Obrimos, it doesn't work really like that. Combat table in WoW only means that server rolls simulated 1000, 10000 or even more sided dice and your avoidance values + enemys crit, crush, etc values are added to that dice in order you listed and when list becomes full (100%) rest are ignored and that is why we can get "uncrushable" or block capped which seems to be today's word for it.
Let's say that our tank has for example 10% miss, 25% dodge, 20% parry and enough block to fill rest of the table (45%) with block. That does NOT mean that when game sees he has dodged 24 times, blocked 45 times parried 20 times and been missed 10 times that next attack must and will be dodge. In fact server doesn't care about previous attacks at all when calculating result for current attack roll.
Each attack roll is completely intependent from all rolls that have already occured and all rolls that will occur and that results in avoidance (and crit and such) being only avarages over very long (well, theoretically infinite) span of time.
If WWS parses showing different avoidance rates than those suggested by character sheet (like for example avarage 18% parry when raid buffed that should be 17%) are not enough to convince you then I'll prove this with a very simple way: money. If server really did take previous rolls into account it would need to store that data somewhere and use some extra processor time to calculate result for every attack roll as it is more complicated to make random roll based on current and previous values than just current values. Now when we also consider the amount of characters there can be in combat at the same time and the amount of attack rolls per second that means I think it is fairly safe to assume Blizzard has choosen the less resource hungry way.
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Torakka
Mon Dec 08, 2008 7:52 am

