Dice.pngDruid Game Mechanics

This section of the Druid wiki contains information, formulas, notes, and theorycrafting about various game mechanics topics pertinent to Druids. Work is underway to update the game mechanics information to level 80 Wrath of the Lich King mechanics, and help in updating and maintaining this information is appreciated. The eventual goal is to have a separate page for every game mechanic topic (e.g. a page for each attribute, rating, talent, ability, etc.), with official information, formulas and clarifications, recent documented changes, and theorycrafting for every entry. The general format for each page should be:

<Game Mechanics - topic>
<Official description/tooltip>
<Formulas, clarifications, and notes on use>
<Recent documented changes, with source links>
<Theorycrafting information>

If a game mechanics page you'd like to work on does not yet exist, please contact Toskk and one will be created for you.

In addition to the game mechanics page, the druid fact page is also available for druids seeking additional info not found on this page. The druid fact page contains mostly short hints about druid game mechanics the everyday druid would find useful.

Attributes


Strength

Increases Attack Power.

Agility

Increases Critical Strike Chance, Dodge Chance, Armor, and Attack Power while in Cat Form.

Stamina

Increases Health.

Intellect

Increases Mana and Spell Critical Strike Chance.

Spirit

Increases Health and Mana Regeneration.

Combat Ratings


Hit Rating

Reduces the chances of attacks missing.

Expertise Rating

Reduces the chances of attacks being dodged and parried.

Critical Strike Rating

Increases Critical Strike Chance with attacks and spells.

Haste Rating

Reduces the time between auto-attacks, and the casting time and global cooldown on spells.

Armor Penetration Rating

Reduces the armor value of opponents.

Talents


Balance
Feral Combat
Restoration


Furor

Predatory Strikes
Omen of Clarity - Each of the Druid's damage, healing spells and auto-attacks has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana, Rage or Energy cost of your next damage, healing spell or offensive ability by 100%.



Scaling Mechanics


Attack Power

All physical DPS classes use a 14 AP = 1 auto-attack DPS constant.

Avoidance (Diminishing Returns)

Gradually reduces the avoidance gain per stat point from stats giving avoidance.

Critical Strike Chance

Overall critical strike chance is subject to several mechanics, including target level and combat table rolls.

Idols

Typically provide a static bonus to a specific special attack. These bonuses are subject to the same damage multipliers as the special attack they affect.

Mangle - Cat

45 Energy. Mangle the target for 200% normal damage plus 634 and causes the target to take 30% additional damage from bleed effects for 12 sec. Awards 1 combo point.

Rake

40 Energy. Rake the target for [AP / 100 + 190] bleed damage and an additional [1161 + AP * 0.18] damage over 9 sec. Awards 1 combo point.

Rip

30 Energy. Finishing move that causes damage over time. Damage increases per combo point and by your attack power: 1 point: 828.06 damage over 12 sec. 2 points: 1422.12 damage over 12 sec. 3 points: 2016.18 damage over 12 sec. 4 points: 2610.24 damage over 12 sec. 5 points: 3204.3 damage over 12 sec.

Swipe (Cat)

50 Energy. Swipe nearby enemies, inflicting 260% weapon damage.



Combat Skills

Unlike fixed percentages such as 2% critical strike chance, combat ratings diminish in potency as your character increases in level. 2% crit is the same at every level, while 28 critical strike rating grants 4% crit at level 34, 2% crit at level 60, and 1.27% crit at level 70. This allows Blizzard the ability to create and add new and better items to the world without eventually reaching a point where every character has a 100% chance to critically strike.

Below is the conversion for combat skills:
Type
Level 60
Level 70
Level 80
Stats
Expertise
2.5
3.9
8.2
1 expertise
Hit
10
15.8
32.8
1% hit chance
Critical Strike
14
22.1
45.9
1% critical strike chance
Spell Hit
8
12.6
26.23
1% spell hit chance
Haste
10
15.77
32.8
1% haste
Armor Pen
4.7
7.4
15.4
1% armor ignored


Defensive Skills

The impact on the defense skill and weapon skill systems is slightly more complicated. Many people do not realize these skills actually grant percentage-based benefits already. For example, every 25 points of defense skill grants a 1% dodge chance, 1% parry chance, 1% block chance, 1% increased chance to be missed and 1% decreased chance to be critically hit by physical attacks. Weapon skills have a similar effect for the attacker. Items will now grant skill rating rather than skill directly, and that will convert to an actual skill increase. Its important to note that parry and block rating does NOT work for druids since druids can't parry or block.

Below is the conversion for various ratings and stats:
Type of rating
Level 60
Level 70
Level 80
Equivalent Stat
Defense
1.5
2.37
4.92
1 defense skill before diminishing returns
Dodge
12
18.92
39.35
1% dodge chance before diminishing returns
Parry
20
23.65
49.18
1% parry chance before diminishing returns
Block
5
7.88
16.39
1% block chance before diminishing returns

Resilience

Resilience is a special new rating which Blizzard have created to reduce the effects of critical hits against your character. It has four components:
Type
Level 60
Level 70
Level 80
Stat
Resilience
25
39.4
82
- 1% less chance to be crit
- 1% less mana drained
- 1% less damage taken from dots
- 2.2% less damage taken from critical strikes.

Expertise:
Expertise reduces the chance for your opponent to dodge or parry your attacks by 0.25% per point of expertise.
Its the best threat generation stat for Bear Form there currently exists.
Its NOT a requirement for raid DPS.

Armor



Basic Info
Armor reduces physical damage done against you by a certain proportion. The more armor you have the less damage you will take. By hovering your mouse over Armor on your Character screen, you can see the percentage value of this reduction for damage done by enemies that are at your current level. This percent reduction will actually fall as soon as you gain a level if you're still wearing the same armor. You haven't lost anything, it's merely showing you that your armor isn't as effective against monsters one level higher than you used to be.

Note that druid's bear form do not include magic armor in their boost to the armor rating. This is especially important for druids since bonuses received from armor kits, sets and green effects in general are not affected by bear form and Thick Hide.

Damage Reduction


Armor is there to reduce the amount of damage you recieve through melee attacks. However, the amount of Damage Reduction (abbreviated by %DR) you can achieve is capped at 75%. If you are fighting a level 70 mob or player, to achieve 75% DR you will need 31679 armor. Even when you got more armor then that, you will still take 25% of the damage they deal.

To calculate the amount of damage reduction you gain from X armor you can use the following formula for level 60 and above:
Damage Reduction = Armor / (Armor + 467.5 * Enemy Level - 22167.5 )

Following tables shows the various enemey levels and the armor needed to obtain a certain percentage of Damage Reduction.


50% DR .
60% DR .
70% DR .
75% DR .
60 .
5883
8824
13726
17648
63 .
7285
10928
16998
21855
70 .
10558
15836
24634
31673
73 .
11960
17940
27907
35880
80 .
15233
22849
35543
45698
83 .
16635
24953
38815
49905

Damage reduction below level 60
In the level range of 1-59, the armor formula is changed and the old armor formula used prior to TBC is what you should consider if you haven't reached 60 or above yet.
Damage Reduction = Armor / (Armor + 85 * Enemy Level + 400)

"Diminishing Returns"

Originally posted on US Druid Forums by Drakkdude, Tauren Druid on Tichondrius

The more armor you have, the less Damage Reduction you will gain from each point of armor you add. Some people say that Armor thus has a Diminishing Return. Let's investigate this idea by taking a look at the Damage Reduction formula:
%Reduction = (Armor / (Armor - 22167.5 + 467.5 * Enemy_Level)) * 100

Now assuming that you're level 70 with 12423 armor in bearform, here's a chart showing how much of a difference adding 2750 armor will make in terms of damage reduction.

Armor .
Damage Reduction .
DR% Gained .
Armor Gained .
12423
54,06
54,06
N/A
15173
58,97
4,91
2750
17923
62,93
3,96
2750
20673
66,19
3,26
2750
23423
68,93
2,74
2750
26173
71,26
2,33
2750
28923
73,26
2,00
2750
31673
75,00
1,74
2750


So with the same exact increase in armor, we can clearly see that the Damage Reduction gained is less and less and less for the more armor you have.

Looking at this you might say that Armor has a "Diminishing Return", but lets look at this example:

Say you have 1000 hitpoints and you're fighting a mob that hits for 100 every second. Knowing how much armor gives a certain damage reduction, we can then figure out how much DPS the mob will actually be doing by simply subtracting 100 - DR%, since it's a simple 100 DPS. Then we can find out how long you will live by dividing 1000 health by the incoming DPS. Here are the results:

Armor .
DR % for level 70
Incoming DPS .
Time to Live .
Seconds of Life Gained .
12423
54,06
45,94
22
N/A
15173
58,97
41,03
24
3
17923
62,93
37,07
27
3
20673
66,19
33,81
30
3
23423
68,93
31,07
32
3
26173
71,26
28,74
35
3
28923
73,26
26,74
37
3
31673
75,00
25,00
40
3


Even though the damage reduction % gained is less and less as we add 2750 armor, the time to live is increased by the same EXACT amount each time. And thus, while there certainly is diminishing returns on "Damage Reduction", there is absolutely no diminishing returns on armor itself.


Armor vs Dodge

Some interresting information on armor and how it compares to other tanking statistics, primarily dodge, can be found in the Armor vs Dodge article, detailing a mathematical analysis of the benefits of adding more armor as compared to adding more dodge.



Threat mechanics


By Athinira, Tauren Druid, EU Ravencrest

Introduction
Threat is defined as a mob hate list. You can read more about this here, which is recommended before you move on:
WoWWiki about aggro

Note: The numbers used below are from level 70. Threat generation has changed majorly for tanks since the launch of WotLK, and some abilities (like Blessing of Salvation) doesn't exist anymore. Having said that, the mechanics themself for threat and how threat is handled by the game hasn't changed at all.

Cat

Cat Form is the druid DPS form. In this form it has an innate threat reduction of -29%. This means that every time the druid does 100 damage in Cat Form he generates (100 - (100 * 0.29) = 71 threat instead of 100.

In Cat Form, Druids have the ability called Cower. This ability, which has a cost of 20 energy, reduces the threat the druid has on a mob, making the mob less likely to attack the druid. The threat values of Cower are as follows:
Rank 3: -600 threat
Rank 4: -800 threat
Rank 5: -1170 threatRank 6: -3474

Note that Cower is affected by the Cat Form innate threat reduction which means that Rank 3 in fact only reduces threat by 426, Rank 4 only reduces threat by 568 and Rank 5 only reduces threat by 831. It is however, a sizeable threat reduction.

Cower counts as a melee attack and is therefore able to be parried by a mob. In this regard it is best used behind the mob (which means the mob can't parry it), instead of when you get aggro and risk having the ability parried and die. Cower should be used if you are afraid you are going to take aggro, not after you have taken agro.


Bear

Bear Form is the druid tanking form.
Bear Form has an innate threat multiplier of +107.35%. This means that every time the druid does 100 damage he generates 207.35 threat.
Several druid abilities in Bear Form further increases the threat generated making the druid able to hold agro from DPS and healers. At current time, the numbers for most of those abilities is unknown at level 80.

Swipe: Damage done + 50%


Thorns: Threat generated equal to damage dealt (25 damage
is the same as 25 threat), modified by the Cat/Bear Form/Defensive Stance/other threat multipliers.

Enrage: 5 threat for each point of rage gained.
Threat is also generated from the rage gained when shifting into bearform with the Furor Talent. For example: 10 rage gained from shifting or from using improved enrage will give an instant of 10 * 5 = 50 threat.


Healing

Multiplier:
Healing agro has a multiplier of -50%. This means that every time you heal someone for 1000, you generate 500 threat. This goes for ALL healing classes except the paladin, which has a healing threat modifier of -75% meaning his healing generates half the threat of druid/priest/shaman healing.

Healing agro on multiple mobs:
Healing agro works with the threat spreading concept. This means that the threat generated is divided between the mobs the threat effects.

Giving a few examples on the statement above.
Example 1: You are involved in combat with a single mob. You heal the main tank for 1200. The result is that you generate 600 threat on the mob.
Example 2: You are involved in combat with 3 mobs. You heal the main tank for 1200. The result is that you generate 600 / 3 = 200 threat on each mob, or said in another way, the healing threat is divided between the amount of mobs being tanked.

It should be noted that healing agro is not generated on crowd controlled mobs. A healer won't be generating agro on a sheeped, rooted, seduced mob etc. and that mob doesn't count as in combat in regards to healing agro in the two examples above. In regards to roots, roots only count as crowd control if the rooted mob is not able to attack a party member with melee attacks, ranged attacks, spells. If a mob is rooted but still able to attack something, healing threat is still generated.
Power gains (gains of mana from potions, gains of rage from Furor etc.) act in the same way in that the threat is split between multiple mobs. In the "Bear Threat" section, it was shown how shifting into bear generates 50 threat (10 rage for 5 threat per rage point), but if two uncontrolled mobs are present, the threat is divided for 25 threat each.
Heal from Improved Leader of the Pack generates no threat.

Healing agro with Subletly or other threat reduction buffs:
Threat reduction buffs stack multiplicatively. Say you heal for 1000 and you are specced 3/3 Subtlety (30% threat reduction talent), you will generate 1000 * (0.5 * 0.3) = 350 threat.

Healing agro and crits:
A heal being a crit has NOTHING to do with the threat generated apart from the amount being healed. If your healing spell crits for 2000 it will still only generate 1000 threat.

Overhealing:
Overhealing causes no threat. If a person is lacking 1000 HP and you heal him for 2000, you will still only generate threat for the 1000 healing actually needed (= 500 threat). Healing a person on full HP generates no threat, though it will put you in combat if the person healed is already in combat.

How "Healing over Time" spells generate threat:
The threat from HoTs are applied every time the HoT ticks. This means that there is no initial threat from applying a HoT (though it will put you in combat with a mob if the target of your HoT is in combat with that mob).

HoT ticks generate no threat if the caster isn't in combat with the mobs. This means that you can cast Rejuvenation/Regrowth on a tank before he pulls, and as long as you stand back and stay out of combat, the ticks will generate no threat. As soon as you enter combat, the ticks will start generating threat though (no matter if the spells were cast before or after entering combat. All that matters is wether or not you are in combat with the mobs.


Scaling Mechanics


Various abilities and items in WoW scales with stats and talents. Offensive melee abilities scale with Attack Power, offensive spells scale with +damage and healing spells scale with +healing, some items scale with talents as well.

Healing Abilities

Various healing abilities in WoW take the spellpower into account and improve the power of your heals.

Note that the mechanic for spellpower changes if you choose to downrank spells (say cast a low rank rejuvenation instead of your max rank, that rank is penalized and therefore receives less effect from +healing gear).
Note that before spellpower was introduced, the old stat that increased healing was known as +healing. As a result, the numbers below are only approximations, meaning that when we write that Rejuvenation takes 160% of your spellpower into account, we actually mean approximately 160%. Numbers might be slightly off.

Rejuvenation:
  • 40% of your spellpower is added to the Rejuvenation ticks. Additional ticks from talents (Nature's Splendor), glyphs, setbonuses or similar won't decrease what each tick heals for, it always heals for the same (the spell just lasts longer).

Lifebloom:
  • Approximately 74.1% of your spellpower is added the the HoT over all 7 ticks (10.58% per tick).
  • Approximately 51.63% of your spellpower is added the end heal (Patch 3.2 numbers)
  • The spellpower bonus of Lifebloom is, as of patch 2.1, added to all 3 stacks of Lifebloom, so stacking lifebloom 3 times will tripple the 74.1% of your spellpowers contribution.
  • The end heal of lifebloom is as of patch 3.1 depedant on the amount of stacks. 3 stacks will result in an end bloom 3 times higher than a single stack.

Regrowth:
  • Takes approximately 52-54% of your spellpower into account on the initial heal;
  • Takes 18.8% of your spellpower and adds it to each tick HoT tick.

Healing Touch:
  • Takes 171% of your spellpower into account.

Tranquility:
  • Takes 152% of your spellpower into account (38% per tick).

Swiftmend:
  • Always heals for exactly the same as 4 ticks of Rejuvenation or 6 ticks of Regrowth, even when Swiftmending other druids HoTs disregarding their gear (but not their talents, an untalened Rejuvenation from a Feral Druid will be Swiftmended for less because it takes the Feral druids lack of restoration talents into account. It will, however, still use your gear and spellpower). See the Regrowth or Rejuvenation section for calculating their respective ticks. Swiftmend are not affected by talents like Nature's Splendor or the last rank of Rejuvenation (that ticks 5 times instead of 4).

Healing Talents

Here is a few of the different talents

Gift of Nature:
  • Always applies to the end heal of the talent, effectively increasing it by 10% including taking spellpower gear into account;
  • Stacks additively with Improved Rejuvenation (10% + 15% = 25% on Rejuvenation).

Improved Rejuvenation:
  • Always applies to the end heal of the talent, effectively increasing it by 15% including taking +healing gear into account.
  • Stacks additively with Gift of Nature (10% + 15% = 25% on Rejuvenation).
  • Also increases the amount healed by Swiftmend when Swiftmending a Rejuvenation.

Empowered Touch + Empowered Rejuvenation:
  • Increases the gain from spellpower by the percentage specified, meaning that it acts like you had X% additional spellpower.
  • While Empowered Rejuvenation states "your healing over time spells", it also affects the non-heal over time part of those spells. This means that it also works with the initial Regrowth cast, as well as it works with the end bloom of Lifebloom.

Run speed


By Vispiritus of Mal'Ganis
Druids and how speed-increases from talents, enchants, and other bonuses effect movement speeds

Some notes:
I expect Gems with minor speed work the same as enchants and don't stack with eachother (Needs confirmation)
  • Margin of error for speeds is +/-1%
  • Calculations were done multiplicatively and corroborated by the Titan Speed Plugin, which I have found to be very accurate.
  • Assumes the druid is Level 70
  • ^ = only works outside
  • Bold text indicates the fastest for that particular movement
  • As of Wrath of the Lich King, Feral Swiftness now works indoors for Cats.


Walking
Running
Swimming
Aquatic Form
Bear-Form
Cat-Form
Cat-Form: Prowl
Cat-Form: Dash
Cat-Form: Dash/Prowl
Travel Form
Normal
30%
100%
67%
100%
100%
100%
70%
170%
119%
140%
Minor Speed Increase Enchant
35%
108%
67%
100%
108%
108%
75%
170%
119%
140%
PvP Set Bonus^
30%
100%
67%
100%
115%
115%
80%
196%
137%
161%
Feline Swiftness (Max)
30%
100%
67%
100%
100%
130%
91%
170%
119%
140%
Enchant + PvP Set^
35%
108%
67%
100%
124%
124%
87%
196%
137%
161%
PvP Set^ + FS
30%
100%
67%
100%
115%
149%
*105%
196%
137%
161%
Enchant + FS
35%
108%
67%
100%
108%
130%
91%
170%
119%
140%
Enchant + PvP Set^ + FS
35%
108%
67%
100%
124%
149%
105%
196%
137%
161%



Stealth



At level 20 the druid gains Cat form and with has access to the ability Prowl, which is the stealth form of the druid. Prowl is a Cat form ability and thus can only be used while in Cat form but only when you are not in combat. Any damage dealt to you will get you out of prowl. Same goes for when you do damage to others or when activating trinkets / items.

In the feral talent tree there is a talent called Feral Instinct. Besides giving more threat in bear form, it also reduces the chance enemies have to detect you while Prowling. Lets see stealth as a skill bar, you then will have 350 "stealth skill" at level 70. Feral Instinct grants you +5 stealth skill for each point you put into that talent. So when you max out the talent you will have a stealth skill increase of +15 making it a total of +365.

What does that mean exactly? That means that if you were level 70 and another level 70 was trying to find you while stealthed, you would appear to be a "level 73" to them, in terms of their stealth detection.

Night Elfs got Shadowmeld and works in the same way, it adds a full level of stealth (+5 points) to Prowl (or rogues stealth), so a Night Elf with 5/5 Feral Instinct would have 370 "stealth", and appear to be have a stealth level of "level 74" when in cat and prowling.

There are some enchants and gear items that increase your stealth level even more.


Stealth Detection

Opposite to stealth is stealth detection. Every player has a stealth detection skill level as well equal to 5 * their level (350 at level 70).

It is possible to increase your stealth detection skill through potion or gear, the most prudent example being the Catseye Ultra Goggles which increases your stealth skill by 18 (or said in another way, if you are level 70, your stealth skill with said goggles with be level 73,6).

Note that player can only detect stealth in front of them (180 degree cone), a level 1 rogue could sneak up behind a level 70 player without being spotted.

So how good is stealth vs. stealth detection?
2 players with equal stealth detection/skill is opposite of each other, one player in stealth. The opposite player will be able to spot that player from 5 yards away. Every time the stealthed player increases his stealth skill by +5, that ranged diminishes with 1 yard down to a minimum of 1 yard detection range and up to a maximum of 10 yards if a player increases his stealth detection.

Stealth skill also increases the time it takes for the opponent to spot you, and higher stealth detection decreases that time. It is possible with equal stealth detection/stealth skill to approach and enemy from the front and still not have him discover you before it is too late. The amount of time you stay within the players detection cone matters alot, so getting the opener quick can mean you won't be spotted.

Invisibility

Invisibility, used by mages, the Warlock succubus, Engineers or often PvE mobs uses a different detection mechanism than stealth.

This means that Invisibility detection buffs, including a warlocks "Detect Invisibility" spell and similar buffs have no impact on how easy you are to spot while being stealthed. Many players believe that Invisibility detection helps you detect stealth as well, which is in fact NOT true.

Also, invisibility detection works different from stealth detection. Stealth detection works as explained above, however invisibility detection works a different way. If you don't have the invisibility detection skill equal or higher than the invisible creature you won't be able to see it at all. If your invisibility detection is higher than the invisibility skill, you will be able to see him from up to 30 yards away or so. Therefore invisibility detection does not work with a range check system depending on skill and detection, either you can see them or you can't.

Another difference between stealth and invisibility is that abilities with a casttime used while stealthed will break stealth when you start casting, while under invisibility, spells with a casttime will break invisibility when the spell finishes casting instead of when you start casting.