Do you folks think that Riposte bumps up Parry and Dodge above Hit/Exp caps for tanks now?
I'm sorry you're living in the past. The nerf to vengeance was to stop people gaming fights by solo tanking them, not because Blizz thinks that tanks shouldn't do damage.
Tank damage is important when pushing through heroic modes or even regular modes - if there were no enrage timers I would agree with you.
they also said that tanks shouldn't outperform dps roles in doing dps, they said a tank should think about taking as less damage as possible not
about the voids he could stand in to take more damage, to gain more vengeance, to do more damage himself.
i dont mind tanks dps but its not the thing the should focus on and they should never outperform the real dps roles......
also the vengeance nerf doesn't change a thing about solo tanking
Yeah, solo tanking has nothing to do with vengeance. Solo tanking just gave one tank all the vengeance all the time so his dps is high AND you open up a slot to add another dps player which in turn makes the fight easier. Blizzard sees this during testing and tunes the fight accordingly which puts a higher strain on the dps requirements.
That is what needs to be fixed if they want to make tank damage a non-factor. As long as a class can single-tank a fight while other tanks cannot, those teams with the single tank class will have a huge advantage. This is also why tank damage matters so much (you can severely under-gear content and beat it by doing this), in addition to enrage timers.
EDIT:
Riposte is complete garbage and will not change the way I gear for tanking (reforge out of all dodge/parry)
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It depends.
On large instant hits: "old" AMZ > "new" AMZ > DA
On medium/light ticks that last less than 6 seconds: "new" AMZ > DA > "old" AMZ
On medium/light ticks that last more than 6 seconds: DA > "new" AMZ > "old" AMZ
That's, of course, if your raid can stack under AMZ, otherwise DA it's better in any case.
Not at all. In a "worst possible RNG" situation, avoidance provides absolutely nothing.
It is also worth noting that avoidance only works on things which can be avoided. I still hold by that the consistency of haste along with its ability to be useful against all damage makes it a stronger survivability stat.
I can see using something like the Darkmoon Stam trinket + Phase Fingers to boost Dodge (and resulting Crit) rating on the pull, applying diseases after Riposte activates (even better if you get a Fallen Crusader/Str trinket proc), and refreshing them with Scarlet Fever via Blood Boil. So you get a kind of Blood Festerblight.
Feel like they should have left it 75% but shorten the duration to 3 seconds with no cap. That way it absorbs the same damage without it just being wasted on a dot.
You're right, but it doesn't mean much though, because there's also a chance you could enter in a perfect RNG situation and avoidance would be the best thing ever.
There are also situations where avoidance could save you from a big hit that would otherwise one shot you, while haste wouldn't do jack about it.
All in all, these stats are pretty much incomparable because they provide different kinds of benefits. What we can calculate though, is which one is more likely to make a difference when you're in danger. Also, haste is constant while avoidance is random, so yeah.
nobody uses AMZ in PVP anyways why would you when lichborne is the go to talent in that tier, just use AMS and glyph it and it does better than what AMZ does apart from only protecting you ofc, ive been wondering about the death siphon change of 10% increased AP
Think about hitting a target dummy with auto hits for 10 hours, 2s swing timer, once with 50% haste and 0% crit, once with 50% crit and 0% haste.
The damage done in the end will be roughly equal. Now compare dmg done over 30 seconds and compare the divergence of damage done.
Haste will be at a 1.33s swingtimer, so in 30s there'd be 22.5 hits every 30s, so it'd be damage equal to 22 or 23 hits (50:50 divided).
Crit with a 2s swingtimer will always score 15 hits, on average these will also deal 22.5 hits worth damage, but a bad luck streak can leave you with 15 hits worth and a good luck streak can leave you with 30 hits worth.
I prefer a certain reliability when tanking. If just base avoidance were higher and the DR not so steep. I don't like investing into low avoidance but I'd break a leg to get high avoidance (as in 70%+).
Lets say for every swing you do 10 damage
in 10 hours with a base of 2s swing timer and 50% haste you would have a 1 second swing and get 600 hits of 10 = 6000 damage
in 10 hours with a base of 2s with 50% crit you would get 150 hits at 10 (1500) and 150 hits at 15 = 2250 = 3750
6000 =/= 3750