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Maul's Portal Bug Reports Feature Requests
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Version:
20400.2
Date:
03-25-2008 04:31 PM
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4.78 Kb
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3,093
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15
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The Uncrushable Bar
Uncrushable!

Click here to lend your support!

Uncrushable! is a small tool to help Warrior and Paladin tanks to better manage crushes. The big feature of this addon is the "active" feedback you get while in combat. While displaying your based miss/dodge/parry/block/hit percentages based on your gear, this addon will also automatically adjust those numbers in real time based on spell, item, and enchant proc conditions.

The addon will also display the number of crushes received during combat, and the ratio of swings-to-crushes.

I originally wrote this addon to help me tank better on my paladin and was meant to be my own private little addon However, I felt it was time to release this addon as a beta for scrutiny by the community. Please feel free to double-check the math and suggest away on features

One thing I did a bit different than all the discussions of about being uncrushable, is that instead of basing everything on a 102.4% scale, the scale is set to 100%, but the numbers themselves are reduced appropriately. So while you may see 18.23% dodge on the paperdoll for your character, when targeting a mob 3 levels higher or a boss, the actual dodge % is displayed, which by my math is 17.14%.

The last hit percentage is not an indication of what percent you will be crushed at. Just merely what percent chance that a hit will land on you. If that hit turns out to be a crush, well there is indeed a chance of that, so that is why you want your to be hit chance reduced to zero

Again, while I have tried to ensure figures are accurate, there may be errors in my calculations. That is why this is a beta

Very experienced tanks probably don't need this addon. This is a kinda of a form of training-wheels.

And lastly, this project I leave as an open project. People may modify it an upload new versions to this website only!

Features:
- Statusbar type addon - easy to read, dynamically updates during combat.
- When in an uncrushable state, the bar turns green and displays the words "Uncrushable!"
- When a crush is received, the bar turns red and displays the words "C R U S H E D!"
- Text on the right-hand side keeps count of number of crushes per combat session, and the ratio of swings-to-crushes.
- The numbers auto-adjust based on target level, but assumes ?? bosses are always 3 levels higher than you.

Unfeatures: =)
- Currently no way to toggle on or off.
- Currently no way to lock it on the screen.
- Doesn't do much else than what is explained above.
- Might be a while before an update, I am busy working on Trinity Bars for 2.3!
- And lastly, this is a B E T A!

20300.1 - Updated ToC and replaced file path names that only I have on my computer with valid ones so the correct textures are shown like in the screenshot =)
  Change Log - Uncrushable!
20400.1
-Updated for the 2.4 combat log changes.

20400.2
-Small bug fix
  Optional Files - Uncrushable!
Sorry, there are currently no optional files available.
  Comments - Uncrushable!
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Old 04-18-2008, 03:53 PM  
Embher
A Kobold Labourer

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Re: Nice, and comments

Quote:
Originally posted by Gestalt
...
All this aside, this looks like a great tool for the budding Paladin tank (if a warrior isn't uncrushable, they're naked :-P ) ...

Again, Sword, Shield, Spreadsheet :-P

Warrior's shield block raises block % by 75% and can become uncrushable with very low dodge, parry percentages; it's true.
Paladin's holy shield raises block % with the libram of repentence by 35.32%, requiring that the sum of our dodge%+parry%+block %+miss% from defense+5% base miss is roughly 67.08% to make total sum with block% from holy shield over 102.4% for 73 level bosses. (Everyone has a base miss% of 5.)

While it takes uneducated warrior to be uncrushable, once a paladin is uncrushable, they take 0 crushings on a boss.

Why?

Holy shield is uber because of the following detail.

Another comparison:
Holy shield and warrior's shield block start with blocking charges and the buff will come off the tank when all the blocking charges are used up. Each time the tank blocks, a charge is used up.
If blocking charges are all used up, the buff comes off and the block raitng increase is lost, allowing crushing blows to be possible hit from the boss.

Holy shield has 8 charges in 8s with talents and its cooldown is 8s. Warrior's shield block has 2 charges within 5 to 6 s.

NO boss in game hits fast enough to get through 8 charges in 8s. A tank with epic gear usually has 20-30% dodge and 20-30% parry and 6-7% miss from defense+5% base miss, not including base block% is a sum of 50 to 60% pure avoidance, purely avoiding the hit, not blocking.
Bosses usually melee 1.5s to 2s. Even if they hit faster like every 1s, the tank is dodging, parrying , getting missed 50-60% of the time, and the charges are never used up.

Warriors have only 2 charges in 5 to 6 seconds, and wws reports report that take 30 to 40 crushings in a 10 minute fight, 5 to 10% of the attempted hits from the boss.

Do you know waht that looks like to a healer? Crushings hit 1.5X the dmg.
Tidewalker hits for 5k and crushes 9k. Warrior in semi SSC level gear has about 20k hp buffed. A 5k blocked hit followed by a crushing hit puts him at 30% hp in 2 or 3s. Tidewalker does a frontal frost cone attack of 4k too. That's his entire hp in 3s. It's even worse when the two blocking charges were used up at the beginning of the shield block duration. IF the warrior does not dodge or parry or is missed, it could be two crushings in a row in even less seconds. Granted if the warrior has very high dodge, parry and defense, he will hardly block and there is less chance for the charges to used up and for him to receive a crushing. The point warrior becomes close to permanently uncrushable is probably 70% pure avoidance (miss, parry, dodge), which is BT+ gear. I have seen SSC level geared warriors who would have 50 to 55% avoidance get crushings alot on SSC bosses.


Wws reports show that when I MT a boss, spamming holy shield, I receive 0 crushings on entire fight from a boss. Say every 1 of 3 fights, one time I'll get 1 crushing for a fight, because of lag hitting holy shield as its fading. On average my dmg-taken is 10% lower than a warrior with similar level gear and similar dodge,parry %, defense levels.

By the way, human paladins and warriors have the same base dodge, parry, miss % with the prot talents. Prot paladin talents and warrior prot talents both give 20 defense skill, 30% block value(not block % but amt absorbed when blocking), 10% armor, 5% parry . The prot paladins get 16% stamina increase from two different talents, which offsets the base hp difference to warrior, but at SSC+ levels, paladins come out with more hp. Warriors get 5 or 6% stamina increase. Warriors have 10% dmg reduction in defensive stance while we get 6% dmg reduction with imp righteous fury but a whopping 35% dmg reduction under 30% hp.

Despite all this math, wws reports show I get 10 % less dmg from the same boss as same level geared prot warrior with similar level parry, dodge, and the real difference in the report isn't the % of dodges, parries; its the fact that 10% of the landed hits are crushings on the warrior.

Conclusion:*Paladins tank with weapon, board and spreadsheet.
*Warriors tank with weapon, board and experience random deaths from burst crushing dmg.
(Most warriors do not know anything about being uncrushable and usually not much about when**** they take crushings----the end of their shield block duration.)
*Uneducated warriors die often not hitting block rating trinket at end of shield block.

Last edited by Embher : 04-18-2008 at 04:23 PM.
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Old 01-08-2008, 07:54 PM  
Maul
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Re: Re: More information?

Quote:
Originally posted by smack80
Here's my question about this addon.

If a hunter has Scorpid Sting on the boss, which drops his hit% by 5%, does your mod see that and include in in the calculations?
Uncrushable! calculates the percentages based on what the current stats are for the character. If the drop in hit is reflected in the player's stats (miss/dodge/block/hit), then yes, otherwise no. But I will look into it more to see if it does get calculated or not.
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Old 12-30-2007, 06:07 PM  
smack80
A Kobold Labourer

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Re: More information?

Here's my question about this addon.

If a hunter has Scorpid Sting on the boss, which drops his hit% by 5%, does your mod see that and include in in the calculations?
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Old 12-11-2007, 01:39 PM  
kaydia
A Kobold Labourer

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Comments

Quote:
Proof, once again, that:
The tools of the warrior are the Sword and the Shield.
The tools of the Paladin are the Sword, Shield, and Spreadsheet.
Amen!

First off, I LOVE this mod. This has made gear choices much easier for my Paladin. I'm in the process of upgrading his gear for that all important "uncrushable" state (11% left to go...) and this mod had helped tons.

Thank you so much for an excellent mod!
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Old 11-14-2007, 03:54 PM  
Jzar
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Thanks, all!

Very informative! Thank you guys. I'll be checking out that link when I'm out of class. (This is all so complicated. Why does Bliz delight in keeping the rules of the game obfuscated? Why not just let us all know for sure what's going on so we don't get frustrated and give up on the game?)
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Old 11-13-2007, 04:04 PM  
Gestalt
A Kobold Labourer

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Nice, and comments

Proof, once again, that:
The tools of the warrior are the Sword and the Shield.
The tools of the Paladin are the Sword, Shield, and Spreadsheet.

Your math looks sound. Some questions:
To my understanding, Do/Pa/Bl are absolute percentages that do not scale with the level or skill of the attacker. The 102.4% is to make up for a differential in the value to be Missed, not across the table. In engine terms this means the game only has to make one resisted check on the table before making the roll, not four. In player terms this means that one shouldn't see a difference in Do/Pa/Bl on a 73, only on Missed.

Second, it's also my understanding that the combat table doesn't take fractional values into account (and does not round, just discards: 16.95pa = 16pa on the table). This has been tested to some degree, though it still remains a point of contention. From a server standpoint this makes sense. Given the frequency of attack rolls, calculating to 100(flat) would save a lot of resources over 100.00. Given that we don't have a hard answer from blizz either way (not even a hard confirmation of the one-roll system that is the basis of "uncrushability), I advise players to consider their fractional values as "progress" to the next "real value", and to disregard everything after the decimal point when calculating their uncrushable status.

All this aside, this looks like a great tool for the budding Paladin tank (if a warrior isn't uncrushable, they're naked :-P ) who hasn't yet gotten into the habit of doing rating conversion and combat table calculation in their head every time they look at a drop.

Again, Sword, Shield, Spreadsheet :-P

To our mage-turned-pally:
You will not likely reach a point where you cannot be hit at all (though pre-tbc it was possible to get unnervingly close), but you CAN, and should, reach a point where you will never take a "normal" hit unless you screw up in a major way. lloydbates covered it well. For a bit more detail, take a look at this shameless plug: http://tanking.sneakykitty.com/?page_id=24

Last edited by Gestalt : 11-13-2007 at 04:32 PM.
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Old 11-11-2007, 05:34 AM  
lloydbates
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In response to Jzar:

A crushing blow is an attack by a NPC that does 150% of the normal damage.
If the NPC that is attacking you, has a weaponskill that is 15 higher than your
base defense skill, there is a chance to receive a crushing blow.
In terms of a level 70 character this means that only a boss can crush you,
as they are always rate 3 levels above the player.

Having gear that grants deffenserating will not change the rule with
the difference in weaponskill vs defense, but it will grant you chances for
  1. beeing missed (mouseover your defense tab in the characterscreen (press c)
  2. dodging an attack
  3. parrying an attack
  4. blocking an attack (a blocked attack can't crush)

To get - what is called - 'Crushing Imun' you have to add these numbers noted
above and add 5 (base misschance) to it. If you reache 102.4 (or more) a NPC
with 15 more weaponskill than your base defenseskill will not be able to crush you.

Shield Block and Holy Shield add to chance to block, be sure to calculate them in.

When fighting a dual wielding npc (like the prince in kara) you can add more than
5 (base misschance) because dual wielding is getting an extra penalty, i'm not sure
about the exact number though.

Hope that helps.

Last edited by lloydbates : 11-11-2007 at 05:35 AM.
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Old 11-09-2007, 05:01 PM  
Jzar
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Thumbs down More information?

My main is a 70 mage. I know nothing of tanking. I have a pally I'm raising right now (which will go much faster as of next Tuesday, w00t!), but know nothing about being (un)crushable. What does it mean? Can you actually get to the point where baddies can't hit you? Can you point me to a summary of the information I would need to really understand what your mod does for me?

Admittedly, I'm really excited to hear that Trinity is indeed moving forward, as I've been worried about how many bugs / requests are listed, with no response for heap long time!

You rock, keep up the good work!
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