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Old 01/02/11, 1:31 AM   #91
Consider
King Hippo
 
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Draenei Death Knight
 
Dragonblight
I had some kind soul send me some logs of the them raiding with the trinket as well, and your results seem to confirm theirs: the proc hovers between 250 and 300 dps, placing the trinket ahead of [Crushing Weight] and [Fury of Angerforge], but still behind [License to Slay] and [Heart of Rage].

For 2H, anyways. DW will have a higher proc rate, of course (substantially more white attacks, yes, but also more yellow strikes via higher Runic Corruption uptime), and would probably be able to push it ahead.

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Old 01/02/11, 5:26 AM   #92
Zarrdok
Glass Joe
 
Blood Elf Death Knight
 
Garrosh (EU)
Hey, i got a generall question. Does weaponspeed actually still matter for 2h Unholy? As with slow weapons we have harder hits, however sllightly lower Rotfc uptime and less DC procs. So, u got some idea how the value of 0,1 speed approx. is?

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Old 01/02/11, 9:23 AM   #93
Orothar
Von Kaiser
 
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Troll Death Knight
 
Hellscream (EU)
Originally Posted by Consider View Post
It was said less than a page ago, and hopefully won't need to be said again, but the uptime on HoR (or HoS) is not 20%. Very silly mistake to make. 18% is most accurate, although 19% isn't pushing it too much. 20% uptime would mean it procs immediately once the ICD is up which is utterly unrealistic with a mere 10% proc rate. The difference between 18%, 19%, and 20% uptime is actually pretty noticeable when comparing individual trinkets, and you can't gloss over the fact.
After reading through some logs of myself, I often find the str proc trinkets (solace in this case) to be over 20% uptime. Your assumptions on an uptime of 20% minus the time lost to proc is valid, but you do have to take into account that fights do not last exact multitudes of the ICD.

Say a fight lasts 6 min 30 sec. In that time the trinket will probably just have finished its 4th proc, but have had only just over 3x the ICD. It has an uptime of 20,5%.

Offcourse the fight can end exactly when the trinket would be about to proc again, but that is the worst possible scenario. This makes calculating exact dps values complicated, but assuming 18% uptime seems to low to do justice to the actual strength of the trinkets. Unless you also want to calculate in the negative effect certain fight mechanics have on effective uptime of the trinket (Atramedes' airphases for instance).

* Double dragons 22% uptime (heartened)

Last edited by Orothar : 01/02/11 at 9:31 AM.

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Old 01/02/11, 12:21 PM   #94
Bobfred21
Von Kaiser
 
Worgen Death Knight
 
Lothar
On the use of blood tap...

As some of you may recall from earlier in the thread, I've been trying to figure out how best to use Blood Tap. Most times using it is liable to screw up you're runes. Let me explain:

At the beginning of a fight your runes all start off full, or:
BBFFUU
So in the first part of the fight you obviously Outbreak, SS, SS, Fest Strikex2. (replacing a SS with D&D or DT when appropriate)
If at this point you use your BT it will immediately refresh one rune, which is fine if you need to burst RIGHT NOW, but when the blood rune comes off of cool down earlier on the next rotation (because you made the death rune come off cool down early), the blood rune is forced to sit there waiting on the frost rune which didn't get used at the same time because of Blood Tap- Same number of Scourge Strikes in the same amount of time because you'll need to wait to get off the second rounds festering strike anyway.

Okay, so let's assume you don't use blood tap at the beginning like that and you do your opening as normal, now you'll have 4 death runes and two unholy runes en queue for a whole lot of scourge strikes. Basically what it comes down to is you have to use it immediately after either of your two blood runes are refreshed (and used) as death runes. You're runes don't refresh all at once anymore though like they used to, as we all know they're sequential now. So, first you'll have
DdDdUu.
Okay, so you use all of them so they're all on cool down again with the next three runes recharging and it looks like this:
bdfduu.
Now you pop BT and have,
Ddfduu
Use your unholy rune of course and pop you're cancel aura macro and you're right back to having:
bdfduu. (although possibly by this point the other death runes are popping, but the point is in this scenario you've gained 1 scourge strike without messing up you're runes).

This last one I think is the best way to do it, but there is another option on the next leg of your rotation, from bdfduu you will get:
bDfDuU.
You can pop it after you eat your death rune (blood rune) which will give you:
Dbffuu.
You will of course eat that rune with one of our signature unholy rune attacks and be up an attack with no cost to your runes, but there is a subtle difference here when compared with the option I just discussed - BT always refreshes your first blood rune as far as I can tell, so in the first scenario you're using BT right after eating your first blood rune (which at the time is a death rune), meaning the other rune hasn't popped yet and the first rune has yet to start recharging.

In the second scenario, you've just used your second blood rune (as a death rune) which means the first rune has begun to recharge - it's a small difference but the first one is better because it doesn't waste any rune recharge time.


Okay, so this has been very long winded I know, but I'm getting to something here:
Because you always want to use BT at the same point in your rotation in order to avoid scrambled runes and loss of DPS (by orphaning frost runes or something like that) you don't necessarily need 2/2 Improved Blood Tap.

I'm sitting at 1848 haste unbuffed and I have found that 2/2 blood tap causes blood tap to refresh and sit there unused for a good deal of time before I can use it - so much so that going down to 1/2 improved Blood Tap allows me to use it at the same timing I would be able to use 2/2. Occasionally there a cycle will come up where the cool down is slightly behind my usage of the rune, for example I'll use all of my runes before the cd is up, but the cd for BT has ALWAYS come up before the second blood rune filled and began the recharge of the rune which BT would be turning into a Death Rune.



So to make a long winded wall of text short:
As far as I can tell sitting around 1848 haste the rune recharge is not fast enough to allow me to use 2/2 Blood Tap any more than I could use 1/2 blood tap due to problems with messing up runic cool downs. It is therefore optimal for me to take 1/2 and put the point somewhere else.

As far as where the point goes: Personally I'm actually looking at Runic Power Mastery. Consider is right for the most part when he says the talent isn't very strong for DPS, however I've been finding that I can AMS soak on more or less every fight in some way or another. While it's true that you don't generally want to back to back death coil if for no other reason than wasting potential runic corrupt up-time, that's not the value of this talent.

At 34 runic power per death coil, all it takes to death coil 3 times is 102 runic power. The place where this comes in handy is during your dump phase. Using AMS to soak RP is awesome, we all know that - but you obviously don't need to spend the RP right away, saving it (while remaining below cap) for your dump phase allows you in many cases to get 3 death coils during your dump phase as opposed to the normal 2 which is something that I frequently find myself having time for.

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Old 01/03/11, 9:51 AM   #95
raikn
Glass Joe
 
Blood Elf Death Knight
 
Warsong
Hello there, EJ!

First off i would like to apologize for my english. Altrought i can read and understand well, i'm not fluent on this language so you may find some misspells on this post. I'm really sorry for that but i promisse i will do my best to make myself comprehensive. That said, here we go:

I took a deep look into this guide and it's awesome. However, i couldn't find a Stat Weight for a DPS on a 2h Weapon. Some might say: Melee Weapon, if ilvl is higher, is better - and i would agree with that. But we have a circunstance that has not been convered. For example, what if we are compairing a heroic 2h weapon (ilvl 346) vs a pvp 2h weapon (ilvl 359, but comes up with resilience). I picked up an example that I would like to share with you guys. Take a look:

[Vicious Gladiator GreatSword] vs [Foe Reaper]

I've covered the status changes of these weapons (and with the formula for it's relative weights) covered above. Take a look.


+39 STR (x. 3.09 = 120,51)
+215 CRIT (x. 0.62 = 133,3)

+ Stat Weight: 253,81

- 202 EXPERTISE(x. 0.66 = 133,3)
- 202 HIT (x 0.78 = 157,56)

- Stat Weight: 290,8

So, as result, we have an - 36,9 modifier if we are expecting to change our For Reaper for the Vicious Glad Sword.

However, we still need to take a look for the DPS modifier, wich is:

623.3 (on [Vicious Gladiator GreatSword]) vs 552.2 (on [Foe Reaper]), wich leads us for a 71,1 DPS Advantage for the PVP item, even in a PVE situation.


So, here's my doubt: What numers do we apply for those 71,1 DPS as a stat Weight? I know that STR means 3.x, HIT means 0,7 (to cap) and so on. But... How much does DPS means?

It's pretty obvious for me that the PVP item looks better, but I would love to make the math between those DPS numbers.

Thanks in advice!

Best regards,
Raikn

Last edited by raikn : 01/03/11 at 9:57 AM.

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Old 01/03/11, 8:06 PM   #96
Cabal
Piston Honda
 
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Orc Warrior
 
<N/A>
Turalyon (EU)
Had you used the amazing Kahorie´s simulator (Kahorie DK Simulator), linked in the OP, You could easily have reached an EP number of around 4 for weapon dps, making the pvp sword naturally superior.

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Old 01/04/11, 12:29 AM   #97
Martialbob
Glass Joe
 
Worgen Death Knight
 
Cenarius
Lightning Strike 82589 1.8 % 12 6045.5 72546 1 10043.0 10043

This is from WoL with DMC: Hurricane on Maloriak. I was the interruption so I was on boss 100% of time. I'm unholy DW with free interrupts (2/7/32). The fight lasted 5 minutes and 50 seconds.

So 13 Procs for 82589 dmg over a 5:50 second span which comes out to 235 DPS from the proc which falls into what Consider said making this NON BiS for Unholy DW.

Here's a direct link to the log World of Logs - Real Time Raid Analysis

I believe this is a low proc rate for UDW. I also went on training dummy and got 34 procs in a 8 minute timespan. I'll assume this the high end of the proc rate. DMC: Hurricane did 180697 Dmg in that 8 minute timespan. 180697/480 = 376.45 DPS. These numbers came without any raid buffs 3 UFs and 2 ERWs. Assuming 10% melee haste from shaman/hunter this could also add a proc or two more to this.



One little thing a Hunter-friend of mine noticed when testing [Darkmoon Card: Hurricane] is that the proc is handled as a spell, implying a 17% base miss-chance.
As a unholy DK at 8% hit or greater(this 8% hit must come without talents, the hit from Nerves of Cold Steel does not apply to spell hit) + 9% spell hit from virulence you are spell capped, therefore this won't have a chance of missing.

Last edited by Martialbob : 01/04/11 at 2:10 AM.

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Old 01/04/11, 3:47 AM   #98
 MagdalenaDK
Von Kaiser
 
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Worgen Death Knight
 
Whisperwind
I note that heroic Crushing Weight now replaces License to Slay as a full BiS trinket. Is this due to previously underestimating the proc uptime of the former?

I'd also like to raise a question/thought with the community: Is Unholy Frenzy nearly as dangerous as it seems during the Chimaeron encounter, or are my healers simply being lazy? I refer here to the Massacre ability which reduces us to minimal health- ticks of Unholy Frenzy seem to be all that it takes for me to end up dead, seemingly before healers can act (yes, I've made sure the cause isn't Caustic Slime).

Currently I've resorted to canceling the UF buff several seconds before Massacre, but I was wondering what your thoughts on the matter were. Should I keep using it in this half-hearted way or is it too dangerous for use during an encounter where our health pools drop so suddenly?

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Old 01/04/11, 4:23 AM   #99
nerdfuel
Von Kaiser
 
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Goblin Death Knight
 
Cho'gall
Originally Posted by Baadshah View Post
I'd also like to raise a question/thought with the community: Is Unholy Frenzy nearly as dangerous as it seems during the Chimaeron encounter, or are my healers simply being lazy? I refer here to the Massacre ability which reduces us to minimal health- ticks of Unholy Frenzy seem to be all that it takes for me to end up dead, seemingly before healers can act (yes, I've made sure the cause isn't Caustic Slime).
You could use it and then cancel it before massacre if your healers keep you above 20k. I use Death Strike after every Massacre and Caustic Slime to help out our healers on hard mode which is why I don't even bother using Unholy Frenzy since I'm usually around 11k-18k. The health you lose could be your death because you don't know if you are going to get hit by the next Caustic Slime, assuming frenzy brings you below 10k.

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Old 01/04/11, 6:39 AM   #100
Skullflower
Glass Joe
 
Human Death Knight
 
Tichondrius
Originally Posted by Baadshah View Post
I'd also like to raise a question/thought with the community: Is Unholy Frenzy nearly as dangerous as it seems during the Chimaeron encounter, or are my healers simply being lazy? I refer here to the Massacre ability which reduces us to minimal health- ticks of Unholy Frenzy seem to be all that it takes for me to end up dead, seemingly before healers can act (yes, I've made sure the cause isn't Caustic Slime).
Frenzy should ideally be used when you can optimize it's uptime. I find it's best used throughout Feud due to the 30s duration, the healers topping off the raid, and the cooldowns you should be utilizing throughout this phase. You can also save it for the Mortality phase but that depends on when your raid plans to use lust. Just keep in mind to cancel it before a massacre or you'll likely die. If this becomes too risky for you and your healers, you can always use it on your ghoul.

Last edited by Skullflower : 01/04/11 at 6:44 AM.

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Old 01/04/11, 9:14 AM   #101
optional22
Von Kaiser
 
Orc Death Knight
 
Cho'gall
For Rohash in Conclave of the Wind, he randomly targets someone and casts Slicing Gale, which can be AMS'd (in normal and heroic). In heroic mode, he periodically casts a shield on himself, Storm Shield, which does aoe magic damage. This can also, and needs to be, AMS'd to take stress off the healers. Rohash's ultimate, Hurricane, can be AMS'd after it begins and takes you up in the air althought DKs probably won't be on this platform when he casts that ultimate.

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Old 01/04/11, 2:15 PM   #102
Jepson
Glass Joe
 
Human Monk
 
Alonsus (EU)
If you don't wish to risk anything, you can always put Unholy Frenzy to your ghoul when casting DT.

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Old 01/05/11, 7:06 AM   #103
Methenlól
Glass Joe
 
Draenei Shaman
 
Azshara (EU)
Originally Posted by Baadshah View Post
I'd also like to raise a question/thought with the community: Is Unholy Frenzy nearly as dangerous as it seems during the Chimaeron encounter, or are my healers simply being lazy? I refer here to the Massacre ability which reduces us to minimal health- ticks of Unholy Frenzy seem to be all that it takes for me to end up dead, seemingly before healers can act (yes, I've made sure the cause isn't Caustic Slime).
If Massacre reduces you down to 1 Health, and you get a tick of Unholy Frenzy very short after that you will die.
So you would have to time it really good. Also your healers will try to heal you only a little above 10k Hp, so you won't die, they then should know that you have Unholy Frenzy up, so you get a little more heal to stay above 10k.

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Old 01/05/11, 11:48 AM   #104
Martialbob
Glass Joe
 
Worgen Death Knight
 
Cenarius
*deleted*

Last edited by Martialbob : 01/05/11 at 12:50 PM.

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Old 01/05/11, 12:40 PM   #105
optional22
Von Kaiser
 
Orc Death Knight
 
Cho'gall
Originally Posted by Martialbob View Post
I have come across something truly interesting in my simulations for Unholy DW. MY EP ratings are showing hit at a 1.86 before hit cap, and a 1.46 after hit cap up until i hit 960 hit rating. Then hit starts to drop again. When I raise hit to 960 in sims it accounts to ~ 200 DPS. Could not being spell hit capped as unholy DW make that much difference? Has anyone else found similiar results in there simulations?

*EDIT*

From breaking down the combat logs in the sims, i'm showing that 120 of this DPS gain is coming from the reduced missing of Death Coils, also due to the fact that over the course of the sim, the increased hit chance grants me an additional 3000 death coils, I will assume this is from less OH misses granting more SD procs. Could 960 Hit rating be the way to go with Unholy DW to spell cap and sitll getting NoCS? From everythingn I'm seeing so far it is starting to seem this way to me. Please correct me if I'm wrong.
You should reread the original post...

although DW's yellow attacks are capped at 5%, thanks to Nerves of Cold Steel, it still wants to go all the way to eight in order to hit can and expertise the ghoul.
Hit/exp cap ghoul + spell cap for death coils.

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