Strategy
Guides
Ultimate
Guide
to Aggro
(page 2 of 2)
Summary:
the values for abilities (I will recheck these)
6) Healing, "you gain x ___", etc
Each point of healing, when completely unmodified by talents, gives
0.5 threat. Replace the proof for (2) by the second person only
healing.
Note: overhealing doesn't count, only the actual amount healed. This
is easy to demonstrate.
Abilities that put "you gain x mana" in the combat log give 0.5
threat per point gained; life is the same. Examples would be
drinking potions, but not natural regen, or the Shaman's mana spring
totem.
Abilities that put "you gain x rage" in the combat log give 5 threat
per point gained. However, this is not modified by warrior stance.
Such abilities include bloodrage, improved blocking talent,
unbridled wrath, and 5/8 Might.
Like healing, these only give threat if you are below the maximum.
Summary:
for every point of damage healed you get 0.5 points of
threat i.e. 100 damage healed gives 50 threat
Same ratios apply for mana gained
For every point of rage gained (through abilities) you get 5 threat
not changed by stances and only happens if you are below maximum
threat i.e. not being attacked
7) Explaining damage to heal ratio
I stated that in my tests, each point of damage by the warrior took
approximately 4 points of healing by the priest, for the priest to
get aggro. Here's how:
Warrior in defensive stance, with defiance: 1.45 multiplier
Gaining aggro from Warrior: 1.1 multiplier
Priest with discipline: 80% threat
Healing: each point gives 0.5 threat
Together, 1.45 * 1.1 / 0.8 / 0.5 = 3.9875. Pretty darn close to 4.
8) Threat from pulling?
There is no threat associated with pulling. The smallest amounts of
threat we could generate drew aggro from a body pull, no matter how
long we waited after the pull. However, there are advantages to
having the tank pull, as explained in the next section.
9) Taunt Updated Jan 19
Casting taunt causes three effects.
A) The warrior is given as much threat as the person who currently
has the mob's aggro. Obviously if the warrior has aggro, this will
do nothing. Also, this effect will not lower the warriors threat.
For example, if player 1 has 100 threat and aggro, a warrior could
have 105 but not aggro; after taunt he would still be on 105 threat.
B) The mob recalculates its actual aggro target. If the warrior was
on the mob's hatelist before the original aggro target, the mob's
actual aggro target will switch to the warrior. Otherwise, the mob
will remember it's original target.
C) The normal taunt debuff. The mob is forced to attack the warrior,
even if the warrior is not its actual aggro target.
The threat that the warrior gains from (A) is permanent, regardless
of the outcome of (B). Note that it will not necessarily give the
warrior the equal highest threat on the mob. If player 1 has 100
threat and aggro, Player 2 has 109 threat but not aggro, and the
warrior has 0 threat, then the warrior is given 100 threat, not 109,
so he could easily lose aggro to Player 2 after taunting.
10) Implications.
a) Let the tank pull! Then he will be first on all the mobs'
hatelists, and his taunts will always return aggro to him.
b) Given that targets at range will only draw aggro when they have
more than 130% of the mob's target's current threat, it's important
for a tank to keep the mobs well away from the casters. If a healer
does draw aggro and you taunt it off him, make sure you also move it
away.
c) Heroic Strike should not be used as a primary threat ability.
Suppose you are tanking a level 62 mob. Let's give him 8,000 ac raw,
and even assume he has 5 sunders stacked, for 5750 final ac, so he
will take 48.89% of damage. A 15% crit rate is balanced by the 10%
penalty to damage in defensive stance, and a 10% chance of a
glancing blow chance for 50% damage. Then you can expect the 138
damage from Heroic Strike to contribute 67.5 damage on average, for
a total of 212 unmodified threat. This is still only 82% of the
threat a sunder would give. Even with a 1.3 speed weapon, you will
still do 94% the threat of sunder per time interval.
Best practice is to spam sunder, and use HS in between to soak up
excess rage.
d) Revenge ftw. You can expect to do about 345 unmodified threat
with Revenge, including damage, against the mob in the example
above, which is exceptional for the low rage cost, even throwing in
10 for a shield block. However, there is a rage cost of shield
block, in that you will block more attacks, so take less damage, so
gain less rage from damage. Two blocks for 180 damage and you can
say goodbye to another 4 rage.
e) Demo Shout ftl.
Demoralizing shout does one sixth the threat of a
sunder. Even spammed in defensive stance with defiance, you're doing
no more threat than 42dps on each mob. Besides picking up whelps in
Onyxia and tanking panthers in the Panther boss encounter in ZG, I
can't see a compelling reason to use this.
f) Shield Slam ftl. Given the 6 second cooldown, there is no
improvement in threat per second by using shield slam. With shield
slam: 3 sunders and 1 shield slam every 6 seconds. About 212 threat
per second, unmodified. With the 30 rage from the shield slam you
can cast 1 sunder and about 1.2 heroic strikes, assuming you have
the talents (which you would with any shield slam build), and are
losing 3 rage per Heroic Strike from lost white damage rage (i.e.
assuming 90 modified damage per hit). The 4 sunders and 1.2 heroic
strikes every 6 seconds gives about 215 threat per second.
The only improvement is if you are spamming both sunder and HS, and
want even more threat. Suppose we have a 2.0 speed weapon, HS spam
and sunder spam. That's about 280 unmodified tps. Changing one
sunder for a shield slam gives us 318 unmodified. However, the same
effect would be achieved by changing to a 1.4 speed weapon and
casting HS more often. And these values aren't taking into account
autoattack damage, which makes the margins comparatively smaller.
g) There's no amazing super secret randomized blizzard aggro
algorithm. The concepts are simple and the values can be fitted with
nice numbers. Even formulas for threat-reducing knockbacks can
conceivably be worked out, if threat values are carefully monitored.
hopefully this helps you peeps. don't worry new aspiring warriors when you
have played a bit this will help not scare. thanx to those peeps who
helped with the data you know who you are.
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