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Paladin "cap" compendium.
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Post by
svirve
Last update: 02/04/2011
I am writing this because of the ever so common "cap" questions. Feel free to add anything that you feel that i have missed or done wrong.
Note that i use the term "cap" loosely, since not all of the numbers below are actual caps whilst other are. It would be more accurate to call the non-cap numbers, milestones.
Some of these numbers apply to more than one spec but I've added them were they make the most sense. Like retribution paladins arn't that concerned with haste as holy paladins are.
In other words, if you can't find the cap you're looking for under your spec, check the others as well. If it's not here write a post and i'll add it (if relevant) ASAP.
See "Explanations" for situational "caps" and further information.
Disclaimer: were relevant the numbers should have been rounded up to two decimals.
Blizzard use an integer system, in other words there are no decimals. Most if not all numbers are rounded down by Blizzard, caps have been aggusted accordingly.
.
Mastery:
1 point:
179.28 mastery rating
PROT:
1 point = 2.25% block
RET:
1 point = 2.1% damage
HOLY:
1 point = 1.25% absorption
Retribution specific "caps"
Hit(BOSS):
8% or 961 hit rating
Hit(HEROICS):
6% or 721 hit rating
120.1 hit rating per 1%
Melee Haste:
Unlimited.
89.6 haste rating per 1% melee haste.
Melee Crit:
76% or 13626 critical strike rating or
15435 agi
179.28 critical strike rating per 1% |
203.08 agility per 1% melee crit
Spell hit:
17% or 1741 hit rating
Spell hit (PVP):
4% or 410 hit rating
102.4 hit rating per 1%
Spell Penetration:
0%
Expertise(PARRY):
56 expertise skill or 1682 expertise rating
Expertise(DODGE):
26 expertise skill or 782 expertise rating
120.08 expertise rating per 1% |
30.02 expertise rating per expertise skill
| 1 expertise skill per 0.25%
.
Protection specific "caps"
Unhittable:
102.4%
Block+avoidance should equal the above number.
176.7 dodge rating per 1%|
176.7parry rating per 1%
|304.5 agi per 1% dodge |
79.68 mastery per 1% block
Avoidance:
102.4%
Dodge+parry+miss should equal the above number.
176.7 dodge rating per 1% |
176.7 parry rating for 1%
|
304.5 agi per 1% dodge
Resilience(PVP):
60% or 16566 resilience rating
276.1 rating per 1%
Spell resistance(cap):
75% or 2172 resistance
Spell resistance(constant):
50% or 724 resistance
Armor:
75% or 97 717 armor
.
Holy specific "caps"
Spell Crit:
100% or 17928 critical strike rating or
64891 int
179.28 critical strike rating per 1% |
648.91 intellect per 1% spell crit
Haste(GCD):
50% or 6403 haste rating
Haste(RAID GCD):
27.24% or 3489 haste rating
128.05701 haste rating per 1%
.
Explanations
(in order of apperance)
Mastery
Prot
|
Ret
|
Holy
Melee Hit
&
Spell Hit:
Note that in PvP some classes have talents that reduce your chance to hit them.
If you are a Draenei your racial ability will increase your chance to hit by 1%.
Spell penetration:
There is no resistance to holy damage so spell penetration is completely redundant.
Expertise:
Each expertise skill will "remove" 0.25% dodge and parry from the hit table. In other words each expertise skill will reduce the chance that your attacks are avoided by 0.50%. Humans get 3 expertise when using a mace or a sword, dwarves get 3 expertise when using maces.
Unhittable:
***
Also known as "Block cap". Your combined block(with HS up) + dodge + parry + miss after diminishing returns should reach 102.4% to effectively push hit off the hit table.
***the link will take you to the uncrushable article on wowwiki. In essence it's the same thing reaching 102.4% avoidance+block. So instead of adding no link at all i added this one, but remember unhittable != uncrushable.
Avoidance:
A currently unreachable number because of diminishing returns. Reaching it would make you invulnerable to all physical abilities.
Resilience:
The damage reduction from resilience is capped at 60%.
Spell resistance:
The formula for this is like stated above: casterlevel*5=resistance needed for maximum effect. 400 for level 80 players/mobs and 415 for level 83 boss mobs. Maximum effect is 75% damage reduction.
Armor:
Since armor suffer from diminishing returns it is not possible to put a generalized number on how much armor you need for 1% mitigation. Mitigation from talents are multiplied by mitigation from armor and is not affected by the 75% mitigation cap.
Melee Crit
&
Spell Crit:
This one is kinda unnecessary but it's been asked a couple of times. Melee crit is capped at 76% due to glancing blows taking up 24% of the hit table.
Melee Haste
&
Spell Haste:
There is no roof on the amount of haste one is able to stack. But after 50% (GCD being capped at 1.0 seconds) its use diminishes to an extent. All spells are still able to reach a cast time of 0.01 seconds despite the GCD being capped. Up to 50% haste your FoL cast speed will equal your GCD.
Post by
138535
This post was from a user who has deleted their account.
Post by
342164
This post was from a user who has deleted their account.
Post by
svirve
Good summary svirve. What about the block cap?
I refer to it as unhittable. It's the same thing really.
Post by
Billa
Now if only Gryphon could get over here and put this in his precious "helpful threads" page, then I'll be pleased.
Post by
TheJohan
Svirve for prez!
I urge someone to put this in the
"Read this before asking"
-section
/stickyvote
Post by
147614
This post was from a user who has deleted their account.
Post by
Billa
You understand that this was a wasted post. It will be completely ignored.
Good write up though.
If it is hidden within the "helpful threads" page then yes, if it is visible on the forum then maybe just maybe :p
At least it wil be easy to point people to it, eh?
Post by
svirve
You understand that this was a wasted post. It will be completely ignored.
Good write up though.
Yea i know but as billa said it's easy to point people towards this.
Instead of writing down and explaining each cap multiple times a day, just post a link to this thread (which doesnt take much room in the bookmarks) will be more than sufficient to educate anyone lazy enough not to check wowwiki.
It took alot of convincing to make myself write this even though it wasnt more than 10 minutes work but after some thought i realised that atleast I was going to copy paste this link everytime a cap question appears atleast. And that was enough to make it a worthwile post.
Edit:
I'm way to tired to write proper sentences right now so dont pick on my poor attempt at chewing the words and spitting them out at the screen.
Edit more:
If it is hidden within the "helpful threads" page then yes, if it is visible on the forum then maybe just maybe :p
At least it wil be easy to point people to it, eh?
As of now it's a sticky so it's going to stay on the front page :) *YIPPIE*
I'm the edit MASTER!:
I'm guessing it's gonna stay on the front page atleast. It's been made a sticky and it's not in the helpful threads section but i guess only time will tell :)
Post by
Squishalot
Hehe, good going, svirve.
Note reduced hit cap for Draenei paladins (or when a Draenei is in the group) vs no Draenei?
Edit: Do you need to note the fact that this is mainly PvE? Expertise cap isn't relevant for PvP, I would have imagined.
Not as relevant for us, but is there a spell resist cap?
Post by
svirve
Indeed i forgot to bring in the PvP aspect of this.
Spell resists are based off of hit chance if im not mistaken so if you get to the spell hit cap in PvP you shouldn't get any resists.
Edit: I take that back. I was confused >.<. The real answer is: There is no resistance to holy damage thus spell penetration (which reduces your targets resistance) is a complete and utter waste. However spell hit is still a factor but since it's way lower than melee hit (in PvP) it shouldnt be any problems.
I was planning to make this a complete list so i'll be adding the PvP aspects of everything shortly.
Will also add the draenei hit cap.
P.S. I'm so going to laugh my ass off tomorrow at my 4 edits of a totally mindless and stupid post >.<
Edit: Just realised if you were wondering over a number of resistance that will give the most effect against a certain type of damage.
Spell resist (in pvp) is capped at 400 resistance which will give you a 75% dmg reduction.
Post by
Squishalot
I was actually thinking from a defensive point of view, but that works too. :)
Post by
svirve
Yea i realised that after my brain cought up with what you were writing >.<
Added spell resistance and some PvP aspects to the posts.
Post by
127934
This post was from a user who has deleted their account.
Post by
svirve
I dont want to clog this up to cover every single situation. I was hesitating on adding the draenei hit cap to start with cause i mean comon, 8% is the cap minus 1% you get 7%, and if you want ratings. 8*32,79=262,32. Then remove 32,79 rating because you need 1% less. 262,32-32,79=229,53 rounded up to 230 and VOILA!
It's not my intention to be rude but seeing how lazy people are when it comes to actually looking for information, when it's actually there it shouldn't be a wall of text just to find those 10 seconds of reading you need to do.
I'm going to consider adding further caps but for now i'm satisfied. Unless i missed something major.
P.S. I might add the numbers you suggested under the explanations OkieKuma. I will move the draenei hit cap there ASAP.
P.P.S. Spell hit against blood elfs are 6% they only get a 2% increase from their
racial trait
.
Post by
127934
This post was from a user who has deleted their account.
Post by
svirve
I'll sleep on it ;p Right now im feeling a bit grudgy so tomorrow i'll probably be merry and add all kinds of wierd caps ^^
Though i'll probably add it as a "best-scenario" explanation.
Right now im gonna sleep away my grumpyness!
Edit: oO a fellow GMT+1 i'm astonished that you're not from overseas!
Post by
127934
This post was from a user who has deleted their account.
Post by
Squishalot
Have a care for us who've been at work most the day already - GMT+10, means server shutdown comes around at 9pm all too often!
Looks nice so far.
Post by
Magnerz
Nice thread. As someone pointed out though it'll be "wasted" if its put in the helpful threads section. People are just not going to read all of those stickies just because they are in the helpful threads section. It also "hides" the stickies from new forum users in particular.
I understand it was an attempt to clean up the top of each class forum, but its made them a bit less obvious...
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