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Old 02/14/11, 5:11 AM   #376
Pintofbrew
Hand Wind Only
 
Pintofbrew's Avatar
 
Orc Death Knight
 
Frostwhisper (EU)
Originally Posted by Murdoque View Post
There was never an argument against stacking shields, just that going out of your way to stack the shield (aside from predictable incoming burst) is not the optimal usage of DS.
There was never an argument for going out of your way to stack shields either. The notion in it's self is oxymoron: You can only stack them when the damage is inconsequential, because when you are MTing they'll expire before they stack. Ergo, while taking a constant beating you gained nothing, but while not you gained the potential to do something.

You're trying to construct an argument against something that nobody sugested.

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Old 02/14/11, 7:42 AM   #377
Magro
Glass Joe
 
Human Death Knight
 
Auchindoun (EU)
Originally Posted by victorfrogg View Post
Sorry if this has already been discussed, but it appears that my blood shield is only absorbing physical damage.
If this is indeed the case, then one of the main arguments for mastery over avoidance (that mastery helps mitigate magical damage) is a moot point.
I always thought this - But I came to the conclusion that since the magic damage is unavoidable (Well, Without avoiding it / Using AMS atleast), the damage taken will add to the DS heal (Damage taken in the past 5 seconds) and therefore add to the shield. Only real possibility I could see with that argument.

Edit: Could also be right mind - The only place Blood Shield is described as only absorbing physical damage is on the tooltip for the buff. People may be misled by the mastery description which says you "gain X% of the amount healed as a damage absorption shield" (not specifically indicated Physical or Magical)

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Old 02/14/11, 9:19 AM   #378
Syclic
Glass Joe
 
Goblin Death Knight
 
Blackrock
Originally Posted by Magro View Post
I always thought this - But I came to the conclusion that since the magic damage is unavoidable (Well, Without avoiding it / Using AMS atleast), the damage taken will add to the DS heal (Damage taken in the past 5 seconds) and therefore add to the shield. Only real possibility I could see with that argument.

Edit: Could also be right mind - The only place Blood Shield is described as only absorbing physical damage is on the tooltip for the buff. People may be misled by the mastery description which says you "gain X% of the amount healed as a damage absorption shield" (not specifically indicated Physical or Magical)
This notion came from comparing a magic heavy fight to a physical heavy fight. For the sake of example, Lets say during both fights the tank takes 5 million damage. Fight 1 is 4 million through melee and 1 million magic while fight 2 is 5 million through just melee. In both fights the total damage taken is the same so the amount Death strike heals for should be fairly close, lets call it 1 million, then another million through Blood Shield absorbs. this value wont change whether you take 0% magic damage or 40% magic damage unless there are extended magic period phases where you aren't always in range to keep your Blood Shield up. Where as avoidance, lets say 30% avoidance, on average, should mitigate a percentage of the physical damage so that you mitigate a different amount depending on how much of the incoming damage is magical. In my example it would be 1.2 million damage in fight 1 and 1.5 million damage in fight 2.

Essentially, its not that mastery becomes better but that avoidance becomes worse while mastery stays the same when you go into a fight with a higher percentage magic damage.

Last edited by Syclic : 02/14/11 at 10:58 AM.

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Old 02/14/11, 9:33 AM   #379
Bart00
Glass Joe
 
Gnome Death Knight
 
Warsong
Originally Posted by Anarchthael View Post
I have a question regarding the new way WotN works in 4.0.6 as I am thinking perhaps it is bugged.

I tanked Chimaeron for the first time last night and was finding that WotN would proc quite frequently. And whilst I did not check combat logs, I am pretty sure that if a Double Attack occured which dropped me to 1HP and caused WotN to proc, after using the proc to rune tap, WotN would proc again on the next melee hit.

The only suggestion I can make towards this happening, is that during the 8 second window of damage reduction WotN also provides, is that WotN can proc the free rune tap again. Obviously there are only a few fights where this is likely to happen, and the mechanics surrounding Chimaeron suit this theory, but has anyone else seen this kind of behaviour from WotN on live currently on other fights?
I noticed that yesterday when we were having tries on Nefarian, I would use the free rune tap and sometimes it would proc again and I could use another free rune tap, really weird.

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Old 02/14/11, 11:19 AM   #380
ZaoZao
Von Kaiser
 
Orc Death Knight
 
Mannoroth (EU)
Originally Posted by Syclic View Post
Essentially, its not that mastery becomes better but that avoidance becomes worse while mastery stays the same when you go into a fight with a higher percentage magic damage.
Magical damage has the tendency to come in rather large bursts though, and not just a slowly ticking aura. Think of breaths, or the "big damage" spell from bosses like argaloth's meteor slash, or commands on cho'gall.

Just looking at total damage taken does not really do the system justice.

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Old 02/14/11, 11:58 AM   #381
Syclic
Glass Joe
 
Goblin Death Knight
 
Blackrock
Originally Posted by ZaoZao View Post
Magical damage has the tendency to come in rather large bursts though, and not just a slowly ticking aura. Think of breaths, or the "big damage" spell from bosses like argaloth's meteor slash, or commands on cho'gall.

Just looking at total damage taken does not really do the system justice.
As long as the melee damage on a boss is consistent ( The only example I can remember where it isn't really consistent enough in Nefarian phase 2 where you're in no danger of dieing anyway) it doesn't matter what form of magic damage you're taking, the Blood shield part of it, which is the subject of discussion, doesn't diminish. In fact, it probably does better with spiky magic damage because it will make death strike heal for more than minimum.

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Old 02/14/11, 4:26 PM   #382
Nev
Glass Joe
 
Worgen Druid
 
Windrunner
Originally Posted by Pintofbrew View Post
You're trying to construct an argument against something that nobody sugested.
This is exactly what I was trying to say.


Originally Posted by Magro View Post
The only place Blood Shield is described as only absorbing physical damage is on the tooltip for the buff. People may be misled by the mastery description which says you "gain X% of the amount healed as a damage absorption shield" (not specifically indicated Physical or Magical)
The point is not that mastery helps mitigate magic damage, it's that avoidance has absolutely no effect on magic damage, while with mastery stacking the magic damage actually helps you somewhat by giving you bigger blood shields. And you can't say that "if you aren't in range of the boss you lose the shield and therefore mastery is worse" because in that case avoidance isn't doing anything for you either, so they are pretty much equivalent. In fact, mastery is still better because (assuming you can get in range of the boss within 5 seconds of the 'magic damage' phase ending) the magic damage contributes to your first and maybe second death strike.

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Old 02/15/11, 11:00 AM   #383
SparkDKTank
Glass Joe
 
Goblin Death Knight
 
Shandris
Originally Posted by Pintofbrew View Post
This whole last part of the discussion on Blood Shield is starting to look surreal. Blood shield's effectiveness does not depend upon you seeing it work, upon whether or not it blocked a full attack and has any left over, or upon it not blocking a full attack. Blood shield is damage mitigation, and the only way it's possible to waste it is if it drops off, which frankly, only should ever happen if you can't refresh it yourself, which equates to not having anything to hit for 9sec.

BS is very significant damage mitigation, which in turn translates to healer mana. The point of using DS is absolutely not to fully prevent one hit, or any other arbitrary rationalization which you may make in order to comprehend what is going on better. As long as the BS is being absorbed, that's healer mana you're generating right there. The only time it's excusable NOT to use FU runes on DS is either disease refresh with OutB on CD, or a convenient HS on some trivial part of an encounter, like say, first or second adds spawned on Maloriak, where the cleave aspect of HS would make it a good choice for the first strike and your damage intake is trivial anyhow.

I agree with this, completely. Mitigation is generally superior to avoidance. The point I was trying to make is similar in lines to your counterpoint.

"BS is very significant damage mitigation, which in turn translates to healer mana."
If no one had any form of damage mitigation, the incoming damage would be spiky. Through block mechanics, Paladins/Warriors are able to streamline a portion of damage. Through absorb mechanics, DKs are not able to streamline damage.

Below are logs for three tanks. Paladin (Halfus), Warrior (Whelps and peeling drakes), DK (Halfus). For reference, we ran 4 tanks for this encounter, rotating between tanking Halfus and Drakes (since the the drakes hit substantially harder that Halfus).

Warrior - World of Logs - Real Time Raid Analysis
Paladin - World of Logs - Real Time Raid Analysis
DK - World of Logs - Real Time Raid Analysis

Warrior - Though he was tanking the whelps, he effectively only took 25% of the attacks unmitigated, unavoided (68 hits vs 272 blocks). Damage taken (4,938,703) vs damage mitigated (3,554,937). Melee accounts for approximately 35.6% of the warrior's incoming damage.

Paladin - MTing Halfus while picking up a drake as needed, he only took around 15% of the attacks unmitigated, unavoided (8 hits vs 56 blocks). Damage taken (2,050,433) vs damage mitigated (1,424,372). Melee accounts for approximately 56.5% of the paladin's incoming damage.

DK - MTing Halfus while switching between drakes, took 100% of the attacks (no passive mitigation, 67 hits). Damage taken (4,237,443) vs damage mitigated (including DS heal + BS absorb: 1,087,459). Melee accounts for approximately 56.5% of the DK's incoming damage.

From this you can't really discern any type of information. It appears as though the warrior and paladin are demigods and I should DS more, here are some more factors:

As boss damage increases, the value of having passive mitigation for the sake of streamlining incoming damage increases.
Example:
Mob A (Halfus) hits for 45,000. Block would mitigate 13,500, reducing the hit to 31,500.
Mob B (Storm Rider) hits for 70,000. Block would mitigate 21,000, reducing the hit to 49,000.
While both are a static 30% reduction in damage, when you compare those hits to health pools (between 190-200k raid buffed) you see the following.

Mob A (Halfus) unblocked attack would reduce your HP by around 22%.
Mob B (Storm Rider) unblocked attack would reduce your HP by around 35%.

Mob A (Halfus) blocked attack would reduce your HP by around 15% (31,500/200,000).
Mob B (Storm Rider) blocked attack would reduce your HP by around 24%.

Mob A (Halfus) critical blocked attack would reduce your HP by around 9%.
Mob B (Storm Rider) critical blocked attack would reduce your HP by around 14%.


I included critical block to display that the value continues to reduce your damage compared to your HP pool, which is obvious. Below is how the players HP bar *may* look in a real time environment, assuming similar numbers posted above to include mob damage and percentage of blocked attacks:

Warrior (no critical block)/Paladin - 200k, (swing 1) 155k, (swing 2) 123.5k (blocked), (swing 3) 92k (blocked), (swing 4) 60.5k (blocked). Four swings, 1 unmitigated.

In comparison (Bolded are HPs after DS heal, Underlined are HPs after BS absorb):
DK - 200k, (swing 1) 155k (186k with heal, 31k BS with 100% mastery), (Swing 2) 172k (BS absorbed 31k, took 14k), (swing 3) 127k, (swing 4) 82k (113k with heal, 31k BS with 100% mastery), 99k (BS absorbed 31k, took 14k).

Point:
Yes, the damage output appears to favor DK mastery. On the fourth swing the warrior/paladin would be around 60.5k while the DK would be at 82k with an absorb ready for the next attack.
However, it is a roller coaster of damage for the DK and could very well force the healers into a proactive healing role as opposed to a reactive role, the former costing a considerable amount more of mana.
The factor here is the disparity between the hits. Warriors (no critical block)/Paladins incoming damage range will be between 15% - 22% of their total HP on Halfus. DKs will have a range between 7% and 22%.

Takeaway:
I would be in favor of a change in terms of how BS works. I am perfectly fine with the proactivity of the heal, but I would rather receive a static % of absorption that stacks with itself. Something akin to DS giving 1% reduction in physical damage, up to X% based on the damage taken. For example: A mob hitting for 1 HP would make a very slow ramp up time, 1% (minimum) per hit up to 30%, requiring 30 DS. On the converse, if Storm Rider slams me for 35% of my health, I would assume that I would gain a portion relative to my health (around 11% mitigated) requiring 3 DS to cap.

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Old 02/16/11, 4:36 AM   #384
Lughan
Glass Joe
 
Orc Death Knight
 
Elune (EU)
Hi,
Sparkdktank: your simulation seems wrong on some points:
- Warriors and pals have way more armor than we do so their passive mitigation may be higher than you think.
- If we assume a classical raid boss, the swing will hit you every 3seconds, so obviously you cant afford to death strike on 2hits over 4, or at least not during a consistent period of a fight.

Appart from that I had some issues last night in raid that I wanted to share in case I'm not the only one:
- I happened to be criticaly hit by Nefarian 10 in normal mode while in blood presence but I have no logs for yesterday night to check how often it occured, is there currently a bug about it?
- While on Chimaeron hm(10), if I'm not under Icebound fortitude, I'm taking swings for 200k+ dmg with just 1debuff, and while I have very low hit/expertise, I'm not abble to ensure a BS to be there anytime. With the Icebound fortiude being 18sec(4t11), how do you manage to survive an entire feul without counting on luck?
- Last thing is about minimum heal for DS, when I have 180.000 hp, I'm being healed by ~12k/strike, that's 7%; should it be 7%*1,45 with the improved DS or is that normal?

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Old 02/16/11, 5:23 AM   #385
Ridan
Von Kaiser
 
Ridan's Avatar
 
Night Elf Death Knight
 
Kirin Tor (EU)
Originally Posted by Lughan View Post
- Last thing is about minimum heal for DS, when I have 180.000 hp, I'm being healed by ~12k/strike, that's 7%; should it be 7%*1,45 with the improved DS or is that normal?
The 1.45 multiplier is applied before the game raises the heal at 7% of your health (if the damage you've taken is not enough to get the heal, even with the multiplier past 7% of your health)

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Old 02/16/11, 7:42 AM   #386
Malacar
Glass Joe
 
Night Elf Death Knight
 
Разувий (EU)
Originally Posted by Lughan View Post
- I happened to be criticaly hit by Nefarian 10 in normal mode while in blood presence but I have no logs for yesterday night to check how often it occured, is there currently a bug about it?
Since no one has posted about it here yet, I'd like to point out that when you reset your talent points via a trainer (not by switching between primary and secondary specs) your current Presence doesn't deactivate. So if you respec while in Blood Presence and then pick the Improved Blood Presence talent, its benefits (including crit immunity) don't apply to you until you switch to some other Presence and back.

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Old 02/16/11, 8:42 AM   #387
SparkDKTank
Glass Joe
 
Goblin Death Knight
 
Shandris
Originally Posted by Lughan View Post
Hi,
Sparkdktank: your simulation seems wrong on some points:
- Warriors and pals have way more armor than we do so their passive mitigation may be higher than you think.
- If we assume a classical raid boss, the swing will hit you every 3seconds, so obviously you cant afford to death strike on 2hits over 4, or at least not during a consistent period of a fight.
Missing the point completely. There are about a dozen other flaws with my ad hoc math, but the point that I am again trying to make is that the huge disparity between incoming damage makes it very difficult for the healers.

I suppose before I give up trying to relay my point, I'll try this: Ask you're healers how easy it is to heal you compared to a Paladin/Warrior.

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Old 02/16/11, 11:15 AM   #388
Lughan
Glass Joe
 
Orc Death Knight
 
Elune (EU)
Well, actualy I think I didn't missed your point that much, but I have to admit my way of saying it sucked.

For each type of tank there are a few possibilities when taking a hit (whitout cooldowns and other weird stuff), which I try tu resume in the table below. My point with the armor is quite suportive whith what you say:
In this table I assume a single hit of 100.000dmg with no mitigation factors and then show what are the possible consequenses depending on the tank type. (of course maths are absolutly not good)



Max dmg: DK= 45.000
war/pal=35K

This table clearly (or at least I hope) show that the DK is possibly taking larger hits, even if compensed with the following DS. This may lead your healers on the wrong decision when choosing what they're gonna do, and that was probably your point when you asked about our healers thinking war and pallys are easier to heal.
The fact is maybe healers could use something to show the hidden part of our lifes bar, meanning bloodshield.

So, if your point is to say we are difficult to heal because we count as an unpredictable self healer, yes, I totaly agree with you, and I think we may have to compensate for that by having Higher HP pools to give some more margin to our healers.

PS: And now I think about it, with stuff getting better and better, the "Armor reduction only" part of the table will happen less and less until it completly disapears for both war and pallys

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Old 02/16/11, 1:07 PM   #389
Ominyx
Glass Joe
 
Goblin Mage
 
Kilrogg
Originally Posted by Lughan View Post
So, if your point is to say we are difficult to heal because we count as an unpredictable self healer, yes, I totaly agree with you, and I think we may have to compensate for that by having Higher HP pools to give some more margin to our healers.
I respectfully disagree. Between the random forms of mitigation like parry, or dodge, mastery and DS heals are more predictable. There is even a mod out there for healers who have DK tanks that shows our big cooldowns, DS cooldown and bloodshields. With or without add-ons a healer can and probably should get used to the nature of DK tank health because they can expect a DS heal, and bloodshield every 8 seconds.

Our self heal is anything but "unpredictable" especially compared with dodge/parry chance. Obviously compared to a block capped warrior or paladin, our dmg taken is less smooth because our bloodshield can't always be up, but that is painfully obvious, and there are 10+ previous pages discussing why DK tanks take more effort and timing to compete in similar raiding situations.

As for higher health pools, I also disagree. Until heroic modes, straight mastery or avoidance is working fine except for maybe Nefarian because of crackle, and gemming for HP just makes you more of a sponge and makes your healers go oom faster because you are dodging and absorbing less damage.

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Old 02/16/11, 4:26 PM   #390
Nev
Glass Joe
 
Worgen Druid
 
Windrunner
SparkDKTank, you are discussing blood shield numbers while not even mentioning avoidance, while your gear is fully stacked towards avoidance (with some stam stacking, not sure why). Does this not seem a bit strange to you? Additionally (I cannot access the paladin's armory page for some reason) the warrior is completely stacked for mastery (~21 mastery, and 24% avoidance, vs your 14.67 mastery and 31% avoidance. So yes, if you stack for avoidance and the warrior stacks for mitigation, he will mitigate more damage. I am still, apparently, missing the point of your post.

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