Apr 03, 2019 The reason it's better is because it's a flatout dmg/heal increase and a dmg reduc all in 1 stat. Crit is only 150% of it's worth in instanced pvp and you'd only take it once u have maxed out ur ideal versa and haste for druid in this case. And as part of the endgame theorycrafting team for the shadow priest section of WarcraftPriests.
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[https://wow.gamepedia.com/index.php?title=Damage_reduction&action=edit Please update] with [[Wowpedia:Citation|official sources]].'>
- question How can you kill Dead MVP with this much Dullahan mob? My RG has only about 1200def, 200k HP, Goibnes Set w/o dmg reduc enchants, used many kind of MVP scrolls and still killed on sight.
- After solo'ing AQ20 for weeks, I figured I would give this guy a try. I never bothered because I knew it was a ranged fight until 70%. But sure enough, it was done with ease. Fight took around 4 minutes. 3 1/2 of it was throwing. I did this as Dmg Reduc Mut, but after thinking about it Sub would have been better for a SStepBackstabRecup every.
Damage reduction in percent for melee attacks taken from a target of the same level. Note that this graph peaks at 75% for all levels, since this is the maximum damage reduction gain from armor.
Armor reduces physical damage done against you by a certain proportion. It depends entirely on the level of the monster (or player) hitting you and your own armor. Your level doesn't matter. By hovering your mouse over Armor on your Character screen, you can see the percentage value of this reduction for damage done by enemies that are at your current level. This percent reduction will actually fall as soon as you gain a level if you're still wearing the same armor. You haven't lost anything, it's merely showing you that your armor isn't as effective against monsters one level higher than you used to be.
The most important thing to remember about armor is: An X% increase in armor means an X% increase in armor's contribution to the amount of damage you can take.
The formula for the base armor value is:
Base Armor = 2 * Agility + gear armor + magic armor |
Gear armor is the armor value from the gear you are wearing. Magic armor is the extra armor from buffs such as scrolls, mage armor, armor kits etc.
Note that talents which give a percentage bonus to armor (like druid bear form) do not include magic armor in their boost to the armor rating. This is especially important for druids since bonuses received from armor kits, sets and green effects in general are not affected by Bear, Moonkin, or Tree Form or armor-increasing talents.
For enemies from level 1 to 59, the reduction to physical damage, as a percentage, is given by the following formula:
%Reduction = (Armor / ([85 * Enemy_Level] + Armor + 400)) * 100 |
For enemies from level 60 and up, the reduction to physical damage, as a percentage, is given by the following formula:
%Reduction = (Armor / ([467.5 * Enemy_Level] + Armor - 22167.5)) * 100 |
For level 80 and raid bosses, this simplifies to:
%Reduction for 80 = (Armor / (Armor + 15232.5)) * 100 |
%Reduction for 83 = (Armor / (Armor + 16635)) * 100 |
Note that the maximum damage reduction is capped at 75%. The 15232.5 and 16635 numbers in the denominator are often confused. The constant is based on the attacker's level, not the target's level. Use 15232.5 for your attacks (outgoing) and 16635 for damage received.
For level 83 bosses, as described below, armor caps at 49905. The Diminishing Returns on armor as you approach the cap are rather harsh; both functions are graphed below.
Damage reduction gained by each point of armor from 30k to 50k armor vs a level 83 boss.
Actual damage reduction from armor at armor values against level 83 raid bosses.
- 3That EXTRA armour that I need - General formulae
- 3.1The general formulae
Damage Soak
Although the character sheet tooltip gives the amount of damage that the armor absorbs, it is more useful to think of how much more damage the player can take.
In general, the armor reduction formula can be written as
Reduction = Armor / (Armor + X) |
If the enemy is lower than level 60, X = 85 * Enemy_Level + 400. If the enemy is level 60 or higher, X = 467.5 * Enemy_Level - 22167.5 Therefore, the amount of damage that the player takes after their armor's damage reduction is applied is:
Damage_Taken = Damage_Dealt * ( 1 - ( Armor / (Armor + X) ) ) |
or |
Damage_Taken = Damage_Dealt * ( X / (Armor + X) ) |
So the ratio of damage dealt to damage taken is:
Damage_Dealt / Damage_Taken |
or |
(Armor + X) / X |
or |
1 + (Armor / X) |
Therefore, the increase in the amount of damage the player can take compared to having no armor at all, as a percentage, is:
(Armor / X) * 100 |
Therefore, an X increase in armor (compared to 0 armor) means an 100% increase in the amount of damage the player can take. e.g. For a level 70 enemy, X = 10557.5. So a player with 10557.5 armor attacking a level 70 enemy would be able to take 100% more damage. A player with 31672.5 armor would be able to take 300% more damage than a player with 0 armor (which is the maximum).
Armor required to get X% damage reduction
To calculate the amount of armor needed for maximum mitigation against a lvl 59 or below enemy, one can use the following formula:
Armor = 1200 + 255 * Enemy_Level |
Thus a lvl 59 character who wants to achieve 75% reduction vs. lvl 59 mobs would need 16245 AC. Note that this changes beyond lvl 59, as the formula to calculate damage reduction for levels 60 and up requires much more armor to get the same mitigation. Despite the much higher armor values required for 75% reduction at levels 70 and higher, it is currently possible for a well-geared druid to reach this point (see this page).
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Or a more general formula. The amount of armor needed for a specific reduction is:
Armor = %Reduction * (400 + 85 * Enemy_Level) / (100 - %Reduction) |
Against a level 59 and less:
Armor = (400 + 85 * Enemy Level ) / ( 100 / %Reduction - 1) |
Against a level 60 and up:
Armor = (467.5 * Enemy Level - 22167.5 ) / ( 100 / %Reduction - 1) |
Armor required to get 50%, 60%, 70% and 75% damage reduction against lvl 60, 63, 70 and 73 mobs.
Damage reduction | ||||
---|---|---|---|---|
Enemy lvl | 50% | 60% | 70% | 75% |
60 | 5883 | 8824 | 13726 | 17648 |
63 | 7285 | 10928 | 16999 | 21855 |
70 | 10558 | 15837 | 24635 | 31673 |
73 | 11960 | 17940 | 27907 | 35880 |
80 | 15233 | 22849 | 35543 | 45698 |
83 | 16635 | 24953 | 38815 | 49905 |
%Reduction Formula
%Reduction = 100 / ( (467.5 * EnemyLevel - 22167.5) / Armor + 1 ) |
That EXTRA armour that I need - General formulae
This section is written to answer the question 'What's the amount of extra armour that I should add in order to gain extra 5% or 7.3% or 27.4% or whatever EXTRA percentage that I wish to gain in damage reduction?'.
The most straightforward/obvious solution is to use the 'armour-damage-reduction' formulae given in the section above. However, there is an exact general formula to find the answer for each case - either against a level 59 or lower mob or against a level 60 or higher mob. The formulae are given below the example of straightforward solution.
Example of straightforward solution: (you may skip this part)
If your current total amount of armour provides you with 35% in damage reduction and you wish to add extra 10% to get a total of 45%, what is the amount of extra armour that you should add?
Against a mob with level no higher than 59, you could do the following subtraction:
Extra armour = new armour - current armour
'Current armour' is the total amount of armour that you currently possess. 'New armour' is the new total amount of armour that you want to have in order to gain that extra percentage in damage reduction.
From the previous section, 'new armour' = (400 + 85 * Enemy Level ) / ( 100 / 45 - 1) and obviously you get the value 'current armour' by summing the amount of your equipments armour. Then, by doing the subtraction you get the amount of 'extra armour' you need in order to gain extra 10% in damage reduction.
Note though, that you need to calculate your current percentage in damage reduction by solving the armour formula with your current armour value.
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The general formulae
Most fun games on dmg gameboy free. Before looking at the formulae, please note the following representations:
A = current amount of armour
= extra amount of armour that you need to add to your current amount of armour to get certain extra percentage in damage reduction
R = current percentage in damage reduction provided by your equipments, buffs, etc
= extra percentage in damage reduction that you wish to add to your current percentage in damage reduction
L = enemy's level
Please also note that these formulae are derived based on the equations given in the previous section which are still lacking in citation.
Against a level 59 or lower mob:
Against a level 60 or higher mob:
These formulae are in fact more general than the formulae given in the section above. In addition to using these general formulae to calculate difference, if you take R to be 0, these general formulae are in fact the same as the formulae given in the previous section.
Page mac dmg.
Example:
Example:
From the table in the previous section we have the following figures:
Damage reduction | ||||
---|---|---|---|---|
Enemy lvl | 50% | 60% | 70% | 75% |
63 | 7285 | 10928 | 16999 | 21855 |
If your current armour provides 50% in damage reduction against a level 63 mob, you have 7285 armour. However, if you want to add another 25% on top of your 50% to get 75%, you'll need 21855 armour. So the EXTRA amount of armour that you need to add is 21855 - 7285 = 14570.
Let's see if we can get the same extra amount of armour (14570) by using the formula given above (note: please punch the numbers into your calculator carefully or use wolfram alpha). For level 60 or higher mob, we have:
A = 7285
R = 50
= 25
L = 63
R = 50
= 25
L = 63
Proofs
Warning: college level calculus is required.
Download microsoft word free mac. https://slvlrq.weebly.com/blog/civilization-5-free-download-mac. There are only two steps in each of the proofs.
1. Differential
2. Integrate both sides with the following limits:
2. Integrate both sides with the following limits:
External links
Not a reference, since this forum post is not from an official source:
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'WoW Dungeons & Raids' forum (US) 0. Patch 2.01 and TBC Armor & Damage Reduction | 12/07/2006 09:03:47 PM PST by Piousflea
Up to date calculator:
Retrieved from 'https://wow.gamepedia.com/index.php?title=Damage_reduction&oldid=5328431'
The key to winning as a shadow priest in World of Warcraft pvp is to think like a tank instead of like a spellcaster. This is often a diffcult change of approach, especially for players who are used to playing their spellcaster as a 'squishy' class, and who prefer to completely avoid close range combat. Shadow Priests are an entirely different class and require a significant change in strategies in order to be successful. Shadow Priests lack the enormous crits, high-damage spells or mana efficiency of the traditional ranged spellcasting classes like mages, shamans and druids, and they lack the versatility of warlocks because they don't have pets or a large variety of spells.
What Shadow Priests lack in these areas they make up for in sheer stubbornness. Shadow Priests are without doubt the toughest spellcasting class for melee attackers to defeat, and they are a colossal headache for other spellcasters because of their ability to silence and mitigate damage.
There are three primary strengths around which players should build their shadow priest pvp strategies.
Shadow Priests have the highest physical damage mitigation of any spellcasting class. The combination of shadowform's damage reduction, the armor bonus from inner fire and the ability to raise a shield every 15 seconds makes it very unlikely that a melee attacker will accumulate adequate damage before their health is consumed by a shadow priest's damage over time spells and mind flay.
Using this class feature in combat against melee classes is simple. Don't run. In fact, don't move at all except to change directions for mind flay. As a shadow priest, you are gambling that shadow word: pain, devouring plague, mind flay and vampiric touch will deplete your opponent's health before they can break through your armor, armor bonuses and shields and outrun vampiric touch with their dps. A well-timed psychic scream, especially just before a mortal strike, eviscerate or windfury will often close the door on a shadow priest loss.
The second strength of the shadow priest is that shadow word: pain is the best damage over time spell in the game. Shadow word: pain has the highest per tick base damage and therefore benefits the most from shadow bonus damage. Unlike warlock damage over time spells, shadow word: pain can also cause a stun through the blackout talent, and in fact, rank one of this spell is often used as a ranged stun against running opponents such as a flag carrier in the Warsong Gulch PVP Battleground.
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The third and probably most overlooked strength of the shadow priest in pvp is the ability to heal. While vampiric touch is indeed a nice ability, many shadow priest players overlook the importance of dropping shadowform when necessary. Shadowform is primarily an offensive class ability, and as such, should be viewed as optional from the standpoint of a pvp battle where health is becoming an issue, especially against a class with significant burst damage capability like a mage. Formidable is the shadow priest who lands a greater heal mid-battle against a class that cannot heal at all, especially if it crits.The general philosophy of the shadow priest is one of constant attack. Shadow priests do not avoid, they do not run and they do not concern themselves with numbers of opponents. Compared to other spellcasters like warlocks, mages, druids and other priests, shadow priests are like blocks of solid iron to a melee opponent and very confusing to other spellcasters.
One of the best openings for a shadow priest is mind flay. As strange as it may sound, landing a mind flay at maximum range gives a shadow priest a variety of options. If the opponent chooses to close, they are walking right into a psychic scream and the loss of their trinket. If they choose to run, the shadow priest can simply allow shadow word: pain spells to tick while they try to stay in mind flay range. If the opponent answers with ranged attacks of their own, the shadow priest can simply answer with vampiric touch and give their opponent a large damage penalty while winding up a mind blast.
One important key to keep in mind while fighting in shadowform is that shadow word: pain, especially at maximum ranks is relatively expensive to cast at several hundred mana. Mind flay is far more versatile and far less expensive mana-wise, even though it does less damage. Shadow priests are notoriously mana-inefficient, and so must do what they can to preserve as much mana as possible by employing such strategies as downranking psychic scream and possibly putting a point in vampiric touch at higher levels.
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Shadow priests have always been an extraordinarily powerful class and build for World of Warcraft PVP. The class is very simple and the bonuses and abilities in the shadow tree compliment each other in very powerful ways. The class is somewhat limited by a 'come as you are' itemization system. The only true weakness the shadow priest suffers is the lack of efficient mana regeneration. However, with full mana, there is no class or build in World of Warcraft that can count a shadow priest as an automatic win.