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Maintankadin

16k HP Unbuffed, Uncrushable Pre-Karazhan

Melathys
Thu Nov 08, 2007 8:30 am
i got crit by one of the undead outside kara while I was sitting down.
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Marylin
Thu Nov 08, 2007 8:38 am
Non-spell attacks always hit critically when the target is sitting, no matter how much defense it has.
Winchester
Thu Nov 08, 2007 12:20 pm
A nice way to check avoidences is to download tankpoints, it has a nice layout of everything.
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Winchester 70 Draenei Paladin - Shattered Halls EU
Guillex
Thu Nov 08, 2007 12:21 pm
modus:

Took this from the Tankadin 101 sticky in the Basic Forums.

Mitigation
There are many complicated methods and philosophies for how a tank can, and should, deal with damage. In practice these vary radically from class to class, but in principle it's the same. Damage mitigation can be broken down into two components:
Combat Table Manipulation
I'll only be covering this briefly (this sucker is long enough already), but a far more thorough explanation is available at http://www.wowwiki.com/Attack_table.
Exhaustive testing and sly confirmations from Blizzard indicate that physical combat involves a one-roll system. All the possible outcomes for an attack are arranged on a table and assigned a range value, totalling 100. A random number is generated by the game and this number is compared to the table.
Miss
Dodge
Parry
Glancing Blow (only players and pets versus mobs)
Block
Critical
Crushing Blow (mobs only)
ordinary hit

Values on the table can slide off the bottom, not the top. Additionally, certain effects may directly reduce other values (for example, Defense will reduce the range of Critical, and increase the range of Miss). This is how the mitigation numbers can be true "absolute values". If your block rate is 65% at the time of the attack, "Block" will have a value of 65% of the table. If there isn't enough room for all 65% (for example, if your Miss, Dodge, and Parry already totalled 40%), the excess Block will "fall off" the table. Note that at that point Critical, Crushing, and Ordinary Hit have already been pushed off.

The first aspect of Tank damage management is manipulating this table into as advantageous a configuration as possible, both through gear selection prior to the fight and skill use during the fight. The options for this table manipulation vary radically between the classes.

The second aspect of Tank damage management is preparing yourself so that when a strike gets past your table manipulation it poses as little a threat to your survival as possible. This is generally done through gear selection, optimizing armor and stamina to provide you with effective reduction on damage that does connect and a large HP pool so that damage reduces your health by as small a PERCENT as possible. Viewing incoming damage in terms of percentages rather than absolute values (i.e. 25%, rather than 3000) helps you conceptualize stamina as an integrated part of your overall damage management plan.


And don't rely on Scorpid Sting being up 100% of the time ... Do a little work, it won't be that hard, and you'll be laughing.
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Official thread killer

Winchester
Thu Nov 08, 2007 2:00 pm
tbh i have no idea where i got that from, did the research ages ago.
Either where i read it the poster said that or i just added the connection.
It's not far fetched though, although it looks like ive based this on nothing.
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Winchester 70 Draenei Paladin - Shattered Halls EU