Yeah, they use the same boss for every different profile they publish. You may not use the same boss for different ilvls, TMI doesn't work that way. For ilvl 630 the boss hits way too hard and for ilvl 695 is doesn't hit hard enough (hello absorb shields and overhealing screwing everything up). As long as there isn't a way to implement the proactive use of cooldowns we can't sim tanks anyway.
That said, the boss is under every report and I did a simulation myself based on the Butcher (Highmaul):
Code:
enemy=fluffy_pillow
actions=auto_attack,damage=75000,attack_speed=1.5,aoe_tanks=1
actions+=/melee_nuke,damage=24990,cooldown=1,attack_speed=0.1,type=physical
actions+=/spell_aoe,damage=125000,cooldown=20,attack_speed=0.1
Code:
enemy=fluffy_pillow
actions=auto_attack,damage=202521,attack_speed=1.5,aoe_tanks=1
actions+=/melee_nuke,damage=67480,cooldown=1,attack_speed=0.1,type=physical
actions+=/spell_aoe,damage=405042,cooldown=20,attack_speed=0.1
I took the melee hits from Golemagg reports (60-65k) and added a little bit. Maybe it's still too low, but it's close to the current reality we're going to face next week. I'm not sure about the attack speed, but it didn't change the result by a lot. The dot is averaged out, but for an attackspeed of 2. The damage for mythic is scaled up based on the skill damage scaling from the abilities (LFR->mythic is 2.7). Raidsize is 20. Added a hefty nuke every 20s just to make it more interesting.
This gives us a boss that does almost constant damage and it fits the profiles that just chain cooldowns. The results are far more realistic. The tanks are very close by and in reality it will come down to pure skill (and items).
TL;DR: (Skill + Items) >> Class
Scaling for ilvl 630
Strength 1.00
BonusArmor 1.76
Stamina 1.72
Armor 1.53
Mastery 0.61
Multistrike 0.62
Haste 0.50
Versatility 0.55
CriticalStrike 0.38