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(→‎No okina: What it seems to be.)
 
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{{source needed}}
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{{For|the prophet|Zul}}
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{{tocright}}
 
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'''Defense''' is a [[skill]] that helps prevent physical damage by reducing the chance to be hit or critically hit. Additionally, it also increases [[block]], [[dodge]] and [[parry]]. Mobs receive 0.1% per point of defense. Mobs get an additional benefit from defense of Glancing Blows versus players.
 
   
  +
'''Zul'''' is a [[zandali]] prefix often found in names of [[Trolls]], troll cities, or troll ruins.
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Each point of +Defense skill adds 0.04% to the player's chance to be [[Miss]]ed, to [[Dodge]], and to [[Parry]], before [[Formula:Melee_diminishing_returns|diminishing returns]] are taken into account, and adds 0.04% to the player's chance to [[Block]] with no diminishing returns. This means +25 Defense will grant you an extra 1% Miss, Parry, Dodge, and Block. The formula is constant across all classes. It further decreases the chance of receiving [[critical|critical hits]] from any level attacker by 0.04% per point that the target's Defense skill exceeds the attacker's Weapon Skill. Please note that a decrease in your chance to be hit (like the tooltip says) actually increases your chance to be missed. However, all of these chances are based on an opponent of equal level. The rating difference between the attacker's [[weapon skill]] and the defender's defense factors into the true chance for miss, parry, dodge, block, crushing blow, glancing blow, and critical hit.
 
   
  +
==Meaning of Zul'==
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Note that while your tooltip chances to be dodged and parried will take [[Formula:Melee_diminishing_returns|diminishing returns]] into account, your tooltip decreased chance to be hit (shown while hovering over your Defense on your character sheet) will not. At 540 Defense, your actual chance to be missed by a level 80 mob is 9.288%.
 
  +
The prefix "Zul'" when applied to a person's name or title is a term meaning "voodoo master" in jungle troll culture.<ref>''[[World of Warcraft: The Roleplaying Game]]'', 50</ref>
   
  +
The meaning of "zul" in other contexts and syntax, such as place names or by itself, is unknown. It occasionally appears as a suffix or infix, however its unclear how that form changes the definition or context of the word.
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Note that defense continues to be a valuable stat past its "cap," unlike hit rating or expertise, because it still increases chances to dodge, block, parry and be missed.
 
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== Critical Hits ==
 
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;Quick Facts:
 
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* Critical Hit immunity for a level 60 player against a raid boss occurs at 440 Defense and requires a defense skill of 140 from gear to achieve.
 
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{{bc-inline}}
 
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* Critical Hit immunity for a level 70 player against a raid boss occurs at 490 Defense and requires a defense skill of 140 (332+ def rating) from gear to achieve.
 
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* Critical Hit immunity for a level 70 player against a raid boss can also be achieved by a [[Resilience]] of 5.6% and requires a resilience rating of 221 to achieve.
 
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{{wotlk-inline}}
 
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* Critical Hit immunity for a level 80 player against a raid boss occurs at 540 Defense and requires a defense skill of 140 (689+ def rating) from gear to achieve. Critical hit immunity at level 80 for a heroic dungeon is 535 Defense, because mobs in a level 80 heroic 5-man are never higher than level 82.
 
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* Critical Hit immunity for a level 80 player against a raid boss can also be achieved by a [[Resilience]] of 5.6% and requires a resilience rating of 460 to achieve.
 
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* The critical hit % reduction from Defense and Resilience % may be combined to reduce the chance of being critically hit by a raid boss by 5.6% making the player immune to critical hits.
 
   
 
===Prefix===
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See below for a detailed discussion of Defense.
 
  +
;Title/Names
  +
*[[Zul'ajik]]
  +
*[[Zul'arek]]
  +
*[[Zul'armon]]
  +
*[[Zul'Brin]]
  +
*[[Zul'iste]]
 
*[[Zul'jin]]
  +
*[[Zul'Lor]]
  +
*[[Zul'Marosh]]
  +
*[[Zul'ras]]
  +
*[[Zul'rogg]]
  +
*Zul'Serak
   
  +
;Cities and regions
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;Details
 
  +
*[[Zul'Aman]], [[Ghostlands]]
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Critical Hits are strikes by mobs against the player that deal twice the normal damage. The player's Defense and [[Resilience]] are both attributes that reduce the chance of an enemy critically striking. The chance to be critically hit is based on the difference between the attacker's weapon skill and the player's defense skill and resilience %.
 
  +
*[[Zul'Dare]], [[Baradin Bay]]
  +
*[[Zul'Drak]], [[Northrend]]
  +
*[[Zul'Farrak]], [[Tanaris]]
  +
*[[Zul'Gurub]], [[Stranglethorn Vale]]
  +
*[[Ruins of Zul'Kunda|Zul'Kunda]], [[Stranglethorn Vale]]
  +
*[[Ruins of Zul'Mamwe|Zul'Mamwe]], [[Stranglethorn Vale]]
  +
*[[Zul'Mashar]], [[Eastern Plaguelands]]
   
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===Suffix/Infix===
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A mob has a weapon skill that is calculated by 5 x Level, and a player has a base defense that is 5 x Level. A player does not have any base resilience. Therefore a level 80 mob has 5x80=400 Weapon Skill. A level 80 player has a base defense of 5x80=400 Defense and no resilience.
 
  +
*[[Gan'zulah]]
  +
*[[Guzul'dar]]
   
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===No [[wikipedia:okina|okina]]===
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When an equal level mob is attacking a player, the mob has a 5% chance to critically strike the player. For every level beyond the player, there is an additional 0.2% chance for the mob to critically strike the player. Therefore a level 83 mob (a raid boss) attacking a level 80 player has a 5% + (3 x 0.2%) = 5.6% chance to critically strike the player. A player in the role of a tank for a raid boss must lower his or her chance of being critically struck by 5.6% to avoid the possibility of taking 2x the damage from a single hit. This is where gear bonuses that augment resilience and defense are important.
 
  +
Usages missing the ' glottal stop, mini-pause or 'Okina.<ref>{{ref web|url=http://en.wikipedia.org/wiki/Okina|title=Okina|work=en.wikipedia.org|publisher=Wikipedia}}</ref>
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*[[Altar of Zul]], [[Hinterlands]]
  +
*[[Zulatar]]
  +
*[[Zulian]], and adjective form of [[Zul'Gurub]], as opposed to the tribe within it
  +
*[[Eye of Zul]] and variants cut from it
   
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==Speculation==
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Each point of defense beyond the player's base reduces the chance to be critically struck by 0.04%. Therefore, to become immune to critical hits dealt from a mob 3 levels higher, a player must have 5.6% / (0.04% per defense) = 140 additional points in their defense skill to avoid a critical strike. Therefore a level 80 player with a base defense of 400 must have 400 + 140 = 540 Defense to become immune to critical hits through defense alone.
 
  +
{{Speculation}}
  +
It is speculated that there are other meanings for the word.
  +
* Zul may mean "Great", hence "Zul'jin" would mean "Great Chief" and "Zul'Gurub" would mean "Great Gurub" or "Great City of the Gurubashi".
  +
* Zul may also be a troll god, hinted by [[Altar of Zul]] in the Hinterlands, though it could also mean "Altar of The Great" following the above statement.
   
  +
In fact, these two explanations may not be in conflict. Historically the Urgatic term "Ba'al" and the modern English term "Lord" have also been applied both as substitutes for the names of deities, and titles given to important people.
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However, resilience may also be used to lower the chance of being critically struck. There is no base resilience for players. Therefore a level 80 player with no additional defense points, will simply need 5.6% resilience to become immune to critical hits dealt by a raid boss.
 
   
  +
Each of these ideas essentially apply the English linguistics system onto troll language. We do not actually know how the troll linguistic system works, however. In the troll language, Zul could have more than one meaning based on context and syntax.
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For a level 70 player, gear that provides +39.4 resilience rating will yield a 1% resilience. And gear that provides 2.36 defense rating will increase the defense skill by 1. For a level 80 player, gear that provides +82.0 resilience rating will yield a 1% resilience. And gear that provides 4.92 defense rating will increase the defense skill by 1. See below for the formula used to derive defense skill from defense rating. See [[Resilience]] for a discussion on the formula to calculate % resilience obtained from resilience rating.
 
   
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==References==
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[[Feral]] druids have [[Survival of the Fittest]], which reduces the inbound crit rate by 6%, making them naturally immune to melee critical hits in PvE.
 
  +
{{Reflist}}
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[[Category:Lore]]
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=== Reaching the crit cap ===
 
 
[[Category:Trolls]]
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To determine whether you have reached the crit cap through Defense and Resilience, type the following into chat:
 
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Raid Bosses:
 
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/script DEFAULT_CHAT_FRAME:AddMessage(5.6-((GetCombatRatingBonus(CR_DEFENSE_SKILL))*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0)
 
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Heroic Bosses:
 
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/script DEFAULT_CHAT_FRAME:AddMessage(5.4-((GetCombatRatingBonus(CR_DEFENSE_SKILL))*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0)
 
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Instance Bosses:
 
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/script DEFAULT_CHAT_FRAME:AddMessage(5.2-((GetCombatRatingBonus(CR_DEFENSE_SKILL))*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0)
 
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Death Knights with [[Rune of the Stoneskin Gargoyle]] use this table instead:
 
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Raid Bosses:
 
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/script DEFAULT_CHAT_FRAME:AddMessage(5.6-((GetCombatRatingBonus(CR_DEFENSE_SKILL)+25)*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0)
 
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Heroic Bosses:
 
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/script DEFAULT_CHAT_FRAME:AddMessage(5.4-((GetCombatRatingBonus(CR_DEFENSE_SKILL)+25)*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0)
 
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Instance Bosses:
 
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/script DEFAULT_CHAT_FRAME:AddMessage(5.2-((GetCombatRatingBonus(CR_DEFENSE_SKILL)+25)*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0)
 
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Or use this macro, to show up how much defense rating you need or how much you over-capped:
 
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<pre>
 
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Raid Bosses:
 
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/script DEFAULT_CHAT_FRAME:AddMessage(121.278*(5.6-(GetDodgeBlockParryChanceFromDefense())),1,0.5,0)
 
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Heroic Bosses:
 
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/script DEFAULT_CHAT_FRAME:AddMessage(121.278*(5.4-(GetDodgeBlockParryChanceFromDefense())),1,0.5,0)
 
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Instance Bosses:
 
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/script DEFAULT_CHAT_FRAME:AddMessage(121.278*(5.2-(GetDodgeBlockParryChanceFromDefense())),1,0.5,0)
 
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</pre>
 
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If the number is 0 or negative, you are uncritable. If the number is above 0, you require more defense or resilience vs level 73 bosses.
 
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Use this macro to determine whether you would be crit capped or not with specific resilience and defense rating numbers (replace <tt>resilience=0;</tt> and <tt>defense_rating=0;</tt> with your values).
 
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<pre>
 
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/run local resilience=0; local defense_rating=0; print("You are "..((((400+(defense_rating/4.92))*0.04)-16)+(resilience*0.0121951219512195121951219)).."% less likely to be crit. (The crit cap is 5.6%)");
 
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</pre>
 
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Death knights with Rune of the Stoneskin Gargoyle use this macro:
 
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<pre>
 
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/run local resilience=0; local defense_rating=0; print("You are "..((((400+25+(defense_rating/4.92))*0.04)-16)+(resilience*0.0121951219512195121951219)).."% less likely to be crit. (The crit cap is 5.6%)");
 
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</pre>
 
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== Crushing Blows ==
 
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[[Crushing blow]]s can happen if a mob attacks a player at least 4 levels lower. Because "boss" level mobs are considered to be level 83 they cannot deliver a crushing blow to any level 80 character whose defense skill is fully trained up to his level * 5.
 
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Prior to patch 3.0 crushing blows affected players of at least 3 levels lower than the attacking mob so max-level characters (typically the main tank) could receive a crushing blow from a boss. Because of this change the rest of this section is mostly of historical interest.
 
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Only the player's ''base'' defense skill (capped at 5 times the player's level, e.g. 350 for a level 70 player) is taken into account to determine the base chance for a Crushing Blow, and therefore Defense Rating on gear does ''not'' directly decrease the chance for a Crushing Blow.
 
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Crushing Blows can be made less likely or entirely avoided by increasing avoidance stats such as Dodge or Parry or the player's Block Rating, as well as using certain skills, to the point where the player's combined Miss, Dodge, Parry, and Block chances against that specific attacker exceed 85%. This is due to how the WoW combat roll system works, cf. [[Attack Table]]. In this regard, Defense Rating on gear ''does'' help against Crushing Blows.
 
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Refer to the Wiki sections [[Crushing blow]] and [[Uncrushability]] for an in-depth explanation of this mechanic.
 
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== Dazed ==
 
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If a mob hits a target from behind, and the target takes damage from the hit that isn't [[Absorb]]ed, there is a chance the player will be [[Dazed]]. The base chance for a level 30+ target to be dazed when hit from behind, if the mob's weapon skill is equal to the target's defense skill, is '''20%'''. This chance can get as low as 0% if the target's defense is high enough, or as high as 40% if the target's defense is low enough. If the target is below level 30, it's base chance to be dazed is less; a level 10 target with fully trained defense skill only has a 7% chance to be dazed when attacked from behind by a level 10 mob.
 
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−
Note that your defense skill is NOT level-capped for purposes of determining your chance to be dazed. It is possible to become undazeable while wearing tank plate gear.
 
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Patch 3.3 made level 1-5 characters immune to being dazed and level 6-10 characters less likely to be dazed.
 
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== Changes in patch 2.0 ==
 
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As of WoW 2.0, additional defensive skill does not help avoid crushing blows.
 
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Instead of directly affecting Defense skill, items after patch 2.0 grant a bonus to Defense Rating (DR). Skill bonuses are then calculated as follows:
 
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For a level 60 : 1.5 DR = 1 defense skill <br>
 
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For a level 70 : 2.36 DR = 1 defense skill <br>
 
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For a level 80 : 4.92 DR = 1 defense skill <br>
 
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It is important to note that for the sake of all indirect effects of Defense Skill (dodge, block, parry, etc), the game only considers Skill as an integer. That is, there is absolutely no difference between 10 Rating (+4.23 Skill) and 11 Rating (+4.65 Skill), because they both yield only 4 integer points of Skill. However, there is a difference between 11 Rating (+4.65 Skill) and 12 Rating (+5.07 Skill); specifically, the difference is exactly 0.04% dodge, block, parry, etc.
 
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At L70 you need '''14.75''' of defense rating to get 0.25% increases to each of miss/dodge/parry and block for a total increase in avoidance of 1%. At L60 this is '''9.375'''. Both may suffer small inaccuracies due to the above mentioned integer rounding.
 
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== Enhancements ==
 
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=== Enchantments ===
 
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*{{loot|rare|Arcanum of the Stalwart Protector}} {{wotlk-inline}}
 
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*{{loot|epic|Greater Inscription of the Pinnacle}} {{wotlk-inline}}
 
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*{{loot|uncommon|Arcanum of the Defender}} {{bc-inline}}
 
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*{{loot|rare|Greater Inscription of the Knight}} {{bc-inline}}
 
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*{{loot|uncommon|Inscription of the Knight}} {{bc-inline}}
 
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*{{loot|rare|Lesser Inscription of the Pinnacle}} {{wotlk-inline}}
 
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*{{loot|rare|Greater Inscription of Warding}} {{bc-inline}}
 
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*{{loot|rare|Syncretist's Sigil}}
 
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*{{loot|rare|Presence of Might}}
 
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*{{loot|common|Vindicator's Armor Kit}} {{bc-inline}}
 
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*{{loot|rare|Core Armor Kit}}
 
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*{{loot|rare|Syncretist's Sigil}}
 
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*{{loot|rare|Presence of Might}}
 
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*{{loot|enchant|Enchant Chest - Greater Defense}} {{wotlk-inline}}
 
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*{{loot|enchant|Enchant Cloak - Titanweave}} {{wotlk-inline}}
 
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*{{loot|enchant|Enchant Chest - Defense}} {{bc-inline}}
 
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*{{loot|enchant|Enchant Cloak - Steelweave}} {{wotlk-inline}}
 
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*{{loot|enchant|Enchant Bracer - Major Defense}} {{bc-inline}}
 
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*{{loot|enchant|Enchant Bracer - Deflection}}
 
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*{{loot|enchant|Enchant Bracer - Lesser Deflection}}
 
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*{{loot|enchant|Enchant Bracer - Minor Deflection}}
 
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=== Flasks ===
 
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*{{loot|common|Flask of Fortification}}: Increases maximum health by 500 and defense rating by 10 for 120 min.
 
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*{{loot|common|Shattrath Flask of Fortification}}: Increases maximum health by 500 and defense rating by 10 for 120 min.
 
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=== Gems ===
 
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{{:Defense gems}}
 
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==Planned removal in Cataclysm==
 
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{{NYI}}
 
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Defense Rating, as a stat on gear, is planned to be removed with the release of [[World of Warcraft: Cataclysm]]. This will mean your defense skill can never be higher than your level * 5. All tank specs will rely on talents such as [[Survival of the Fittest]] for critical hit immunity.<ref>http://www.mmo-champion.com/news-2/class-discussions-panel/</ref><ref>http://blue.mmo-champion.com/26/20677632379-icewell-radiance-is-in.html</ref>
 
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==See also==
 
*[[Combat]]
 
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*[[Combat rating system]]
 
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==Referneces==
 
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<references/>
 
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−
{{Attack table}}
 
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[[Category:Attributes]]
 
[[Category:Combat]]
 
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[[Category:Formulas and game mechanics]]
 
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[[Category:Game terms]]
 
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[[Category:WoW skills]]
 
[[Category:Tanking]]
 

Revision as of 21:05, 25 March 2011

For the prophet, see Zul.

Zul' is a zandali prefix often found in names of Trolls, troll cities, or troll ruins.

Meaning of Zul'

The prefix "Zul'" when applied to a person's name or title is a term meaning "voodoo master" in jungle troll culture.[1]

The meaning of "zul" in other contexts and syntax, such as place names or by itself, is unknown. It occasionally appears as a suffix or infix, however its unclear how that form changes the definition or context of the word.

Prefix

Title/Names
Cities and regions

Suffix/Infix

No okina

Usages missing the ' glottal stop, mini-pause or 'Okina.[2]

Speculation

Questionmark-medium
This article or section includes speculation, observations or opinions possibly supported by lore or by Blizzard officials. It should not be taken as representing official lore.

It is speculated that there are other meanings for the word.

  • Zul may mean "Great", hence "Zul'jin" would mean "Great Chief" and "Zul'Gurub" would mean "Great Gurub" or "Great City of the Gurubashi".
  • Zul may also be a troll god, hinted by Altar of Zul in the Hinterlands, though it could also mean "Altar of The Great" following the above statement.

In fact, these two explanations may not be in conflict. Historically the Urgatic term "Ba'al" and the modern English term "Lord" have also been applied both as substitutes for the names of deities, and titles given to important people.

Each of these ideas essentially apply the English linguistics system onto troll language. We do not actually know how the troll linguistic system works, however. In the troll language, Zul could have more than one meaning based on context and syntax.

References

 
  1. ^ World of Warcraft: The Roleplaying Game, 50
  2. ^ Okina. en.wikipedia.org. Wikipedia.