Quote from Wowwiki (I know, not the best source..)
Rage can be generated by the following methods:
- Being Hit
Being hit by a physical attack generates rage based on damage taken.
Attacks that are blocked/parried/dodged also generate rage.
The algorithm for rage gained from damage taken is:
Enemy Level * 1.5 = 1 Rage
For example, at level 60 it takes 90 damage to generate 1 rage versus a level 60 opponent, while it takes 45 damage to generate 1 rage versus a level 30 opponent.
- Dealing Melee Damage to Enemies
The formula for rage gained from damage dealt is:
Current Level * 0.5 = 1 Rage
For example, at level 60 it takes 30 damage to generate 1 rage.
As a 2H Fury Warr I crit for ~1200 white damage, but I'm somewhat doubtful wether my rage gain is 40 (1200/30) so I'm wondering if anybody knows the exact formulae. Basically, is there anyone that can confirm Wowwiki's findings or scrap it? ;] I'm curious since I'm trying to find the right amount of %crit to keep Flurry up, which obviously scales down when there's enough rage to spam abilities with.
Whilst I'm on the subject; do damage procs from Darkmoon Card: Maelstrom and Thunderfury also generate rage? And does anyone know the exact rage increase formula for Berserker Rage? Thx in advance.
Am I also correct when I recall that the extra threat from crits have been removed since 1.10/1.11?
As a spinoff from the origonal topic, can any warriors share some anecdotes as to their experience "tanking" Onyxia or Molten Core encounters in DPS gear and/or without shields? Seeing as we all started with blue gear I'd imagine epic DPS gear to not have too much of an impact, and I'm wondering how effective this would be to increase the speed of runs due to the huge increase of rage gain. Our DPS OTs generally generate a far larger amount of threat than our MTs and if they were to DPS whilst having constant rage due to tanking I can imagine the other DPS classes can go full-out in these encounters much more comfortably. With our healers in BWL gear they're likely to be able to keep up...
I'm just wondering if this is a feasable way of speeding'n'spicing up somewhat dull runs ^^
For onyxia, it's a short fight. Speed it up by optimizing your logistics, not your DPS.
For MC.. let the feral druid tank and go DPS! Seriously, I don't know if not using a shield would really increase the aggro cap that much since you'd also lose block-triggered revenges. The mobs are tauntable anyway, which means that your DPS likely isn't holding back much at all..
The last time I tanked Ony I did it dual wielding in DPS gear in Berserker stance.
I tank Ony in def stance with dual wield and normal tank gear. I find the hate generation to be significantly better because with my kit I seldom get enough rage from her to do more than the occasional heroic strike/revenge. I stopped putting on FR gear for her ages ago because her breath is basically the only thing that gives me rage. I think I may have put on an onyxia cloak last time I went.
I didn't try zerk stance till phase 3 and below 20%
Considering onyxia has no aggro wipes or anything between phases, the signficantly better hate production in phase 1 made the landing for phase 3 almost trivial - I think I hit her once on landing and aggro was locked in.
I haven't tried dps gear yet (perhaps next time :)), but for someone with mainly tier 2 and 3 pieces, I'd definitely say dual wield is more efficient.
Ok I'll try the Druid tanks in MC ^^ I dont know about other raiding groups but our DPS Warriors only have to hit the mob and spend some (none-HS) rage and we've already got aggro - so I thought why bother letting tanks get initial aggro and just go straight for DPS warriors ;P Then again I guess the lack of threat generated by said MTs can only be improved in such trivial runs where they can experiment all they want... Gah ;]
@ Deathwing, ofcourse, but there is an optimal point ;] If I were to not use any specials I'd theoretically need 33.34% crit and a lot of luck to keep Flurry up at all times. Currently with my Bonereaver I hit once every 3.4 sec for ~510 damage (=17 rage). With hamspam I would be able to hamstring after every hit. Theoretically I'd need 16.67% crit and a lot of luck to keep Flurry up at all times. Throw in the fact I prefer to use WW and BT instead and that will increase the crit required, add Bloodrage and Imp Berserker Rage it would drop the crit required - etc ;]
Anyways I'm sure you knew what I meant, the above example just illustrates my point somewhat ;p Theory based on math and luck doesnt work in WoW ofcourse, so when I trade str in for crit or the other way around I aim for a small overlap of Flurry crit, but not enough to cripple my AP etc ;p
"Enough crit to keep flurry up" Please elaborate on that. Keeping flurry up 100% is impossible. And even with high end gear and raid buffs, it's only about 95%.
Without 100% Crit, it's impossible to keep Flurry 100% of the time. Practically, 45% Crit should be enough to keep Flurry up almost all the time (90% assuming 1 instant attack every 3 swings) using the 1-(1-c)^(3+I) formula.