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Reckoning

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Reckoning
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Gives you a X% chance after being hit by any damaging attack that the next 4 weapon swings within 8 sec will generate an additional attack.
Usable by
Class Paladin
Properties
Location Protection, Tier 5
Affects Weapon swings
Ranks 5
Requirements
Points required 20
Talent required None
Related buff
  • Reckoning
  • Each weapon swing generates an additional attack.
  • Duration: 8 seconds

Reckoning is a talent in the Protection tree, you will need to spend 25 points in Protection to learn all ranks.

Contents

Rank table

Rank Chance Level
1 2% 30
2 4% 31
3 6% 32
4 8% 33
5 10% 34

Tips and tactics

  • It has a 10% chance of triggering when being hit with any damage, meaning the more sources of damage taken by the paladin, the higher chance the Paladin's damage will dramatically increase towards the target. When AoE grinding, the increase in weapon swing frequency from Reckoning combined with the use of Seal of Light and Judgement of Light, can regenerate health faster than the Paladin can lose.
  • The extra attacks do not affect proc rates, so the Paladin will get twice as much out of seals, judgements, and enchantments. This means Holy Vengeance can be applied twice as fast when using Seal of Vengeance (Alliance only). Only one Seal does not follow this rule - Seal of Command. Although the Paladin gets two melee swings at a target per Reckoning charge, Seal of Command damage can only proc at the first swing, meaning it cannot proc twice in a Reckoning charge.
  • It is considered not as effective as some other threat generating talents such as One-Handed Weapon Specialization or Precision. Most raiding tankadins do not have Reckoning. Nevertheless, it is still a useful talent to pick up during leveling by AoE grinding.
  • Reckoning triggers off of any damage, including spells, melee attacks, ranged attacks, and environmental effects, such as campfire damage.

Notes

In short, "As long as your weapon is 2.0 or slower, it makes no difference for Reckoning", Elandris at "Reckoning: Why weapon speed doesn't matter"


Proof:

Assume the time when reckoning is triggered is a uniform distribution over one's combat duration. Let the average weapon damage be D, speed be X, the number of swings in 8 seconds be N. Denote the floor of a real number z be [z] in the following. Then we have:
N = [8 / x]
N * x <= 8
(N+1) * x > 8

The probability (p1) of having N swings is: (It procs (8 - N * x) after a swing.)
p1 = ((N+1) * x - 8) / x

And the probability (p2) of having N+1 swings is:
p2 = (8 - N * x) / x

Therefore, on average, the number of extra swings (M) is:
M = N * p1 + (N+1) * p2
= (N2*x + N*x - 8*N + 8*N + 8 - N2*x - N*x) / x
= 8 / x

Hence the average total damage (T) caused by reckoning is:
T = D * (8 / x)
= (D / x) * 8
= "weapon's DPS" * 8


Example:

Given a weapon with average damage 100, and speed 2.5 (and its DPS accordingly be 40). Then:
N = [8 / 2.5] = 3,
p1 = 2 / 2.5,
p2 = 0.5 / 2.5,
M = 3 * 2 / 2.5 + 4 * 0.5 / 2.5 = 8 / 2.5,
T = 100 * (8 / 2.5) = (100 / 2.5) * 8 = 40 * 8.


History

  • Reckoning's mechanics have changed in patch 2.0.1. Instead of giving the Paladin a 100% chance to gain an extra attack upon being critically hit, it now has a 10% chance of triggering when hit with any damage, allowing the paladin's next 4 swings to generate an extra attack (fading in 8 seconds). This change was criticised by many Paladins, stating that it reduces the Protection Paladin's burst damage potential because up to 5 reckoning charges could be stored. This method would be especially used in PvP where critical hit chances are inflated. Although Reckoning's damage capabilities in PvP were vastly reduced, it had shifted this talent greatly into the PvE arena, reflecting the changes made to the Paladin's Protection tree to become more PvE tanking-oriented.
  • Prior to patch 2.3, it was one of the key talent that most tankadins would have. However, with the introduction of the new 10% health bonus of Combat Expertise in patch 2.3, most tankadins drop Reckoning to spec Combat Expertise.


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