Ret-prot Paladin crest

Ret-prot Paladin Stat Priority in WoW Forever

Engine a667dce84 · Client 1.60.1.70425 · 10,000 iterations

Deep Retribution talents tanking with a one-hander and shield through the Protection simulation, from a Discord player's build. Experimental: ranked by damage, not survivability or threat. Weights for the Ret-prot hybrid tank 0/21/30 (Experimental) reference build. Talent values are still being checked against the beta client.

The simmed WoW Forever Ret-prot Paladin stat priority is Expertise > Spell damage ≈ Crit > Agility ≈ Strength ≈ Haste ≈ Intellect > Attack power > Spell hit > Parry ≈ Defense ≈ Spell crit ≈ Armor penetration, from the damage each stat adds per point on the Ret-prot hybrid tank 0/21/30 (Experimental) reference build over 10,000 iterations.

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

Ret-prot stat weights, damage

EP: Strength = 1

Ret-prot Paladin stat priority, single target

ExpertisethenSpell damageabout equal toCritthenAgilityabout equal toStrengthabout equal toHasteabout equal toIntellectthenAttack powerthenSpell hitthenParryabout equal toDefenseabout equal toSpell critabout equal toArmor penetration

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
4.40
1.076
2Spell damage
1.39
0.341
3Crit
1.39
0.339
4Agility
1.10
0.268
5Strengthreference
1.00
0.244
6Haste
0.99
0.243
7Intellect
0.95
0.233
8Attack power
0.45
0.111
9Spell hit
0.39
0.095
10Parry
0.23
0.055
11Defense
0.15
0.037
12Spell crit
0.13
0.032
13Armor penetration
0.13
0.031
14Dodge
0.02
0.005
15Block
0.00
0.000

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

Ret-prot stat weights, threat

EP: Strength = 1

Ret-prot Paladin stat priority for threat

ExpertisethenSpell damagethenCritthenIntellectabout equal toAgilitythenHasteabout equal toStrengththenSpell hitthenAttack powerthenParryabout 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
5.45
1.471
2Spell damage
2.29
0.619
3Crit
1.85
0.498
4Intellect
1.54
0.417
5Agility
1.49
0.401
6Haste
1.06
0.285
7Strengthreference
1.00
0.270
8Spell hit
0.62
0.168
9Attack power
0.45
0.123
10Parry
0.27
0.072
11Spell crit
0.20
0.054
12Defense
0.17
0.046
13Armor penetration
0.11
0.031
14Dodge
0.06
0.017
15Block
-0.17
-0.047

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 0.39 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 4.40 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 Ret-prot hybrid tank 0/21/30 (Experimental) build the Ret-prot 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 Ret-prot Paladin in WoW Forever?

Expertise, per point, on the Ret-prot hybrid tank 0/21/30 (Experimental) reference build. The full simmed order is Expertise > Spell damage ≈ Crit > Agility ≈ Strength ≈ Haste ≈ Intellect > Attack power > Spell hit > Parry ≈ Defense ≈ Spell crit ≈ Armor penetration.

What is the Ret-prot 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 0.39 EP.

What are the Ret-prot Paladin stats for threat?

Expertise > Spell damage > Crit > Intellect ≈ Agility > Haste ≈ Strength > Spell hit > Attack power > Parry ≈ 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 Ret-prot hybrid tank 0/21/30 (Experimental) 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.