View Single Post
Old 03/18/08, 1:08 PM   #28 (permalink)
 landsoul
Don Flamenco
 
landsoul's Avatar
 
Night Elf Warrior
 
Maelstrom
Originally Posted by Gruntle View Post
"a little bit of dps", hmm HS is responsible for nearly 15% of my damage (then again, I'm using a fast MH). Still I don't think you can denote the HS damage as small. I'm not there yet of course, but I though the rage gain at end-game was so high that you're able to chainspam HS almost indefinitely, it can't really be a small part of your damage in that case?

Feel free to test it, but I really don't think that priority on Hamstring as a rage dump will do better dps. HS has soo much higher damage per rage, in my opinion there is no way more procs and flurry uptime can make up for this. Also, you have to remember that Hamstring has added threat, the damage per threat for hamstring is way lower than HS.
No, no, I'm not saying use hammy instead of HS. In conjunction.

Remember though using heroic strike is an addition to your white damage. Thats how I run it in my sheet, yet I can still convert the % from overall make it look like recount, which is what I do also. In recount and SWstats, etc it shows HS damage as the whole white hit + the addition that HS grants.

Im sayin if you are saying if you are sitting on some hilarious rage generation for a moment it might be beneficial to conditionally hit both HS and Hammy for the slim chance that the hammy will proc a buff.

For example if you are sitting under void reaver earthquake with zerk rage might be able to hit hammy a few times while hitting HS also


On note of currently bugged (2.3 only) flurry

Originally Posted by Ugato View Post
Wouldn't this sort of activity run counter to the practice of speed-sync'd weapons? pushing more toward the 2.6/2.7 setup for DW? The basic theory - with unsync'd weapons, you won't (necessarily) be forced to wait 2.6(7) seconds to regain flurry after this bug. Also, you still have the basic principle of slower OH to force more flurry charges to the MH. It's late, and I'm not that great at showing the math. Anyone care to compare this? I also realize it'd be kinda hard to represent these random occurances as solid numbers, as they're mostly a 'probability' factor. It's at least food for thought.
I would assume this can also be correct that no matter if you crit on the last hit of flurry or not, the server thinks that is the last hit anyways and will drop the buff, forcing you to wait 2.6 seconds (or whatever your synced speed) for a chance for flurry to come back again. If thats the case then that is terribad and I can't wait for the new patch to supposedly fix it. Our 70-80% flurry uptimes current will jump to 95-99% as they are supposed to.
 
User is offline.