Why all thinks that WF is better than rock?
basics:
WF:
Each hit has a 20% chance of dealing damage equal to 2 extra attacks with 475 extra attack power
note: Those 2 extra hit have same stats than normal hits so they use same hit % than normal strikes...
note2: u can turn that 475 AP to DPS
(475/14=)33,9
Rockbiter:
Increases weapons damage per second by 74
note: when u, hit u will hit
for example i take
Syphon of the Nathrezim one of most suitable weapons in game to WF (Right?)
Syphon of the Nathrezim:
Speed 2.80
196 - 365 Damage
(100.2 damage per second)
(Avarage damage 100.2*2,8=280,56)
WF:
hit | basic | 1.extra | 2.extra | =total | =total dps
crit,crit & crit | 280,56*2=561,12 | ((100,2+33,9)*2,8=375,48*2=750,98 | 750,98 | 2063,08 | /2,8= 736,8
crit,crit & norm | 561,12 | 750,98 | 375,48 | 1687,58 | /2,8=602,7
crit,norm & norm | 561,12 | 375,48 | 375,48 | 1312,08 | /2,8= 468,6
norm, norm & norm | 280,56 | 375,48 | 375,48 | 1031,52 | /2,8= 368,4
Note: Kinda nice dps? lets go back to reality WF works only 20% from hits.
|
Weapon Speeds play an important role in maximizing DPS from Windfury procs. The goal is to chain WF procs every 3 seconds, as soon as each cooldown ends. Both the OH and the MH need to be as slow as possible to achieve this(they do not need to be matched in speed, just as slow as you can get it). The idea is to reduce the number of swings made during the time that windfury is on cooldown. Since the cooldown is 3 seconds, weapons speeds are preferred to be close to that speed, generally this means 2.6 - 2.8 under current itemization. The idea is that a faster weapon would proc a WF, and then strike again within the cooldown window, which means that windfury would exit cooldown and your weapon would still be on some significant portion of its swing timer, unable to proc another WF.
|
And it uses same hit % than u got (28%-9%(talents)-5.6%(avarage gear ~
88 Hit rate/15,77=5.6%)=13,4% miss) <--- Them r NOT special attacks they r just regular attacks so they use ur hit!
note2:
28% miss = DW melee
3xcrit +4 normal hits= avarage 3xcrit*miss%
(736,8+100,2*4)/5=227,52 (miss 736,8*0,134=98,7) 227,52-98,7=128,82
2*crit+1normal +4 normal hits= avarage
(602,7+100,2*4)/5=200,7 (miss 602,7*0,134=80,8) 200,7-80,8=119,9
1*crit+2normal +4 normal hits = avarage
(468,6+100,2*4)/5=173,9 (miss 468,6*0,134=62,8) 173,9-62,8=111,1
3*normal + 4 normal hits = avarage
(368,4+100,2*4)/5=153,84 (miss 368,4*0,134=49,3) 153,84-49,3=104,54
note: there is no still block or dodge included
how about rockbiter?
100,2+74=174,2 DPS *2,8= 487,76 damage avarage
crit?
174,2*2= 348,4DPS *2,8= 975,52 damage avarage
note: not so flashy as WF crits but 100% succes on normal hits makes it stable
PS: if u think i miss something just type it here
PSPS: in pvp miss
(When a player or mob attacks a player, the base miss rate is 5%) then ur 9% from talents is enfu to make 100% hit so WF is better there