This is a quick "Beginner Theorycraft" article to explain the basics of the Attack Table to new players. I began with Theck's pre-5.0.4 tutorial, and updated it to include the changes to the attack table introduced in patch 5.0.4.
This is designed to be a "tutorial," which means "readable by someone who's just getting their feet wet in tanking theory."
Any comments/questions/suggestions are welcome, especially those that further enhance the readability of the guide and the quality of information it contains. And things like telling me I got stuff backwards or totally botched numbers.
For a TL;DR version, scroll on down a couple posts, or go here
Basic Training 101: The Attack Table
To understand some of the gearing choices a paladin has to make, we first need to understand how WoW resolves combat events. The fundamental mechanic is something called the Attack Table.
Every time a player or boss attempts to make an attack, the game performs a series of two rolls to determine whether the attack succeeds or fails. The Attack Table is the scale which determines the results. To illustrate this, let's look at a few simple examples. First, let's consider a lvl 90 mob attacking an un-specced lvl 90 human paladin with base avoidance/block (3% miss, 3% dodge, 3% parry, 3% block). The attack table is then constructed like this:
Table 1
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00.01-03.00 = miss
03.01-06.00 = dodge
06.01-09.00 = parry
09.01-12.00 = crit (200% damage), roll on Table 2
12.01-100.0 = hit, roll on Table 2
Table 2
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00.01-03.00 = block (30% damage reduction - ignore critical blocks, since only warriors can do that)
03.01-100.0 = hit (100% damage or 200% damage if rolled due to crit)
the server then does a /roll 100 to determine the outcome (though it does this to more decimal places than a standard /roll 100). If it rolls a 12, you parry and no secondary roll is performed; a 16 is potentially a blocked hit, and a secondary roll is performed. If that secondary roll is 3 or less you block the attack, otherwise you are hit.
If instead we're considering a level 93 boss attacking the same un-specced level 90 paladin, we have to make a few modifications. For each level above the player's level, the NPC gains an additional 1% chance to crit the player and reduces the chance for his target to avoid or block an attack by 1.5%. Thus, we've now got a 6% chance to be crit, and our base chance to dodge, parry, block, and miss are now all 0% since you can't have a negative value.
This is another major difference from previous expansions, because it means that a level 92 (typical level 90 5-man boss) has the same chance to hit our hypothetical player as a level 93 raid boss. The resulting attack table looks like:
Table 1
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---------- = miss (0% chance for boss to miss)
---------- = dodge (0% chance to dodge the attack)
---------- = parry (0% chance to parry the attack)
0.01-06.0 = crit (200% damage), roll on Table 2
6.01-100.0 = hit, roll on Table 2
Table 2
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--------- = block (0% chance to block the attack)
00.01-100.0 = hit (100% damage or 200% damage if rolled due to crit)
Before moving forward, let's briefly discuss how the table is arranged. As you see, avoidance is at the very top of the first table followed by crits and normal hit chances, while the second determine if you block the attack or if it hits. Note that blocks and crits are on different tables - this means that you can block a crit.
As you increase the chance to do any one of these things, it "pushes" the things below it further down on the same table. As an example, if we let our example paladin chose the protection tree as his specialization, he will gain an additional 18% block chance (from our baseline mastery, and an additional 10% block chance from Guarded by the Light), a 6% reduction in critical strike chance (from Guarded by the Light) as well as an additional 2% dodge (from Sanctuary).
Table 1
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--------- = miss (0% chance for boss to miss)
0.01-2.00 = dodge (2% chance to dodge the attack)
2.00-2.00 = parry (0% chance to parry the attack)
--------- = crit, Roll on Table 2
2.01-100.0 = hit, Roll on Table 2
Table 2
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0.00-18.00 = block (18% chance to block the attack)
18.01-100.0 = hit (100% damage, no crits possible)
So now our level 90 protection paladin cannot be critically hit by a level 93 or lower mob. He also has a reduced chance to get hit due to increasing both dodge and block chances. Note however, just because we see an 18% block chance on table 2, this does not mean we should expect an overall 18% of attacks blocked in our combat logs.
Here's where it gets a bit more tricky: Because of the 2-table system, our overall chance to block is dependent on our overall chance to avoid the blow (miss + dodge + parry) since that is determined first. Therefore, our overall block chance looks more like (1-A)*B, where A is (miss+dodge+parry chance) and B is our block chance. For our example, we'd expect to see closer to 17.6% of attacks blocked.
How would this look if we had a bit more realistically geared lvl 90 protection paladin? Well, let's assume they've gotten geared up so they have 8% dodge, 17% parry and 25% block on their character sheet.
For a level 90 mob, their attack table would look like:
Table 1
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00.01-03.00 = miss
03.01-11.00 = dodge
11.01-28.00 = parry
----------- = crit, Roll on Table 2
28.01-100.0 = hit, Roll on Table 2
Table 2
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00.01-25.00 = block
25.01-100.0 = hit
So while they'd expect to parry and dodge the same percentage of attacks as on their character sheet (8% and 17% respectively), they'd only see about 18% ((0.72*0.25)*100%) of the incoming attacks being blocked.
This is a major change from previous expansions, in that now avoidance chance affects block chance.
Let's take a look at the attack table for our paladin against a level 93 boss:
Table 1
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----------- = miss
00.01-03.50 = dodge (8% - 4.5% from boss level difference, since we are above 4.5% dodge total)
03.51-16.00 = parry (similar reasons to above)
----------- = crit, Roll on Table 2
16.01-100.0 = hit, Roll on Table 2
Table 2
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00.01-20.50 = block (25% - 4.5% from boss level difference)
20.51-100.0 = hit
So now we'd expect to see 3.5% of attacks dodged, 12.5% parried, and 17.22% blocked. Compared to our naked paladin earlier, we actually see fewer blocked attacks despite having a higher block chance because we have a higher avoidance chance.
The net result of this is that the interaction of avoidance and block is more complex than in previous expansions. Additionally, the old ideas of pushing un-mitigated/un-avoided hits off the attack table by stacking the right mix of block and avoidance is essentially impossible (or at best, extremely unlikely). In order to do that, you'd either need 100% avoidance (not going to happen) or 100% block (extremely unlikely, given gear levels and diminishing returns being added to block chance)
2-Roll vs 3-Roll system
Another variation on the attack table system is used for some special attacks, in which crit vs. normal hit is determined by a third roll. So going back to our base level 90 player facing a level 90 mob, our table would look like:
Table 1
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00.01-03.00 = miss
03.01-06.00 = dodge
06.01-09.00 = parry
09.01-100.0 = hit, roll on Table 2
Table 2
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00.01-03.00 = crit (200% damage), Roll on Table 3
03.01-100.0 = hit (100% damage), roll on Table 3
Table 3
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00.01-03.00 = block (30% damage reduction - ignore critical blocks, since only warriors can do that)
03.01-100.0 = hit (100% damage or 200% if due to a crit)
And for our geared protection paladin, facing a level 93 boss the table would look more like:
Table 1
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----------- = miss
00.01-03.50 = dodge (8% - 4.5% from boss level difference, since we are above 4.5% dodge total)
03.51-16.00 = parry (similar reasons to above)
16.01-100.0 = hit, Roll on Table 2
Table 2
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----------- = crit, Roll on Table 3
00.01-100.0 = hit, Roll on Table 3
Table 3
- Code: Select all
00.01-20.50 = block (25% - 4.5% from boss level difference)
20.51-100.0 = hit (100% damage or 200% if due to a crit)
Note that under the basic assumptions here (no modifying buffs/debuffs, assuming player-level + 3 or below mob, etc.), the 2 and 3 roll system become the same thing because the crit chance gets removed. However, if a debuff was introduced that say increased the critical hit chance on the player from 6% to 10%, there would be a difference (looking at the 90 protection paladin and 93 boss again):
2-Roll:
Table 1
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----------- = miss
00.01-03.50 = dodge (8% - 4.5% from boss level difference, since we are above 4.5% dodge total)
03.51-16.00 = parry (similar reasons to above)
16.01-20.00 = crit, Roll on Table 2
20.01-100.0 = hit, Roll on Table 2
Table 2
- Code: Select all
00.01-20.50 = block (25% - 4.5% from boss level difference)
20.51-100.0 = hit (100% damage or 200% if due to a crit)
3-Roll:
Table 1
- Code: Select all
----------- = miss
00.01-03.50 = dodge (8% - 4.5% from boss level difference, since we are above 4.5% dodge total)
03.51-16.00 = parry (similar reasons to above)
16.01-100.0 = hit, Roll on Table 2
Table 2
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00.01-04.00 = crit, Roll on Table 3
04.01-100.0 = hit, Roll on Table 3
Table 3
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00.01-20.50 = block (25% - 4.5% from boss level difference)
20.51-100.0 = hit (100% damage or 200% if due to a crit)
So in the 3-roll case, the overall critical hit chance would see the influence of dodge and parry but in the 2-roll case it would not (since in the 2-roll case avoidance would only reduce the chance of normal hits because they are the 'filler' in the table). To put some numbers to this, the 2-roll case would see an overall 4% critical chance, while the 3-roll would see 3.36% for the player considered above. If we bumped the player's avoidance (let's say dodge) up by 5% to 13% total, we'd see a 3-roll table like:
Table 1
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----------- = miss
00.01-08.50 = dodge (8% - 4.5% from boss level difference, since we are above 4.5% dodge total)
08.51-21.00 = parry (similar reasons to above)
21.01-100.0 = hit, Roll on Table 2
Table 2
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00.01-04.00 = crit, Roll on Table 3
04.01-100.0 = hit, Roll on Table 3
Table 3
- Code: Select all
00.01-20.50 = block (25% - 4.5% from boss level difference)
20.51-100.0 = hit (100% damage or 200% if due to a crit)
Which would result in an overall critical hit chance of 3.16% (though some of those may only be 170% damage attacks, rather than 200% due to block chance).
Appendix: Crushing Blows
A crushing blow is an auto-attack that hits for 150% damage. It can only occur when an NPC attacks a player, and should now only occur if the NPC's level is 4 or more levels above your own. As a result it is irrelevant for end-game tanking in Mists of Pandaria. It can, however, occur with non-level capped characters against much higher level NPCs. The chance for a crushing blow to be received is a base 15%, even if the NPC is more than 4 levels higher than the player. There may be some buffs (such as The defense debuff in the WotLK Thorim encounter) that may still impact this mechanic.
This tutorial has focused solely on incoming attacks from bosses, but the attack table system is also used for our offensive attacks. We'll discuss that in the next section.
