It’s that time again.
Level 80 brings with it revised ability and combat statistics. And now that there are folks nearing (or at) level 80, it’s time to lay down the new law.
I’m going to do my damndest to make this as clear as possible.
Level 80 Hit
At level 70; 15.76923275 Hit Rating = +1% Hit.
At level 80; 32.78998947 Hit Rating = +1% Hit.
Druids are, always, at maximum Weapon Skill in forms. At level 80; Weapon Skill = 400. NPC mobs are always at max Defense Skill per level. This means that, unlike other classes, we do not have to account for varying levels of Weapon Skill at level.
The base chance to miss a target when both attacker and defender are the same level is 5%. (400 Weapon Skill vs 400 Defense Skill)
If the defender is 3 levels higher (such as a level 83 raid boss with 415 Defense Skill) the base chance for us to miss increases to 8%.
At level 70, we needed 141.921 (effectively 142) Hit Rating to overcome that 8% chance to miss.
At level 80, we NOW need 262.32 (effectively 263) Hit Rating to overcome a 8% chance to miss.
Cut to the chase: New level 80 Feral Druid Hit Rating Cap: 263
Level 80 Expertise
I have found a correction to my original Expertise Parry information here at Elitist Jerks, which I will incorporate into my edit.
At level 80, a level 83 raid boss has a 6.5% chance to Dodge attacks from all directions, and a 16% chance to Parry attacks from a 180° arc to the bosses’ front.
10 Expertise = -2.5% to enemy chance to Parry and Dodge, regardless of level.
4 Expertise = -1%.
The Talent Primal Precision (2/2) grants 10 Expertise/ -2.5% to enemy Parry / Dodge.
Gear does not have Expertise. Gear has Expertise Rating.
At level 70; 15.76923275 Expertise Rating = 4 Expertise / -1% Parry / Dodge.
At level 80; 32.78998947 Expertise Rating = 4 Expertise / -1% Parry / Dodge.
With Primal Precision (2/2), we need to overcome 4% enemy chance to Parry / Dodge.
At level 80, with Primal Precision (2/2), we now need 131.15995788 (132 effective) Expertise Rating to eliminate enemy Dodge.
At level 80, with Primal Precision (2/2), tanking Bears can now use up to 442.664857845 (443 effective) Expertise Rating to eliminate enemy Parry.
Cut to the chase: New Feral Druid Expertise Rating Cap: 132 Kitties, 443 Bear Tanks.
**Level 80 Dodge**
The big one for Feral Druids that intend to tank; Dodge.
A lot of factors are involved in determining our actual chance to Dodge.
I will briefly describe each factor that is involved, before getting into how to apply them all for a total result.
Base Dodge is different for each class. It is the base chance a character has, standing naked without consideration for Talents or Racial abilities, to Dodge an incoming attack.
Since Patch 3.0.1, level 80 Druids have a Base Dodge of 4.951.
Agility to Dodge ratio. How many points of pure Agility it takes to achieve 1% Dodge.
At level 70; 14.7059 Agility = 1% Dodge.
At level 80; 41.6667 Agility = 1% Dodge.
Dodge Rating to Dodge ratio. How many points of Dodge Rating it takes to achieve 1% Dodge.
At level 70; 18.92307854 Dodge Rating = 1% Dodge.
At level 80; 39.34798813 Dodge Rating = 1% Dodge.
Defense Rating to Dodge ratio. How many points of Defense Rating it takes to achieve 1% Dodge.
Some brief background. Defense Rating adds to Defense Skill. The following data assumes that you are at level 80, and have maxed your Defense Skill to 400. Defense Rating adds to your chance to Dodge, Block, Parry and avoid being struck by Critical Blows. Bear tanks cannot Block or Parry. With Survival of the Fittest (3/3) Bear Tanks cannot be struck by Critical Blows from a level 83 raid boss. We therefore will ONLY discuss the benefits of Defense Rating in terms of bonus to Dodge.
25 Defense Skill provides +1% Dodge.
1 Defense Skill provides +0.04% Dodge.
At level 70; 2.365385056 Defense Rating = 1 Defense Skill.
At level 80; 4.918498039 Defense Rating = 1 Defense Skill.
At level 80, it therefore takes 122.962450975 (123 effective) Defense Rating to achieve +1% Dodge.
Warning! Only whole values of Defense Skill are applied. The value of Defense Rating is NOT rounded up to the next whole Defense Skill.
You have 19 Defense Rating. 19 Defense Rating / 4.918498039 = 3.862 Defense Skill = 3 Defense Skill. 3 Defense Skill = 0.12% chance to Dodge.
You have 20 Defense Rating. 20 Defense Rating / 4.918498039 = 4.066 Defense Skill = 4 Defense Skill. 4 Defense Skill = 0.16% chance to Dodge.
Talents. Feral Druids have two Talents that directly increase Dodge.
Feral Swiftness (2/2) increases chance to Dodge +4%.
Natural Reaction (3/3) increases chance to Dodge +6%.
Racials. Night Elf Druids no longer get a 1% chance to Dodge from Swiftness. The Night Elf Racial was changed to instead give +2% chance to be missed.
When computing your Dodge%, please take this into account. Note that Night Elves get +2% Miss, but do not factor it into your Dodge.
This is a buff, with some consequences. Lemme sum up;
It has gone from +1% Dodge to +2% Miss, and 1% Miss has the same mitigation effect as 1% Dodge. So this is a nice increase. The significance of the change from Dodge to Miss is that Warrior effects that proc from the opponent Dodging, like Overpower, are not procced by misses. Likewise, the enemy Swing Timer is reset by Dodges… not by Misses. This means that a Night Elf gains 2% increased chance to miss over a Tauren, without incurring a corresponding increased Swing Timer reset chance. But it also means the +2% Miss does not help Druid Rage generation from Natural Reaction. So again, when you’re analyzing your Dodge%, and seeing how it therefore applies to Swing Timers and Rage generation, make a mental note that Quickness is good, but has limited effects.
Opponent Level Modifier. There is a Dodge difference due to Defense Skill vs Weapon Skill, when fighting higher level opponents. When a level 80 Druid fights a level 83 raid boss, you suffer a -.2% Dodge Penalty per level you are lower, due to your reduced base Defense Skill in comparison to the higher level Weapon Skill. So with your Defense of 400 vs Raid Boss Weapon Skill of 415, you suffer a total of -.6% Dodge due to the difference in levels.
How to apply all this to determine Total Dodge.
I have been asked to apply the Diminishing Returns rules to this, so that the final result you get will in fact be your correct Total Dodge. This is going to be miserable, but I’ll try to simplify this as much as I can.
Your Total Dodge consists of two different categories: Those stats affected by Diminishing Returns, and those that aren’t.
At this time, Base Dodge and Talents are unaffected by Diminishing Returns. Agility, Dodge Rating and Defense Rating ARE affected.
So we have to split things up into two sections; Base, and Pre-DR.
Add up the Base stats;
Base Dodge = 4.951
Feral Swiftness (2/2) = 4
Natural Reaction (3/3) = 6
Level difference from 83 raid boss = -.6
The total, 14.351, is our Feral Bear Dodge unaffected by Diminishing Returns.
Next, add up the Pre-DR stats.
Dodge from Agility = Your Agility from gear divided by 41.6667
Dodge from Dodge Rating = Your Dodge Rating divided by 39.34799
Dodge from Defense Rating = Your Defense Rating divided by 4.918498039, rounded down to the nearest whole number, and then the result multiplied by 0.04
We will call the total Pre-DR Dodge.
We will now work with your Pre-DR Dodge total to determine what the final value after Diminishing Returns will be.
The formula that Whitetooth derived that we will use is as follows;
Dodge (After DR) = 1 / (0.008555 + (0.9720 / Pre-DR Dodge))
Your final Total Dodge after Diminishing Returns is;
14.351 + Dodge (After DR)
I so, so, so did not want to get into Diminishing Returns in this post. Sigh. I apologise for the pain. I really hope that it came across clearly.
I’m going to give you one example.
For the purpose of this example, I’m going to pretend that you do not have ANY Dodge Rating or Defense Rating. Only Agility added from equipped gear.
We start with 200 Agility. Our Pre-DR Dodge would be 4.799996%.
Dodge (After DR) = 1 / (0.008555 + (0.9720 / 4.799996))
Dodge (After DR) = 1 / (0.008555 + 0.202500)
Dodge (After DR) = 1 / 0.211055
Dodge (After DR) = 4.738101%
200 Agility before DR, 4.799996% Dodge.
200 Agility after DR, 4.738101% Dodge.
We now increase it to 400 Agility. Our Pre-DR Dodge would be 9.599972%.
Dodge (After DR) = 1 / (0.008555 + (0.9720 / 9.599972))
Dodge (After DR) = 1 / (0.008555 + 0.101253)
Dodge (After DR) = 1 / 0.109808
Dodge (After DR) = 9.106804%
400 Agility before DR, 9.599972% Dodge.
400 Agility after DR, 9.106804% Dodge.
Remember, after obtaining the Dodge (After DR) value, you still need to add 14.351 to it.
I’d like to thank the hard work of Whitetooth, creator of the RatingBuster addon who posted so much core data analysis at the Elitist Jerks website, the historical data at Wowwiki, and the insanely awesome folks at MMO Champion and Wowhead for giving me the tools for putting this post together.