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Old 10/26/07, 8:40 AM   #76
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Originally Posted by Dots View Post
No, it also deals considerably less damage without any SA on the mob.
Meh. OK, putting in feedback on the EU PTR forum suggesting that EA should count as a 5-stacked Sunder for the purposes of calculating Devastate damage+threat. As far as I can see, that would allow rogues to put up EA once the initial "buildup" was done, without any negative impact on tank threat, and without allowing SA and EA to stack (which would be OP).

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Old 10/26/07, 8:42 AM   #77
Borodin
Piston Honda
 
Dwarf Warrior
 
Argent Dawn (EU)
Originally Posted by songster View Post
So, Devastate threat with Expose Armor applied is (119 + 1/2 damage), i.e. 57 less than Devastate with 5 Sunders in place.

Does this mean that once past the initial buildup phase, it would be worth a rogue using Improved Expose Armor? The tank would lose 57 threat per Devastate. However, all physical damage dealers including the tank would be doing 2-3% more damage, assuming the rogue was talented for improved Expose Armor. How much damage does that come to on average over a warrior's threat cycle, and is it enough to counterbalance the loss of 57 threat per Devastate? The DPS increase is certainly worth a rogue using it in place of a rupture (very rough calculation: it would drop the rogue's damage by ~5% but increase all physical damage by ~2-3%).


Edit to add: Even better thought. Devastate up to a full stack. Rogue replaces the sunders with an improved Expose. Let the expose wear off, Devastate back to a full stack. Tank loses a very tiny amount of threat while EA is up, but gains a large boost from periodically re-stacking Devastate after EA wears off. Uptime of EA should be around 75% (10 seconds to rebuild the Devastate stack, 30 seconds of EA debuff), meaning there's a significant overall bump to physical DPS.
I actually toyed with this idea while doing my testing but as another has mentioned once you remove Sunders the Devastate is reduced to doing 50% Weapon Damage - losing 175 damage per swing. So on top of the drop to the innate threat values (which now scale based on Sunders) you lose 175 damage and the associated threat (actually comes out as a 175 TPS loss)

Any marginal gains to DPS for the raid would be probably be lost hitting the now lowered threat cap.

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Old 10/26/07, 8:48 AM   #78
Brissa
Not enough rage
 
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Gnome Warrior
 
Argent Dawn (EU)
Originally Posted by Moogul View Post
Where are people getting these values for devastate damage from? 175 seems very low for a raid-buffed tank. Admittedly I'm actually a dps warrior mostly now, and haven't tanked as prot for a while, but back several months ago when my old guild was clearing T4 content, I used to consistently hit Devastates for 280+ on Gruul, using a humble King's Defender. That was with 5xSunder, Faerie Fire, and probably CoR up on Gruul, and with me having SoE, GotW, BoK, and possibly BoM, but then what warrior in a raid doesnt? Ok, some guilds might put Shamans in other groups (this was pre WF totem nerf, so having a shaman was a huge increase in threat), but GotW, BoK and BoM must be pretty standard for most guilds, and so would FF and Cor. If I can hit for 280+ (and fairly easily, often going up higher, and that's not including crits), then someone using a Mallet of the Tides, or a Brutalizer, is only going to be hitting for more. Ok, not a huge amount due to the 50% penalty, and I haven't checked recently if T5, T6 and above give anymore AP, but Devastates hitting for 175 on a normal raid boss seems exceptionally low.

Also, don't forget crits. Even in tank gear your average warrior should be rocking 10%+ crit, which over the long run is going to be 10% more effective damage from Devastate.

From what I remember, the maths I did (and that others had done) before suggested that even pre-2.3, Devastate out-threated Sunder armour in a raid environment. Not by much, but by some.
I have to agree that 175 sounds very low.
Looking at some WWS combat logs I can see that our prot warriors seem to do between 260-300 on average with devastate when tanking.

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Old 10/26/07, 11:48 AM   #79
Borodin
Piston Honda
 
Dwarf Warrior
 
Argent Dawn (EU)
The 175 I was quoting was the lost + damage from Sunders (5 x 35) if you replaced those Sunders with Expose Armour.

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Old 10/26/07, 11:52 AM   #80
Nite_Moogle
I prefer the term treasure hunting
 
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Tauren Shaman
 
Mal'Ganis
I was using 175 because that's about half damage of a normalized T5 weapon hit; I was overlooking the innate damage that Dev was doing though, which is why my results weren't accurate and have been removed from the previous post. 175+175 will end up being around the stated values after AC. Adding in the innate damage that Devastate does shows a 50-100 threat per attack improvement on a high AC boss over Sunder depending on your level of gear -- there's no question it's quite good.

Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.

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Old 10/26/07, 5:48 PM   #81
Saevok
Glass Joe
 
Night Elf Warrior
 
Doomhammer
Originally Posted by Brissa View Post
Seems reasonable to me.
This change was done to make sunder armor and devastate mech better together and make the combination easier to handle (freeing up keybindings) not to increase prot TPS.
And you know this how? I would have figured the point would have been to make devastate actually worth being a 41 pt talent.

I don't see how it frees up a key binding, when I can just make a macro that does Devastate by default, or Sunders when I combine it with <ctrl>.

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Old 10/26/07, 5:52 PM   #82
Nite_Moogle
I prefer the term treasure hunting
 
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Tauren Shaman
 
Mal'Ganis
The point is that 2.3 Devastate will always generate more threat than Sunder Armor in addition to doing everything that Sunder does, so you really have no need to use it if you're using Devastate.

Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.

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Old 10/26/07, 5:57 PM   #83
Dots
Don Flamenco
 
Tauren Warrior
 
Dentarg (EU)
Originally Posted by Saevok View Post
And you know this how? I would have figured the point would have been to make devastate actually worth being a 41 pt talent.

I don't see how it frees up a key binding, when I can just make a macro that does Devastate by default, or Sunders when I combine it with <ctrl>.
With these changes, Devastate is certainly worth being a 41 point talent. It is now a great deal better than Sunder Armor.
X and ctrl + X are also two different keybinds. I'm happy that I don't have to use the shift key (or whatever else) anymore to switch between the two. It was kind of silly to begin with.

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Old 10/26/07, 10:08 PM   #84
Forged
Glass Joe
 
Tauren Warrior
 
Spinebreaker
Awesome new data! I'm very happy. I was worried they had made tanking a completely mindless activity.

Plus, we all get +1 button slot.

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Old 10/27/07, 4:30 PM   #85
stampy
Piston Honda
 
Orc Death Knight
 
<GLA>
Executus
I think the changes are all quite good. Adding sunder threat only to the first 5 hits makes perfect sense, for a number of reasons:

First, it makes devastate viable as a complete replacement for sunder -- there will never be a reason to sunder instead of devastate. If the sunder threat wasn't added to the early sunders, then it would still make sense tun sunder five times then devastate.

The additional snap aggro from getting sunders up is great as well... it will likely become much easier to get sunder stacks up on trash in time for it to count, without throwing your threat generation out the window... it may be safer to open with devastates, rather than really needing to start with a shield slam and revenge; possibly giving a marginal boost to melee dps on quickly-killed mobs.

Maintaining the extra 301 threat for all devastates would indeed be overpowered. Doing close to 1161 threat on a 300 damage devastate (for 9 rage!) would be quite broken. Counting crits and a moderate dose of +hit and expertise, devastate spam would likely generate 1100-1200 TPS in tier 5-ish gear, and that is on top of threat from white damage/heroic strikes.

Finally, the 30 second duration of sunder or expose armor, added to the strong viability of devastate past 5 sunders, should eliminate any goofy tricks for applying 5 devastates with added sunder threat, and then getting the buff off with EA or letting it expire. I would think that the extra ~2250 threat from those first 5 will be far overshadowed by the loss of not using devastate for 30 seconds, or using crappy unstacked devastate for 30 seconds after a rogue uses expose armor to wipe the sunder buff.

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Old 10/27/07, 7:55 PM   #86
 frmorrison
Protector
 
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Ashstorm
Human Paladin
 
No WoW Account
Assuming you were a undergeared tank and Sunder made more threat than Devestate, you could always use Sunder after 5 Devestates.

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Old 10/30/07, 9:19 AM   #87
Thikkor
Glass Joe
 
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Human Warrior
 
Stormrage
Originally Posted by Saevok View Post
And you know this how? I would have figured the point would have been to make devastate actually worth being a 41 pt talent.

I don't see how it frees up a key binding, when I can just make a macro that does Devastate by default, or Sunders when I combine it with <ctrl>.
Totally agree. Before, I used devastate only because the theorycraft I've read said it was slightly better than sunder in the long run, and used it instead of disregarding the small extra TPS because it was on the raid's best interest for me to build as much threat as possible. The truth is that using sunder and switching to devastate was a pain, specially if you lost the sunders (happened a couple times for me by using shield slam/revenge only while focusing on stance dancing for a fear that came late, for example in Nightbane).

The merging of Devastate and Sunders, so Devastate would perform the Sunders and leave it at that, would've been good, but just in order to make things more comfortable for us. It would still be a lame talent compared to other 41 talents, which needed fixing far beyond the “oh it’s a pain to put Sunders and switch to Devastate”. Now the threat it builds is more with each Sunder, which is what’s supposed to be doing in the first place, you only have to push one key, giving Devastate the position of an upgrade to Sunder that it was always meant to be (at least its how I see it), and also get a nice threat boost while building up the Sunders, which I believe it’s a nice little gift to make up for the time we’ve had to endure with an ability that could easily be in the top three of the worst 41 talents in the game.

Even if not getting the extra threat of Sunder past the 5th one, as it was originally thought, it’s still a pretty decent buff for sure. Devastate escalates in threat with sunders, initial boost with Sunder threat, and also Devastate gaining the benefit from Improved Sunder Armor. This is a very happy Tank, I can tell you guys that much. ^_^

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Old 10/30/07, 7:27 PM   #88
ehmgee
Glass Joe
 
Tauren Druid
 
Cenarius
I'd still consider the current implementation a bug against the patch note:

• Devastate (Protection) now combines the effects of Sunder Armor into its effect. It is also now affected by all talents and items that affect Sunder Armor.


Devastate is only combining the effect of Sunder Armor for the first 5 applications, after that it is no longer doing so.

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Old 10/30/07, 7:45 PM   #89
Dots
Don Flamenco
 
Tauren Warrior
 
Dentarg (EU)
Sure does, it still refreshes it. The fact that it actually combines SA into Devastate the first 5 times seems to only be an easy way to adjust the threat value.

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