Protection Paladin crest

Protection Paladin Stat Priority in WoW Forever

Engine a667dce84 · Client 1.60.1.70425 · 10,000 iterations

Weights for the Protection 8/33/10 reference build. Talent values are still being checked against the beta client.

The simmed WoW Forever Protection Paladin stat priority is Expertise > Block > Spell damage > Crit > Strength ≈ Agility ≈ Haste ≈ Spell hit > Attack power > Intellect ≈ Parry ≈ Armor penetration ≈ Spell crit, from the damage each stat adds per point on the Protection 8/33/10 reference build over 10,000 iterations.

Top stat
Expertise
EP reference
Strength
Hit on reference
Below cap
Iterations
10,000

Protection stat weights, damage

EP: Strength = 1

Protection Paladin stat priority, single target

ExpertisethenBlockthenSpell damagethenCritthenStrengthabout equal toAgilityabout equal toHasteabout equal toSpell hitthenAttack powerthenIntellectabout equal toParryabout equal toArmor penetrationabout equal toSpell crit

Highest damage per point first. ≈ marks stats within 5% of each other or within the measurement's noise. Weapon damage, spell penetration, school spell damage and survival stats are left out of the line and listed under it in the table.

#StatEPDPS / pt
1Expertise
4.01
1.019
2Block
2.05
0.521
3Spell damage
1.35
0.344
4Crit
1.28
0.327
5Strengthreference
1.00
0.254
6Agility
0.98
0.248
7Haste
0.75
0.191
8Spell hit
0.59
0.151
9Attack power
0.42
0.106
10Intellect
0.31
0.078
11Parry
0.18
0.045
12Defense
0.12
0.031
13Armor penetration
0.12
0.031
14Spell crit
0.12
0.030
15Dodge
0.01
0.003

No effect on this build (measured at exactly zero): Armor, Block value, Bonus armor, Hit, Stamina.

Protection stat weights, threat

EP: Strength = 1

Protection Paladin stat priority for threat

ExpertisethenBlockthenSpell damagethenCritthenAgilitythenStrengthabout equal toSpell hitabout equal toHasteabout equal toIntellectthenAttack powerabout equal toDefenseabout equal toSpell critthenArmor penetration

Highest threat per point first. ≈ marks stats within 5% of each other or within the measurement's noise. Weapon damage, spell penetration, school spell damage and survival stats are left out of the line and listed under it in the table.

#StatEPThreat / pt
1Expertise
4.92
1.405
2Block
3.43
0.979
3Spell damage
2.29
0.654
4Crit
1.69
0.483
5Agility
1.29
0.367
6Strengthreference
1.00
0.286
7Spell hit
1.00
0.284
8Haste
0.82
0.234
9Intellect
0.62
0.176
10Attack power
0.42
0.119
11Defense
0.35
0.100
12Parry
0.21
0.060
13Spell crit
0.16
0.044
14Armor penetration
0.11
0.031
15Dodge
0.05
0.014

No effect on this build (measured at exactly zero): Armor, Block value, Bonus armor, Hit, Stamina.

Hit and expertise caps

Every Forever sim is a level 60 character against a level 63 raid boss. These caps are the engine's; whether the reference build has reached them is read from its own weights, since a stat past its cap measures exactly zero.

Spell hit: 16% (160 rating)

Spells miss the boss 17% of the time and never less than 1%, so the cap is the 16% spell hit cap. The reference build is below it, and spell hit is worth 0.59 EP to it. Hit from talents and racials counts toward the cap.

Melee hit: 8% (80 rating)

Special attacks and swings with one weapon miss the boss 8% of the time, so the cap is the 8% hit cap (9% with the boss's extra hit suppression turned on in Advanced). The reference build is already at the cap: its hit measured zero.

Expertise: 6.5% dodge (65 rating) from behind

Each 10 expertise rating takes 1% off the boss's dodge and parry. From behind, only its 6.5% dodge applies, gone at 65 rating; from the front its 14% parry counts too. The reference build is below that, and expertise is worth 4.01 EP to it.

Ratings per 1%: hit 10, spell hit 10, crit 14, spell crit 14, haste 10, expertise 10. Forever unifies hit and crit rating, so melee and spell hit or crit on an item count for both.

Methodology

Reference build

The Protection 8/33/10 build the Protection Paladin trinket board and tier list row sim: fixed level 60 gear, talents, race and rotation, with the engine's standard raid buffs, debuffs and consumables.

How a weight is measured

The engine sims the build with a little less and a little more of each stat, 10,000 iterations split between the two from one seed, and reports the damage each point adds. EP divides that by Strength's. The ± column is each weight's standard error.

Fight

One raid boss for about two minutes, no movement and no adds, the same encounter as the trinket boards.

Your own weights

Weights move with gear: a stat near its cap, a set bonus or a proc changes them. A Forever Quick Sim with stat weights on measures them for your own character.

Engine build

MythicSim Forever fork a667dce8492b, Forever client 1.60.1.70425, pinned Oct 22, 2026. The weights are measured again at every engine update, and this page follows them.

Frequently asked questions

What is the best stat for Protection Paladin in WoW Forever?

Expertise, per point, on the Protection 8/33/10 reference build. The full simmed order is Expertise > Block > Spell damage > Crit > Strength ≈ Agility ≈ Haste ≈ Spell hit > Attack power > Intellect ≈ Parry ≈ Armor penetration ≈ Spell crit.

What is the Protection Paladin hit cap in WoW Forever?

16% spell hit (160 rating) against a level 63 raid boss, counting hit from talents and racials. The reference build is below the cap, where spell hit is worth 0.59 EP.

What are the Protection Paladin stats for threat?

Expertise > Block > Spell damage > Crit > Agility > Strength ≈ Spell hit ≈ Haste ≈ Intellect > Attack power ≈ Defense ≈ Spell crit > Armor penetration, by threat per point. Survival stats such as Stamina, Armor and Defense keep a tank alive, which this sim does not score.

Where do these stat weights come from?

MythicSim's Forever engine sims the Protection 8/33/10 reference build with less and more of each stat over 10,000 iterations, and the order is the damage each point adds. They are measured again at every engine update.

Should I use these weights or sim my own?

These fit a character close to the reference build. Gear near a cap, set bonuses and procs move weights, so a Forever Quick Sim with stat weights on gives you your own.