
Originally Posted by Nonrelent
A ) 250 DPS is doable at a realistic gear level with the talents into it.
B ) I specifically mentioned I used similiar DPS for ease of calculation. If you'd like to do a more accurate analysis as with a greater number of variables I'd love to see your numbers
C ) Since there's only 2 curses that benefit from it, that's a reasonable assumption. Whether you do the analysis for curse of shadows or elements, the orginal thesis that the total benefit of 3% to each beneficiary should outweigh the loss in DPS remains accurate regardless of who the beneficiary is. More than 2 would be a waste of talent points
D ) I disagree sir. All affliction builds listed on this site include it. Combine with doom, it adds ~ 5000 dmg per cooldown, or about 30 total DPS fightlong, and scales with gear. There's plenty of points to spend from your 3rd or 5th tier points to spare 1 point in amplify. Particularly if my original thesis is correct in not needing malediction, then one of those points could go into it. It particularly comes into it's own if you use your amplified doom as you use the various cooldowns being discussed simlultaneously in this thread (destruction potions, trinkets, etc).
I appreciate the criticism, but if the numbers are wrong, I'd love to see the correct numbers in their place. Feel free to correct anywhere I was off.
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1.) 250 dps requires 1967 + dmg. If you assume you get total 10% from ISB, it requires 1685. In my gear (not the best, but pretty damn good. 5/8 T6, Sunfire robe/neck, tempest, etc), I sit at ~1570 fully raid buffed. Throw a totem on there, and it's in the range required. But, I don't think that's realistic gear level, more like top end. Regardless, that's not 30% of anyone's dps, thus your premise is flawed to start with.
2. ) That's fine, but it's not true to real world numbers, thus your results are not true to real world results. Taking a shortcut here and saying your results are accurate don't work together.
3.) You bring an Aff lock for SE, thus having more than 1 is a waste. Malediction is just a bonus.
4.) Amp only applies to base damage, thus it's 2100 per cooldown, or 700 dmg per CoD. And destro gets 15% to shadow, vs that 700 dmg per cast (SM does not apply to CoD). So, anything over 4700 CoD (i.e. essentially any non-naked cast) will be stronger for destro (or demo, for that matter) than Aff. The one cast in 3 will be slightly higher for Aff, generally.
To prove that an Aff lock is better off casting a dmg curse vs a destro lock, you have to prove that the Aff locks dmg curse + destro CoS > Destro locks dmg curse vs CoS + extra Maledicted rdps. I'll give you a head start. Aff locks get + 25% to CoA from talents (0% CoD) and Destro get 15% to CoA and CoD, With the fact that extra GCD cost of recasting CoA makes it pretty much a wash w/ CoD, most dmg curses will be CoD, which gives destro a huge advantage.