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01/08/11, 1:49 PM
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#181
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Glass Joe
Orc Death Knight
Dethecus
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Downed Magmaw for the first time last night, and after looking at our numbers, I found something sort of peculiar.
I had a Disc priest tank healing me, and on our successful kill, I noticed that my Blood Shield adsorbs and her PW:S absorbs were very similar, around 900k each. Now of course, that could just be the way both abilities worked out, but I'm wondering if anyone knows how our BS and PW:S interact with one another?
Say I have a 15K BS on, along with a 10k PW:S...which is used first? Or do they get used at the same time? So if I get hit for 10K, will it wipe out the PW:S, while also knocking my BS down to 5k absorbs left?
Because if they both get hit at the same time, then it doesn't seem optimal to have a Disc priest tank healing a Blood tank, since our absorb mechanics would effectively overwrite each other.
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01/08/11, 5:23 PM
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#182
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Glass Joe
Goblin Death Knight
Shandris
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Earlier in the thread some people were asking questions about the effectiveness of Blood Parasites.
I've found that while somewhat random, they are worth the two points. Below are the logs for our raid Thursday night:
Overall for Chimaeron (20 total attempts)
World of Logs - Real Time Raid Analysis
Over the course of the entire night, they healed for 6,833,025 which is a considerable amount.
Kill of Chimaeron
World of Logs - Real Time Raid Analysis
Over the course of our kill fight, they healed for 936,697.
I don't have decent numbers on other fights right now as I've not main tanked them, making the up time on the spawning of the worms rather low.
Disclaimer: Chimaeron is an interesting fight for this ability as:
-There is almost no chance for over healing.
-The "burst" could happen above 10k, making the heal somewhat less effective.
-Very stationary fight.
-Possible less effectiveness (to be determined from future encounters) due to having to stay spread out.
I am unclear if the ability is affected by hit/exp, though here is my armory. I would suspect that you would have to hit for them to spawn.
Until the new changes, I would consider the 2/2 worth while, especially on healing intensive fights such as Chimaeron. Also, we are 7/12 25man. I plan on trying the ability out on other encounters. If anyone has any thoughts or specific questions feel free to ask.
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01/08/11, 7:13 PM
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#183
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Piston Honda
Worgen Death Knight
Aerie Peak
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Originally Posted by Draginclaw
I know they are level 85. I also said I have to take abom's might for the raid comp, which are my two floating points in the spec. If I didn't need to bring the buff to the raid my choice is easy. My current gear is <1% hit FYI.
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I'd drop both of the points from Epidemic and move them to Virulence. If you're the only person bringing the -20% Attack Speed debuff from Frost Fever that pulls some more problems to the forefront. Either you can eat the Hit/Stam food or look at Reforging if you're unwilling to sacrifice a few DS per minute to make sure you have FF up on the boss.
This is the issue with how a few of us are choosing to gear. Virulence becomes mandatory if we're required to interrupt. I have yet to find a way to work around this. My goal is to not reforge or gem for hit. Ashkandi has moved to my priority weapon over Wyrmbreaker for this sole reason.
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01/09/11, 6:23 AM
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#184
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Von Kaiser
Orc Death Knight
Darkspear
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Originally Posted by AruthaWhitewolf
About the hit tests. As a Mathematics student I see a possible flaw in your test. The simulation is built on a dps scale, so your deathknight is taking constant damage that is equal to the average that a real tank would take, but in real tanking the damage is discrete: every 2 seconds 20k damage is not the same as 10 damage every millisecond for Deathstrike.
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This is actually incorrect. BloodSim does not work the way that you described. BloodSim, like any simulator, duplicates the passage of time and actual events, it just does it more quickly than happens in real life, otherwise simulating 100 eight minute fights would take more than half a day.
When you tell it that the boss is hitting every 2 seconds for 100,000 damage, it is not dealing 50 damage to the tank every millisecond, that would be stupid, and so would I if I called it a simulation and it did that. It is dealing 100,000 damage every 2 seconds. I'm not sure where you got the impression that it was doing anything else.
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01/09/11, 6:52 AM
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#185
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Glass Joe
Blood Elf Death Knight
Auchindoun (EU)
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Ok I appologise for my incorrect understanding it is just that the numbers do not make physical sense on any level to me, that number 1% is what you expect from a simple reduction of the number of DS that happened.
Could you please run this situation, my computer is quite bad and I don't even want to try downloading bloodsim. See if the difference is more natural.
Lets look at another abstract example: The boss hits for 100% damage for 5 seconds then 0 damage for the next 5 seconds after that. So if you DS right at the end of that you get a big heal and shield, however if you miss you will DS 1 GCD later so 1.5/5 = 30% decrease in heal and shield. This happens about 20% of the time with no hit and expertise, so a 6% overall decrease in shields Plus 1% you proved simply from having less DS.
This example is abstract but even if the boss does 200% damage for 5 seconds the 100% for the next 5 that is a 15% decrease per miss.
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01/09/11, 12:42 PM
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#186
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Glass Joe
Human Death Knight
Stonemaul
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Originally Posted by AruthaWhitewolf
So lets look at another abstract example: The boss hits for 100% damage for 5 seconds then 0 damage for the next 5 seconds after that. So if you DS right at the end of that you get a big heal and shield, however if you miss you will DS 1 GCD later so 1.5/5 = 30% decrease in heal and shield. This happens about 20% of the time with no hit and expertise, so a 6% overall decrease in shields Plus 1% you proved simply from having less DS.
This example is abstract but even if the boss does 200% damage for 5 seconds the 100% for the next 5 that is a 15% decrease per miss.
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This scenario doesn't really relate to tanking in WoW though. Very rarely are we at on spot on a boss where he does alternating periods of damage/no damage in exactly 5 second increments. More likely there's frequent (every 2 seconds) incoming damage coupled with larger spikes from special abilities. Because DS has a 5 second rolling window, missing your DS after a spike may cause you to lose part of the window on the frequent, almost continuous damage, but due to it's frequency you're likely to receive more before you DS again. Viewed that way, the results from BloodSim make quite a bit of sense.
Originally Posted by AruthaWhitewolf
PS. Would like to see a simple continuous addon which displays a DK's input damage over the last 5 seconds to maximize DS heal. (could be displayed like ForteXorcist) For anyone who creates or can find one like that.
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There's an addon called BloodShieldTracker that does something similar, only it calculates for you what the heal from your DS would be based on the damage over the last 5 seconds, which saves trying to calculate it yourself based on a pure damage number.
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01/09/11, 3:01 PM
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#187
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Glass Joe
Undead Death Knight
Lightning's Blade
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BloodShieldTracker
Originally Posted by Imperarx
There's an addon called BloodShieldTracker that does something similar, only it calculates for you what the heal from your DS would be based on the damage over the last 5 seconds, which saves trying to calculate it yourself based on a pure damage number.
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Off topic, but BloodShieldTracker is pretty good. I like that it turns green for optimal DS shield based on damage taken. Also, the timer and remaining absorb helps you prevent wasting it by doing a DS too soon.
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01/10/11, 4:26 AM
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#188
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Glass Joe
Blood Elf Death Knight
Auchindoun (EU)
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Alright I concede this point. I'll change my maths to what seems to corrispond to these results for a final examination.
The 200% for 5 seconds followed by 100% for 5 seconds situation is not too unlikely equivallent to just spikes in incomming damage. But this leads to a 15% damage reduction per miss, which is a 3% total reduction, but also only happens every second DS(since the other one would be on the lower damage input) -> about 1-2% reduction in shields.
I appologise for the incorrect part of the thread and hope all others reading it will be satisfied, it does appear hit and expertise have a very limited use in the mastery set. I now have reforged all the expertise away from my gear for future use while keeping hit at around 5-6% for spell hit cap for the other uses mentioned.
PS.Thanks that is perfect and exactly the kind of addon I required and thank you for bringing it to my attention. I believe it will help make choosing times to DS a lot easier since watching dodges IMO is impossible. This addon should be moved to the useful addons section of this guide.
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01/11/11, 12:33 AM
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#189
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Glass Joe
Tauren Death Knight
Kilrogg
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For Lugz and others talking about absorbs amount, I'd like to point out that there is an issue with tracking the Blood Shield absorbs. Unlike most of the other absorb mechanisms in the game, Blood Shield does not have combat log events showing what it absorbed. Unfortunately it means that the best you can do is calculate the total absorbs on a player, subtract out all the known absorbs and see what you get. For many addons and loggers, it had lead to incorrect values for BS absorbs. I'm still hoping Blizzard will add in support for BS absorb tracking in the combat logs. PW:S, the new Paladin absorbs, and many others actually work correctly but the BS does not.
In fact, this issue is why some people believe our shields are astronomical on the Chimaeron fight. The absorbs from the Finkle's Mixture are often counted as BS absorbs even if an addon is trying to account for non-BS absorbs.
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01/11/11, 5:01 PM
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#190
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Never, Mags. Never!
Human Death Knight
Turalyon (EU)
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The Runic Focus change is awesome and what DKs have been asking for since the Cataclysm Alpha/early Beta. Good to see it finally happening.
Does anyone on the PTR now if the Death Strike nerf is implemented (yet)? It wasn't in the official notes and only datamined from MMO-C so would be good to know for sure.
Also, they added new bracers enchants but unfortunately no new stamina. I was speculating that they would add new bracers enchant in 4.1 or earlier just like they did with WotLK (there was no new stamina enchant on release either) but now I am having my doubts that will happen either.
Lastly, I don't think the new DK glyph ( Glyph of Dark Succor - Spells - Sigrie) will go live like this, especially if the Death Strike nerf is going to be implemented. 20% max health Blood Shields are massive and people will game this glyph while tanking for sure (I know I will). There are many bosses that stop meleeing for a while and/or fire up a cast where switching to Unholy or Frost Presence is possible without opening yourself up to a crit so count on that glyph becoming all but mandatory if it really goes live like this.
EDIT: The Bone Shield buff is also nice, I guess. Let's hope it's finally off the GCD. <_<
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01/11/11, 6:30 PM
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#191
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Von Kaiser
Orc Death Knight
Darkspear
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Communism pointed this out to me just now:
Scarlet Fever - Spell - World of Warcraft
Causes your Blood Plague to afflict enemies with Scarlet Fever, reducing their physical damage dealt by 10% for 30 sec.
That's one way of getting us to care about Blood Plague again.
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01/11/11, 6:52 PM
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#192
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Never, Mags. Never!
Human Death Knight
Turalyon (EU)
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Originally Posted by Lichloathe
Communism pointed this out to me just now:
Scarlet Fever - Spell - World of Warcraft
Causes your Blood Plague to afflict enemies with Scarlet Fever, reducing their physical damage dealt by 10% for 30 sec.
That's one way of getting us to care about Blood Plague again.
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It's also a really terrible way of doing it. There is nothing wrong with Blood Boil applying Scarlet Fever as it is. As a matter of fact, SF is applied through a useless Blood rune, has a higher chance of landing (only requires ~7% melee hit whereas Plague Strike requires a truckload of expertise AND hit) and is applied through AoE. Such a change would be very unwelcome, that's for sure.
If that change turns out to be real then it pretty much nullifies the QoL buff DKs got with Runic Focus while nerfing survivability even more in situations where you are the debuffer.
EDIT: The change is confirmed, bleh.
EDIT2: The Scarlet Fever change still does not make anyone want to spec into Crimson Scourge (which I assume was the whole reason SF got changed to begin with) so what gives?
On the flipside there is also this:
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If Death Strike is used while a Blood Shield is already active, the new absorb will stack with the old one instead of replacing it.
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Now that is pretty amazing.
EDIT3: Glyph of Dark Succor + stacking Blood Shield + any boss fight that requires tank switching = the reason the glyph is definitely not going live as it is.
Last edited by Tyvi : 01/11/11 at 7:05 PM.
Reason: Yes.
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01/11/11, 7:10 PM
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#193
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Don Flamenco
Blood Elf Death Knight
Hyjal
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Originally Posted by Liar
Lastly, I don't think the new DK glyph ( Glyph of Dark Succor - Spells - Sigrie) will go live like this, especially if the Death Strike nerf is going to be implemented. 20% max health Blood Shields are massive and people will game this glyph while tanking for sure (I know I will). There are many bosses that stop meleeing for a while and/or fire up a cast where switching to Unholy or Frost Presence is possible without opening yourself up to a crit so count on that glyph becoming all but mandatory if it really goes live like this.
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I'm not sure. You need to swap presences twice (2s), DS, (1.5s), and you lose all your RP for doing so, as well as temporarily slow your rune cooldown by 20%, though I suspect that would be of minimal impact. You'd need a period where either you're not taking damage (including environmental/AE/RST), or the lost damage reduction isn't crucial, and also be okay with having the deficit (8%stam worth) in HP from swapping back to Blood Presence, though as with the rune cooldown that may be of minimal concern.
That seems tough, as well as a heck of a tradeoff.
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01/11/11, 8:30 PM
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#194
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Piston Honda
Blood Elf Death Knight
Feathermoon
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From the new PTR Patch Notes:
- Icebound Fortitude now breaks stuns when used, in addition to providing immunity to them.
- Necrotic Strike's absorption effect is now reduced by the target's resilience. In addition, its debuff duration has been reduced to 10 seconds, down from 15.
- The spell hit bonus previously given by Virulence (Unholy) has been rolled into the Runic Focus passive effect that all death knights possess.
- Bone Shield now has 4 charges, up from 3.
- Crimson Scourge has been redesigned slightly. Instead of a 50/100% chance to make the next Blood Boil free when Plague Strike is used on a target with Blood Plague, the talent now gives a 5/10% chance to provide a free Blood Boil when the death knight lands any melee attack on a Blood Plagued target.
- If Death Strike is used while a Blood Shield is already active, the new absorb will stack with the old one instead of replacing it.
Scarlet Fever now applies via Blood Plague, rather than Blood Boil.
- Will of the Necropolis no longer refunds a Blood Rune when it resets Rune Tap's cooldown. Instead it makes the next Rune Tap free while Will of the Necropolis is active.
The stacking of Blood Shields makes it seem like it might be a good idea to double dip on a large 5-second damage spurt with 2 Death Strikes in a row.
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01/11/11, 8:31 PM
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#195
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Never, Mags. Never!
Human Death Knight
Turalyon (EU)
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Originally Posted by Gort
I'm not sure. You need to swap presences twice (2s), DS, (1.5s), and you lose all your RP for doing so, as well as temporarily slow your rune cooldown by 20%, though I suspect that would be of minimal impact. You'd need a period where either you're not taking damage (including environmental/AE/RST), or the lost damage reduction isn't crucial, and also be okay with having the deficit (8%stam worth) in HP from swapping back to Blood Presence, though as with the rune cooldown that may be of minimal concern.
That seems tough, as well as a heck of a tradeoff.
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Well, the GCDs and loss of RP aren't really that much of a big deal because you are going to be constrained by your FU rune cooldowns anyway (as long as you don't get caught in Frost/Unholy Presence while the boss is swinging at you) and 20% max health DSes really sound like a lot. In comparison, Death Pact is a pretty awesome as a cool down and that's "only" 25% max health healing. Granted, you lose some stamina by switching out of Blood Presence but even if you were to use some cautious numbers like 15% max health healing per DS in Frost/Unholy Presence that's still a lot for something on an 8 second cool down.
Also now that we know that Blood Shield can stack it gets even more ridiculous. Imagine a boss like Cho'gall where you aren't always tanking him. You could switch to Unholy Presence (faster rune CDs than Frost Presence) and build up a huge Blood Shield stack, say 6 Death Strikes before you have to taunt. You are now looking at a Blood Shield of around 100% of your max health (for the sake of simplicty I am assuming a 15% effective DS due to the presence switch). This is broken.
And since the Blood Shield stacking is really, really awesome I'd rather see the glyph nerfed a bit so we can keep the stacking of Blood Shield in legitimate scenarios since noone is going to complain about 6x7% max health DS stacks after all. The easiest way to do this would be to lock Blood Shield generation into Blood Presence (i.e. only DSes done in Blood Presence generate a Blood Shield but you wouldn't lose the shield if you switched presences while you already have it up - it just wouldn't refresh/stack until you went back into Blood Presence).
It's a simple change and it would guarantee the stacking Blood Shield making it to live. It would also not change the fact that Glyph of Succor would be a really good choice for encounters where you switch tanks either because it would be foolish not to use the glyph in the intended way of replenishing your health while your healers heal the active tank. Best of both worlds really.
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