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Tanking Un-crushable

Author: inwowgold Source: http://www.inwowgold.com

   The un-crushable is thrown around a lot when it comes to tanking. It means exactly what you'd think it means being at the point where your opponent can't land a crushing blow on you. That is, a common misconception is that 490 defense puts you at that point. So how do you get to that point? It depends on how un-crushable you want to be. As a Warrior or Paladin, there are two states of being un-crushable you can shoot for. One is a temporary state and the other is a permanent state. Let's talk about the mechanics of getting there to begin with.
   Our travel to un-crushable begins with the combat table. From here, we know a mob's chance to land a crushing blow on you is some percentage chance on the table. Using the order of precedence of the combat table, we can work to remove crushing blows from the table. Recall that the combat table orders of precedence are Miss, Dodge, Parry, Block, Critical Hit, Crushing Blow and Hit.
   The order of precedence determines the order in which entries in the table are removed. From there, we know that if we add 1% chance to hit, it removes 1% chance to miss from the table. If we add 1% chance to miss, then that cause 1% hit to be removed. Since there is precedence, adding at the top causes removal at the bottom. In this way, adding 1% dodge, 1% parry and 1% block will remove 3% hit. Once we run out of chance to hit, it moves up the table and starts to remove chance for crushing blow and that's the key to becoming un-crushable. You must consider this combat table: 10.0% Miss, 20.0% Dodge, 15.0% Parry, 30.0% Block, 15.0% Crushing Blow and 10.0% Hit.
   If you as a level 70 Warrior were to click Moroes' Lucky Pocket Watch] </SPAN>, you'd give yourself 300 dodge rating, or 15.9% chance to dodge, for 10 seconds. The table has to add up to 100% and so by adding 15.9% chance to dodge, that 15.9% has to come off somewhere. Since the table is in a precedence order it starts by coming off the bottom, at hit. The first thing to go is the 10% hit, but that leaves 5.9% that must come off somewhere. Next up from the bottom in precedence is crushing blow, so we reduce the initial 15% by 5.9%, leaving a 9.1% chance to be crushed. That leaves the table looking like this: 10.0% Miss, 35.9% Dodge, 15.0% Parry, 30.0% Block and 09.1% Crushing Blow.
   It is easy to see how we become un-crushable. Making the sum of equal to 100% and there is no room left on the table for crushing blows. It is obvious that having any chance to be critically hit left on the table isn't very good and we want to remove that as well. Though, it is true that chance to be critically hit would go towards removing crushing blows as insane as that would be to do in practice. In any case, as you've probably noticed, there was no chance for critical hit on the example table above. In all cases we assume 490 defense, which removes critical hit from the combat table of its own accord, but that's actually irrelevant to the question here.

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