1% dodge vs 100 hp

Re: 1% dodge vs 100 hp

by Armilus » Fri Jul 17, 2015 7:18 pm

Badtank wrote:See this is the line of argument that people THINK is correct for dodge, that 11% dodge over 100 attacks equals 11 dodged attacks. That's not true, and that's the problem with gearing for avoidance over hp. Having 11% dodge means you have a 1.1/10 change of dodging every attack that comes your way. That still means you have a 89% fail rate on every single attack that comes at you. For almost my entire career as a tank every time I tank I have almost always found to get an ideal 1/5 avoidance chance it required nearly 20% in both dodge AND parry. Now even then you end up with two major problems. You can still get bad strings, and then your avoidance is worthless.

The second problem is overly good strings, dodgeing/parrying upwards of 5 attacks in a row. Now why is this bad you may ask? Anyone that has had this happen can tell you, it is super easy to screw up your healers when you don't get hit for upwards of 20 seconds. That sounds ideal but it's just not and that's the problem with the end game goal of avoidance, it makes you unpredictable as a tank and actually servers to make you harder to heal. A bigger health pool on the other hand ends up with total reliability. Every healer on you knows exactly where you stand, sure you might get less dodges but having a larger overall health pool ends up with you being more consistent overall every time over a dodge heavy tank. With def cap and a large health pool + good use of shield block you present the most stable tank to heal. You don't tend to spike and it often allows your healers to get into a better rhythm to heal you with. This ends up with less burst healing, more mana conserved, and less chance for user error.


Are you even reading my posts? It really seems like you either read the first 2 sentences and stop or just skim it.

Please read my post and respond to what I actually said, not what you assume I said after you stopped reading.
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Re: 1% dodge vs 100 hp

by vido » Fri Jul 17, 2015 7:19 pm

It looks like you're the one attacking a straw man, Badtank . Armilus hasn't made any such claims and in fact mentioned the spiky nature of avoidance in his post.

Overly good strings being bad seems to make no sense to me if you consider that the only other possible situation would be to take damage or even die. Sure if you don't have enough ehp you will take large spikes and healing you will be troublesome however nothing is going to stop you from swapping gear for those encounters.

The topic title was miss worded and I wasn't looking for an answer that would argue for one stat being definitively better, since gear choice is very situational for a tank.
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Re: 1% dodge vs 100 hp

by Badtank » Fri Jul 17, 2015 11:13 pm

Gazpy wrote:He never said 100 hits, if you are doing % proofs on 100 hits then Jesus help you in 100 attacks you can go even 20 dodges with 10% dodge or you can go 0 but in real 10% dodge is 10% damage reduction in physical damage overall in whole raid.



I'm just using it as an example, obviously 100 hits is not enough data to extrapolate an answer from. You know what I was trying to say, don't act dumb.


vido wrote:Overly good strings being bad seems to make no sense to me if you consider that the only other possible situation would be to take damage or even die. Sure if you don't have enough ehp you will take large spikes and healing you will be troublesome however nothing is going to stop you from swapping gear for those encounters.

The topic title was miss worded and I wasn't looking for an answer that would argue for one stat being definitively better, since gear choice is very situational for a tank.



If it doesn't make sense to you, then maybe you should listen. That's why you made a thread, i'm explaining why that's bad. Gear is also not situational, there is almost always a best set of tanking gear. Please don't try to bring up fallacy's with me if you don't understand what they mean.
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