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05/12/07, 11:41 PM
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#1
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Don Flamenco
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How does Shadow Embrace work?
"Your Corruption, Curse of Agony, Siphon Life and Seed of Corruption spells also cause the Shadow Embrace effect, which reduces physical damage caused by 5%."
Ok, so is this 5% straight off the mob's attacks, or does armor reduce that further? I've heard both, and I'm not sure if I should take this talent. I would lose 5/5 Fel Concentration to get 5/5 of this, I don't really use FC that much in raids but I do alot in farming, but if 5/5 SE is worth it, it's worth it. I can see it especially being useful on things like Phase 2 Prince, and we wanna start Gruul soon, and it seems like all his damage is physical...
Just curious 1.) How this works and 2.) What people's experiences with it have been. Thanks. 
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05/12/07, 11:47 PM
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#2
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Don Flamenco
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It's generally worth having 1 warlock with it, it's not an insignificant difference. I cannot answer your primar question (Before or after armor) although I'm inclined to believe it's before, just based on how I'd sequence that kind of calcuation. Fel concentration is a mediocre raiding talent at best, and unless you're farming fear immunes or in caves is 100% unecessary for an affliction lock (Hearty PvP'rs excepted).
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"I have nothing personally invested in my own opinions. I'm just, like, inviting you to join me on the bandwagon of my own uncertainty." -Taylor Mali
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05/13/07, 12:02 AM
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#3
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Don Flamenco
Human Death Knight
Stormrage
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I don't think it matters if it is before or after armor, since both the talent and armor are % based. Meaning whichever way you calculate it, the damage is the same.
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05/13/07, 12:20 AM
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#4
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Don Flamenco
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If it's 5% which seems pretty good, why do alot of the top guilds I don't see have it on one of the Warlocks? How come there isn't more chatter about this talent?
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05/13/07, 12:30 AM
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#5
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Don Flamenco
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Assume a 1000 hit, 65% armor mitigation (no def stance).
5% before armor:
1000x.95=950
950x.35=333
5% after armor:
1000x.35=350
350x.95=333
So no matter which way its applied, its the same effect in the end. This thread is over now for deciding which way it applies.
Last edited by Hate Monkey : 05/13/07 at 12:31 AM.
Reason: Spelling.
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05/13/07, 12:34 AM
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#6
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Don Flamenco
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Originally Posted by Hate Monkey
Assume a 1000 hit, 65% armor mitigation (no def stance).
5% before armor:
1000x.95=950
950x.35=333
5% after armor:
1000x.35=350
350x.95=333
So no matter which way its applied, its the same effect in the end. This thread is over now for deciding which way it applies.
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Ok. Should I start a new thread asking for opinions of this 5 point talent, or should we continue on this one, or is it not appropriate for this forum and should be closed?
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05/13/07, 12:41 AM
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#7
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Don Flamenco
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I just did some simple math so this doesn't turn around into a worthless thread of people saying which way it applies is correct.
Now, opinions on it is still open, but when your average raid boss is now having an average hit of over 5k, with a special hit of near 10k sometimes, knocking off 250-500 of that hit is pretty substantial over the course of the fight.
One other thing I just thought of, how is Demo Shout and Shadow Embraced handled for boss mobs? Demo then SE or SE then Demo, this one is a big difference in damage reduction.
Last edited by Hate Monkey : 05/13/07 at 12:41 AM.
Reason: forgot words
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05/13/07, 12:48 AM
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#8
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Von Kaiser
Night Elf Rogue
Blackrock
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Just speculation, but I would think it works similar to the character version of % damage effects.
You get your damage range from weapons plus AP, then it's multiplied by the % increase / reduction to give a final effect.
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05/13/07, 12:49 AM
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#9
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Bald Bull
Citania
Undead Warlock
No WoW Account
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I think it's nice talent to have, since every bit of damage reduction helps, but really far from necessary - occasions where a tank would've survived if there was a 5% reduction in the killing blow is pretty rare.
And "the reduction in damage adds up" argument really doesn't apply unless your main tank NEVER gets overhealed (which is obviously impossible) - whether the tank is down 5K health or 4.75K health doesn't matter much when he/she will be back to full in the next second or two either way. Yes, it does give healers a bit of leeway, but not so much that you can count on it to make a difference.
As for how it works, already been posted - whether it's calculated pre-AC or post-AC reduction, it's the same.
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05/13/07, 12:58 AM
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#10
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Bald Bull
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Every damage reduction does help, and help a lot, even if it wouldn't have made a difference on the "killing blow". Otherwise, there'd be more arguments like "Well going from 12000 armor to 13000 armor wasn't a big deal, I still would've got 2 hit there by the crushing blows" or something silly, which just isn't the case.
However I don't think we have it either, and the best guess as to why would be it gimps the warlock's damage in some way, or takes up a debuff slot that is better used elsewhere. We're already hitting the debuff cap pretty often, and the warlocks can't use Siphon life most of the time.
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05/13/07, 1:04 AM
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#11
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Von Kaiser
Night Elf Rogue
Blackrock
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Originally Posted by GokieKS
I think it's nice talent to have, since every bit of damage reduction helps, but really far from necessary - occasions where a tank would've survived if there was a 5% reduction in the killing blow is pretty rare.
And "the reduction in damage adds up" argument really doesn't apply unless your main tank NEVER gets overhealed (which is obviously impossible) - whether the tank is down 5K health or 4.75K health doesn't matter much when he/she will be back to full in the next second or two either way. Yes, it does give healers a bit of leeway, but not so much that you can count on it to make a difference.
As for how it works, already been posted - whether it's calculated pre-AC or post-AC reduction, it's the same.
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Decreased healing requirements mean that healers can downrank heals, increasing longevity, or they are able to spend more time outside FSR, increasing mana regen, and thus longevity.
It also means that in some situations you may be able to drop 1 healer and pick up another DPS, ending the encounter quicker.
In many cases you're right that it won't prevent a wipe, but it does enable to min-max better, which is ultimately what these forums specialise in.
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05/13/07, 1:22 AM
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#12
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Mostly Harmless
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Speaking of Shadow Embrace I've noticed one odd thing. Sometimes if I get mind controlled and dot one of my groupmates when I revert to normal sometimes the shadow embrace debuff will stay on the person I dotted permanently. Anyone know what causes this exactly, or is it some serverside script getting confused?
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05/13/07, 1:23 AM
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#13
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Soda Popinski
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It's not very hard to pick up either that or malediction, if you're building a raiding-oriented build, so it's not too much of a debate. I think that's why you don't see a lot of discussion.
Yes, if you pick up non-raiding talents like fel concentration you end up with not having enough points. But if you focus on raiding, it works just fine for one of the two.
Me, I sold out and went 1/21/39 tonight... *sigh* so we'll see how *that* goes.
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05/13/07, 1:30 AM
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#14
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Don Flamenco
Human Warlock
Thunderhorn
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I'll be picking 5/5 up next patch in a slightly off the wall 47/14/0 spec.
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05/13/07, 1:31 AM
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#15
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Piston Honda
Blood Elf Paladin
Kil'Jaeden
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Originally Posted by Kyth
Me, I sold out and went 1/21/39 tonight... *sigh* so we'll see how *that* goes.
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Off-topic de-rail, but why the 1 point in Corruption instead of 0/21/40?
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05/13/07, 1:35 AM
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#16
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Don Flamenco
Blood Elf Hunter
Kil'Jaeden
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1.6 second cast is .1 second slower than global.
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05/13/07, 1:35 AM
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#17
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Don Flamenco
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And "the reduction in damage adds up" argument really doesn't apply unless your main tank NEVER gets overhealed (which is obviously impossible) - whether the tank is down 5K health or 4.75K health doesn't matter much when he/she will be back to full in the next second or two either way. Yes, it does give healers a bit of leeway, but not so much that you can count on it to make a difference.
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To add to the other comments on this so far...
WoW raiding literally hinges on small decisions like this. Did your tank socket 9stam gems instead of 12stam gems? Meh, it's only a couple hundred hp difference tops, when you're talking 19k+ health that probably won't matter. Do you have somebody specced for Improved Demo Shout/CoW? Meh, only a hundred or so AP difference, no big deal. Applying Scorpid Sting/Insect Swarm? Meh, only a few more misses over the course of the fight, not going to make or break things.
Individually each of those choices is probably not going make or break your raid. But the cumulative result (along with many others - Ironshields vs. Stoneshields, keeping Improved TClap/Thunderfury proc on consistently, etc) is absolutely staggering. Yeah, you can probably fudge one or two of them, but fudge too many and it DOES matter.
So if you expect Shadow Embrace to reduce Prince to the DPS of a level 52 nonelite, you need to reign your imagination in somewhat. But it's another feather in your cap or whatever, and if in your judgment you're not losing too much, it's probably worth it.
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05/13/07, 1:37 AM
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#18
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Von Kaiser
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I believe its because the extra debuff it puts on the target affects the talent "Soul Siphon" so that it increases the effectiveness of Drain Life
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05/13/07, 1:59 AM
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#19
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Bald Bull
Citania
Undead Warlock
No WoW Account
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I didn't say SE useless - far from it. However, like with everything else, you have to consider at what cost it comes. Take the 12000AC vs 13000AC example. Of course 13K AC is going to be better. But what if the tank had to give up 1000HP to gain that 1000AC? Is it still worth it? Becomes a lot more debatable, doesn't it?
Same with SE - 5 talent points is quite a lot for that 5% reduction, especially in a tree that has so many good talents. Sure, if your build has the points free to put into SE, by all means go for it - it can't do anything but help. And yes, for a pure raid build, 5/5 SE and 3/3 Malediction would be the way to go. But for me, because I want a build that's useful for a wider variety of things, I can't justify putting more than 1 talent point into SE (for Soul Siphon) when there are other more useful (to me) talents available.
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05/13/07, 2:16 AM
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#20
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Soda Popinski
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Originally Posted by Draele
I'll be picking 5/5 up next patch in a slightly off the wall 47/14/0 spec.
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Personally I think you're murdering your raid and personal dps without taking 10 in destruction, but
I've been known to be a tad militant about that  .
Originally Posted by Floria
Off-topic de-rail, but why the 1 point in Corruption instead of 0/21/40?
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As said: because reducing corruption's cast by 0.4 seconds is more dps than closing out S&F.
Originally Posted by GokieKS
Same with SE - 5 talent points is quite a lot for that 5% reduction, especially in a tree that has so many good talents. Sure, if your build has the points free to put into SE, by all means go for it - it can't do anything but help. And yes, for a pure raid build, 5/5 SE and 3/3 Malediction would be the way to go. But for me, because I want a build that's useful for a wider variety of things, I can't justify putting more than 1 talent point into SE (for Soul Siphon) when there are other more useful (to me) talents available.
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Not really. Pick up only one of the two and you have tons of points to spare. I spent the last few months as that spec and the only thing I "gave up" was fel conc (and male.) I could even fit iHoT in with 42 points.
If you're doing Malediction, have another high-playtime lock pick up SE. Done and done.
(of course I abandoned my affliction ways, to help keep ISB up more, and now we only have a 70% raiding lock doing SE for us, but we'll see how things go.)
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05/13/07, 5:25 AM
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#21
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Glass Joe
Tauren Druid
Genjuros (EU)
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Another way to look at it:
A warlock not taking shadow embrace is like the tank not taking vitality.
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05/13/07, 5:52 AM
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#22
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Piston Honda
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Something I posted on the official forums.
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Originally Posted by Me
Suppose a tank has 55% DR with armour (14618 armour against a 73).
A 10k hit will do...
4500 after armour
4275 after 5/5 SE
Suppose a tank wanted to get 57.25% DR with just armour alone. How much would they need? In other words: how much armour is SE equivalent to? To get that level of DR you need 16016 armour, which is an increase of about 9.5%. To put this in perspective, there's a (5-point) talent in both the Warrior and Paladin protection trees which increases Armour from items by 10%; the Druid one is 10% for 3-points.
It's on par with other talents with other physical DR talents, and has various advantages/disadvantages. 1 warlock in the raid should definitely take it.
Armour stuff from http://forums.worldofwarcraft.com/th...75381044&sid=1
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Pretty sure the maths was right, I was coffee/sleep deprived when I did it. I didn't include the way it scales with armour, and didn't include things like Defensive Stance etc. It's still vaguely relevant as a back-of-the-envelope calculation though.
Last edited by Dancing Wu Li Master : 05/13/07 at 12:53 PM.
Reason: Druid numbers were incorrect.
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05/13/07, 5:53 AM
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#23
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Piston Honda
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Wasn't it determined pre-TBC that there was a cap on the amount of damage you could reduce a raid boss's damage outupt? IIRC, it was something like 30%, meaning anything more than that was simply ignored in the calculation and was "wasted." However, I believe this was tied to the mob's AP reduction; it was based on the way raid bosses had their physical damage calculated as a multiple of a reduced AP, rather than as them having a straight 10k AP. This is why you never had 5 hunters bringing pets that spammed Screech (the debuff stacks) or had warlocks put up Curse of Weakness, because one warrior with Improved Demoralizing Shout singlehandedly hit the physical damage reduction cap.
Of course, my memory could be off.
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05/13/07, 5:53 AM
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#24
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King Hippo
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Originally Posted by Flank
Another way to look at it:
A warlock not taking shadow embrace is like the tank not taking vitality.
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And yet many many guilds who are at the top edge of TBC raiding don't have Shadow Embrace. SO umm..
It is useful, but seeing how many guilds don't have warlocks with it then don't assume you need it. Unless you have a warlock who has a spec that can afford it then I wouldn't worry too much.
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05/13/07, 6:03 AM
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#25
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King Hippo
Troll Priest
Steamwheedle Cartel
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Assuming it stacks with everything else (and I would assume it does) 5% less damage taken is 5% less damage taken. On an encounter without magic damage that's equivalent to 5% more health on the tank (except better because it reduces the healing required). If your tank has 20k hit points it's another 1k hit points.
If a lot of high progression raiding guilds lack a warlock specced to it I would guess it either doesn't stack for some reason or is simply overlooked. The effect against a pure physical damage boss with a flasked and raid-buffed tank is another 2/3 of a flask if it works as the text seems to indicate though.
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