Wow About Semi-hardcore Tanking Vengeance Guide
The Basics
Now we' ll take a closer look at how Vengeance is expected to work in game. For these examples let' s look at my own character as a base. He is a decently geared ICC 10 Paladin tank with roughly 44,000 unbuffed health which equates to right 60,000 raid buffed health. For account of artlessness let' s calculation it at 45,000 unbuffed health.
That would mean that at the full 10% stack it would be 4,500 extra attack power. Knowing that at level 80 it takes 14 AP to grant a 1 DPS increase it equates to roughly a base 300 DPS increase. Past this amount it is harder to amount out absolutely how abundant added absolute DPS and accordingly blackmail you would accretion back it depends on the abilities you use, their accessory to advance ability and the blackmail they generate.
From my experience I put out between 2200 and 3000 DPS while tanking an average boss fight, depending on the mechanics of the fight. It would effectively double my tank' s current attack power from just over 4,200 to almost 9,000 which would be a nice single target boost, especially at this stage in the game. If we yield the 300 DPS access by itself that would beggarly a simplistic added 10% addition to threat. By looking at the fact of the doubled current AP we know it will work out to more than that but exactly how much is hard to calculate quickly.
Threat is usually not an issue early in an expansion but as DPS gears up at the end game their threat output can ramp up wildly. Tanks meanwhile focus on health and avoidance and their damage changes very little. This would take the stat that makes a tank a tank and turn it into extra threat.
How it Stacks
The stacking mechanic used takes a little while to understand, as it is not simply a 5% / 10% increase as some players have initially thought on the forums. In fact it is a little strange and may require tuning or simplification since it appears at first glance a little clumsy and requires a lot of tracking in game.
Let' s look at two examples and the issues with each of them.
In this first example let' s look at a hard hitting slow boss, that hits for 15,000 damage each hit (after mitigation), roughly every 2.5 seconds. This means that you would gain about 750 AP after each hit that lands. With an average dodge, parry, and miss of say 40% combined (which would be considered low anywhere other than ICC), that means roughly 10 swings by the boss before you have the full effect, or roughly 25 seconds!
That is a long time, especially if the fight uses any kind of tank swap mechanic. Think of Saurfang with a tank swap roughly every 20 seconds. You would almost never get to the total bonus, and once you did it would likely fall off before it was your turn to tank again. In fact depending on how long the stack lasts, I' m gameuming something like 15 seconds, it is absolutely accessible (although unlikely) that it could bead off while angry an acutely apathetic hitting boss. At 15 seconds it simply means a combination of 6 misses, parries, and dodges in a row against a 2.5 second per swing boss. It' s unlikely at only roughly a 0.5% chance with a combined 40% mitigation or a 1.5% chance at a combined 50% avoidance, but it is still possible.
The second situation is a fast, light hitting boss. Think of a boss that hits every second with an attack and every three with an AoE or Aura attack. Numbers streaming by for damage taken like: 4880, 2240, 6560, 1820, 3450, etc. The attack power gain from each one is very low. This means that your bonus moves up as follows: 244 to 356 to 684 to 775 to 947.5.
Now we' ll take a closer look at how Vengeance is expected to work in game. For these examples let' s look at my own character as a base. He is a decently geared ICC 10 Paladin tank with roughly 44,000 unbuffed health which equates to right 60,000 raid buffed health. For account of artlessness let' s calculation it at 45,000 unbuffed health.
That would mean that at the full 10% stack it would be 4,500 extra attack power. Knowing that at level 80 it takes 14 AP to grant a 1 DPS increase it equates to roughly a base 300 DPS increase. Past this amount it is harder to amount out absolutely how abundant added absolute DPS and accordingly blackmail you would accretion back it depends on the abilities you use, their accessory to advance ability and the blackmail they generate.
From my experience I put out between 2200 and 3000 DPS while tanking an average boss fight, depending on the mechanics of the fight. It would effectively double my tank' s current attack power from just over 4,200 to almost 9,000 which would be a nice single target boost, especially at this stage in the game. If we yield the 300 DPS access by itself that would beggarly a simplistic added 10% addition to threat. By looking at the fact of the doubled current AP we know it will work out to more than that but exactly how much is hard to calculate quickly.
Threat is usually not an issue early in an expansion but as DPS gears up at the end game their threat output can ramp up wildly. Tanks meanwhile focus on health and avoidance and their damage changes very little. This would take the stat that makes a tank a tank and turn it into extra threat.
How it Stacks
The stacking mechanic used takes a little while to understand, as it is not simply a 5% / 10% increase as some players have initially thought on the forums. In fact it is a little strange and may require tuning or simplification since it appears at first glance a little clumsy and requires a lot of tracking in game.
Let' s look at two examples and the issues with each of them.
In this first example let' s look at a hard hitting slow boss, that hits for 15,000 damage each hit (after mitigation), roughly every 2.5 seconds. This means that you would gain about 750 AP after each hit that lands. With an average dodge, parry, and miss of say 40% combined (which would be considered low anywhere other than ICC), that means roughly 10 swings by the boss before you have the full effect, or roughly 25 seconds!
That is a long time, especially if the fight uses any kind of tank swap mechanic. Think of Saurfang with a tank swap roughly every 20 seconds. You would almost never get to the total bonus, and once you did it would likely fall off before it was your turn to tank again. In fact depending on how long the stack lasts, I' m gameuming something like 15 seconds, it is absolutely accessible (although unlikely) that it could bead off while angry an acutely apathetic hitting boss. At 15 seconds it simply means a combination of 6 misses, parries, and dodges in a row against a 2.5 second per swing boss. It' s unlikely at only roughly a 0.5% chance with a combined 40% mitigation or a 1.5% chance at a combined 50% avoidance, but it is still possible.
The second situation is a fast, light hitting boss. Think of a boss that hits every second with an attack and every three with an AoE or Aura attack. Numbers streaming by for damage taken like: 4880, 2240, 6560, 1820, 3450, etc. The attack power gain from each one is very low. This means that your bonus moves up as follows: 244 to 356 to 684 to 775 to 947.5.
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