had no idea.

    @Someone… I meant +30, because the Enduring Talasite was already providing +30 Stamina… changing them to Solid Stars provides a net gain of +30, over the original 30. And I meant that I lost nothing, because the +20 Defense Rating I lost had no effect on being crit-immune with my current configuration. So while there was a reduction in Defense Rating, it didn’t make a difference in what my taget Defense is.

    @Anonymous… I always thought that unbuffed meant raid buffed… who walks around without their personal buffs? I removed all the raid buffs that were still active from last nights’ Kara before I left for work so I could get a clean read. Hmmm… If people actually figure it that way, I’ll have to change it when I get home.

  14. baseball says:

    Great article, altogether, although I’m not sure I’d count out resilience as it’s cheaper, point for point, than defense.

    Remember that the goal is not 415 defense — the goal is to have 2.6% crit chance removal. 415 defense gets you this, yes, but a mix of defense and resilience will also get you there.

    Assuming you have or are getting the “karazhan required” +def items — the rings, the cloak, the necklace — you might be better off grinding some honor for some pvp rewards to hit your uncrittable goal — the fact that pvp rewards are also laden with stamina is an extra bonus.

    Specifically, take a look at the post 2.3 pvp boots/bracers/belt — do a wowhead search for “vindicator’s dragonhide” — with one or two of those items, the resilience stacking with the +defense you should surpass your minimum crit immunity. you could feasibly dump stars of elune and shifting nightseyes into every single socket, letting you get your +18 stamina meta, and basically gem like a warrior. :)

  15. Surania Lorezon says:

    My own two cents on the Diminishing Returns front:

    Those who support the idea that there is a large diminishing return on armor are looking at it from the angle that the difference between 70% armor reduction and 73% armor reduction is 3%.

    Myself, and many other tanks, however, look at the actual damage taken. 70% armor reduction means you take 30% of the incoming hit. 73% armor reduction means you take 27% of the incoming hit. Looking at it this way, the difference between 70% and 73% is actually 10% of the incoming damage.

    In other words, imagine that you have 70% armor reduction, and are hit by Gruul for a 10k hateful strike. The next week, Maulgar drops your T4 shoulders, and after socketing them up, you now have 73% damage mitigation. Now, while that mitigation number only goes up by 3%, when Gruul hits you with that same (assuming the same grow number) hateful, he will do, not 9,700 damage, but 9,000 damage.

    I’m not going to pull out all the numbers, but basically, when you actually look at it from that angle, there is still a diminishing return, but it is a very gentle slope.

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