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Old 03/06/11, 10:53 AM   #331
MegaVolt
Von Kaiser
 
Night Elf Druid
 
Turalyon (EU)
Originally Posted by akihex View Post
Why is there a gain in dps switching from frost to unholy presence even though there aren't enough resources in frost presence (waiting > 0)?
Waiting is averaged. Since it is extremely close to 0 most likely you are never really waiting in the "normal" rotation (being at the gcd cap, so the unholy switch is a huge benefit) and you only have short waiting times in case you get very unlucky with procs.
Being at the gcd cap 90% of the time and only waiting 10% of the time (numbers randomly chosen to illustrate the point, not to be taken literally) should (and apparently does) put Unholy Presence ahead of Frost Presence.

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Old 03/06/11, 11:54 AM   #332
akihex
Glass Joe
 
Minx
Blood Elf Death Knight
 
Non-US/EU Server (EU)
Originally Posted by MegaVolt View Post
Waiting is averaged. Since it is extremely close to 0 most likely you are never really waiting in the "normal" rotation (being at the gcd cap, so the unholy switch is a huge benefit)
Yes, on average no resources are wasted in frost presence. Therefore i don't see the huge benefit of switching presences since you only gain 10% more rune resources (and slightly more runic power due to additional rime procs; the extra rune abilities runic power generation is more or less balanced with the increased runic power generation of frost presence) and loose the 15% bonus damage.

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Old 03/06/11, 12:47 PM   #333
Zimeron
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Originally Posted by Silarn View Post
While you do get the 10 RP from CotG via rime procs, you do not get the other 10 + 10% from a typical HB where a rune is consumed.
I double checked this and this was another bug reintroduced with the Cata revamp. Fixing rime procs generating runic power from rune abilities puts Frost Presence back ahead of Unholy Presence by about 300 dps for our 372 DW profile.

I've fixed the bug in SVN and it will be out in the next release. Unfortunately, we just released two hours ago, so I'm not sure how long it'll take before we release again.


[e] Running some sims and scale factors, prioritizing haste as your secondary stat, even with FP, results in more DPS than stacking crit or mastery.

Last edited by Zimeron : 03/06/11 at 2:17 PM.

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Old 03/06/11, 5:16 PM   #334
MegaVolt
Von Kaiser
 
Night Elf Druid
 
Turalyon (EU)
Originally Posted by akihex View Post
Yes, on average no resources are wasted in frost presence.
Quite the opposite. On average you are never waiting on rune cooldowns (that's the wait time, right? or am I reading that completely wrong?) which means you are pretty much always at the gcd cap and wasting resources.

Last edited by MegaVolt : 03/07/11 at 11:01 AM.

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Old 03/06/11, 5:27 PM   #335
Silarn
Von Kaiser
 
Worgen Death Knight
 
Argent Dawn
FP vs UP is a fine balance. At its base level, the 15% damage increase from FP is superior to the 10% haste from UP - as the haste bonus is both a smaller percent and affects a smaller overall number of our attacks.

The deciding factor is therefore how over the GCD cap you are discounting the benefits of both of these presences. If the .5s reduction to the GCD cap allows you to use a number of attacks greater than the difference between 15% damage/10% RP and 10% haste/4% RP, then UP will become superior.

This is why such small differences between the amount of RP generated and even the GoHB/Outbreak rune bug can cause a swing in one direction or the other.

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Old 03/06/11, 9:40 PM   #336
xbit
Von Kaiser
 
Human Death Knight
 
Doomhammer
After the Rime proc fix, frost is no longer GCD capped in the sim. At my current levels of haste (6.56%) I had waiting 1.43%. With reforging haste > crit > mastery (as per the stat weights in the sim) I ended up with 12.45% haste, and 0.76% waiting. Oddly, at 6.56% haste, it's weight was 0.99 and at 12.45% haste it's weight was 1.09. I was simming with 25k iterations and default deltas, so that isn't the issue. The reason this is odd is because I would expect the value of haste to diminish the closer you get to being GCD capped, not increase.

Note that unholy presence still benefits from haste more than frost. Going from 6.56% to 12.45% decreased waiting in frost presence by 0.67%, but when in unholy presence it decreased by 3% (from 17.99% to 14.99%). Despite that, frost presence still comes out on top at 12.45% by 122 +/- 17 dps. I suspect there is a point where unholy presence would come out on top, but it might not be reachable in current gear.

As for the issue of mastery simming low but in my experience being valuable, the answer may come down to AoE, since many boss fights this tier have phases with heavy AoE. Since the majority of your damage will come from howling blast, that will increase the value of mastery. Since the difference between optimal and non-optimal (as per the sim's weights) reforging seems to be 200 dps in frost presence, it may remain beneficial to sacrifice 200 single target dps in favor of a larger AoE increase. Note though that I have not simmed an AoE situation to confirm.

Edit: Haste does drop off, it seems 0.76% waiting isn't close enough to GCD cap to see it. I simmed with haste increases in increments of 300 (without modifying any other stats) and at 900 haste, the weight fell off dramatically and was below crit, with 0.22% waiting. Whether we really need that much haste to be capped (I don't think we do) is another matter.

Last edited by xbit : 03/06/11 at 11:24 PM. Reason: More haste sims

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Old 03/06/11, 10:13 PM   #337
Pintofbrew
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Orc Death Knight
 
Frostwhisper (EU)
It's hard to quantify, but I felt that the biggest benefit of being out of FP was not having the extra RP from the presence. Too often have I found myself forced to use FS while in FP in order to avoid wasting RP, and frequently this has resulted in either wasted RE procs (if there were no pairs on CD, or if one of the pair was <1.5sec) or wasted KM procs. When in FP this happens a lot less; firstly the higher ambience of Rime means less chance for the dreaded Dry Streak, and secondly when all your runes are gone, using up all your RP takes a lot less time, which in turn makes it less likely that KM proc will go to a FS. The faster GCD of FS is also much more efficient for RE procs: You gain more value if you gain the extra runes faster, as it drastically reduces the chances you'll have to sit on a Rime proc, or re-proc KM.

And of course it goes without saying that on mobility fights the 15% run is a tangible advantage.

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Old 03/07/11, 8:38 AM   #338
dunkelhaar
Glass Joe
 
Worgen Death Knight
 
Frostmourne (EU)
My impression on UP vs FP is that at the low tiers (iLvl 359) you gain more from UP than from FP. Only by switching from FP to UP I made 1k dps more against Argaloth although I was unlucky at procs. This might change with iLvl 372 but for my gear UP feels better.

Sadly the latest fixes are yet to be released at SimC (I guess it's 406-13). Can some devs run an iLvl 359 comparison? Hope this here one works out: chardev 8 - Cataclysm Beta

Last edited by dunkelhaar : 03/07/11 at 9:07 AM.

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Old 03/07/11, 9:11 AM   #339
Ibracadabra
Glass Joe
 
Troll Hunter
 
Hakkar (EU)
Originally Posted by dunkelhaar View Post
My impression on UP vs FP is that at the low tiers (iLvl 359) you gain more from UP than from FP. Only by switching from FP to UP I made 1k dps more against Argaloth although I was unlucky at procs. This might change with iLvl 372 but for my gear UP feels better.
My impression is that with high level gear UP will outperform FP due to the more haste so waiting time will be lower than now.
According to the simcraft release 12 scale factor, I reforged all to haste and hit till spell cap (mastery is still our worse stat it seems) and I had better results.

Last edited by Ibracadabra : 03/07/11 at 10:10 AM.

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Old 03/07/11, 9:43 AM   #340
Zimeron
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Originally Posted by dunkelhaar View Post
Sadly the latest fixes are yet to be released at SimC (I guess it's 406-13). Can some devs run an iLvl 359 comparison? Hope this here one works out: chardev 8 - Cataclysm Beta
You can run your own tests, but since not everyone is able to build the GUI and I'm not sure when our next release will be, I've uploaded a temporary one based off r7956, which includes the latest fix to rime procs. You can download it here: simc-406-r7956-win32.zip

I didn't test it very thoroughly, so if it complains of missing files, download 406-12, and copy them over.

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Old 03/07/11, 1:18 PM   #341
plopinou
Von Kaiser
 
Orc Warrior
 
Ysondre (EU)
Hello everyone,

That's quite some time since I posted something on ej, probably more than a year, but I just recently began to play wow again with my death knight.
Simulationcraft is a fantastic tool in theory, but to be honest, it really lacks some basic ingame number validation. I perfectly understand that the devs do not have the time to do it, so it would be great if the community could handle it in their place.

Here's a little sample feedback, knowing that I always build simcraft from the latest svn with the ui.

Issue : Obliterate damage is completely off of what it's really doing in game (only tested for frost dps).

Way obliterate damage is calculated in game :
(((AP/14*3.3 + weapon_damage) * 1.6 + 1040) * (1+(annihilation*0.15 + MotFW*0.04 + GoOB*0.2))) * (1+number of disease*0.125)
fully talented with OB glyph, obliterate damage without disease = (normalized_weapon_damage * 1.6 + 1040) * 1.77

a sample of the checks I did :
AP = 9935
Weapon = large club 4-6 dmg 3.2 speed
Obliterate damage witout any disease ((9935/14*3.3+5)*1.6+1040)*1.77 * 0.7012 ~= 5951
0.7012 is the damage reduction via armor on a lvl 85 dummy target
In game average number = 5954
deviation < 0.05%

Way the bugged obliterate tooltip is calculated in game, fully talented with OB glyph :
160*1.77 = 283% + 1040*1.77*1.77 = 3258,216 -> Yes there is a "double dip" in the tooltip
IG : 283% + 3257

Way obliterate is currently calculated in the simulator without disease :
((AP/14*3.3 + weapon_damage) * 1.6 + 1040) * (1+annihilation*0.15) * (1+MotFW*0.04) * (1+GoOB*0.2)
fully talented with OB glyph, obliterate damage = (normalized_weapon_damage * 1.6 + 1040) * 1,9488

So the simulated OB does 10.1% more damage than what it should, which is quite a lot when the goal is to have an accurate simulation to be able to determine the optimal abilities priority.
I checked that it really did 10.1% more damage by putting my gear in the simulator, with thoses lines in addition :

optimal_raid=0
override.improved_icy_talons=1
target_level=85
talents=http://www.wowhead.com/talent#jbhMZGcR0fuRdbub
glyphs=frost_strike/obliterate/howling_blast/death_grip/pestilence/dark_succor/resilient_grip/raise_ally/horn_of_winter
actions=/presence,choose=unholy
actions+=/snapshot_stats
actions+=/obliterate,if=frost=2&unholy=2
actions+=/obliterate,if=death=2
main_hand=large_club,ilevel=3,quality=common,weapon=mace2h_3.20speed_4min_6max
Notes :
- no Merciless combat talent to have perfectly stable damage
- no str/ap proc items
- only obliterates without disease

average simulated obliterate hit : 6525
the stats tab shows 9900 AP. -> ((9900/14*3.3+5)*1.6+1040)*1.9488*0.7012 ~= 6534


Issue : Blood Strike seems to do less damage than what it should (only tested for frost dps).

This issue is a little strange, and is probably linked to a blizzard bug.
in game blood strike without disease = 2010
in game blood strike with 1 diseases = 2387 = 1,1875 * 2010
in game blood strike with 2 diseases = 2875 = 1,204 * 2387 = 1,430 * 2010
It should be +12.5% for each additional disease, but it's clearly not the case here.
I didn't take the time to determine what's the (bugged ?) in game formula, but whatever it be, simcraft does not have the same one, and from the tests I did, underestimate the blood strike damage as expected.


On another note, here's a line to add in the action list to gain a little more dps :
actions+=/blood_tap,if=buff.killing_machine.react&((frost>=1&unholy=0&death=0)|(frost=0&unholy> =1&death=0)|(frost=0&unholy=0&death=1))
before :
actions+=/obliterate,if=buff.killing_machine.react
it justs blood tap only if there is a KM proc, to do an obliterate crit instead of a frost strike crit. The gain is nearly inexistant on the live, but present on the PTR. I added it because it's probably the way the majority of the players use their bloodtap.

And here is a feature request :
Make cooldown._rune_.remains works, that would be great to know if waiting some runes can be a dps gain, like the wait command in the paladin dps rotation with crusader strike.

That's all for now, because it takes quite some time to check things talent point per talent point in game

Last edited by plopinou : 03/07/11 at 5:13 PM.

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Old 03/07/11, 2:12 PM   #342
Zimeron
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Finala
Night Elf Druid
 
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Originally Posted by plopinou View Post
Way obliterate damage is calculated in game :
(((AP/14*3.3 + weapon_damage) * 1.6 + 1040) * (1+(annihilation*0.15 + MotFW*0.04 + GoOB*0.2))) * (1+number of disease*0.125)
fully talented with OB glyph, obliterate damage without disease = (normalized_weapon_damage * 1.6 + 1040) * 1.77
Thanks for the feedback, I'll get Obliterate changed shortly. None of us play a DK, so testing DK mechanics at 85 is challenging.

For your Blood Strike testing, it'd be useful to know what your spec was, so we could see if there's some weird interaction going on with another talent, mainly MotFW, or if diseases are affecting something really weird like the AP coefficient, instead of using a modifier of 18.8 for one disease and 21.5 for two diseases.

[e] The Obliterate change is in SVN. I'll do BS once we're sure on how the formula is being calculated.

Last edited by Zimeron : 03/07/11 at 2:35 PM.

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Old 03/07/11, 4:16 PM   #343
xbit
Von Kaiser
 
Human Death Knight
 
Doomhammer
Originally Posted by plopinou View Post
This issue is a little strange, and is probably linked to a blizzard bug.
in game blood strike without disease = 2010
in game blood strike with 1 diseases = 2387 = 1,1875 * 2010
in game blood strike with 2 diseases = 2875 = 1,204 * 2387 = 1,430 * 2010
It should be +12.5% for each additional disease, but it's clearly not the case here.
I didn't take the time to determine what's the (bugged ?) in game formula, but whatever it be, simcraft does not have the same one, and from the tests I did, underestimate the blood strike damage as expected.
Were you taking brittle bones into account? If your single disease test was with frost fever there would be the additional 4% damage taken, as well as with double diseases.

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Old 03/07/11, 5:12 PM   #344
plopinou
Von Kaiser
 
Orc Warrior
 
Ysondre (EU)
@xbit:
During the test with obliterate, I didn't take it. But you're right, fully talented, the 0.04% damage increase must be taken into account
But even when multiplying everything, the numbers don't fit.
2010*1.125*1.04 = 2351,7 and not 2387
2010*1.25*1.04 = 2613 and not 2875
I'll try to take some time during the next days to do some test with blood strike from a totally untalented starting point.


@Zimeron
Thanks for the quick update ! Obliterate is now at ~0.2% of what we can witness on live servers
With this change, the dps significantly drops in the different simulations.
Some numbers for the current profiles with 50000 iterations :
- death_knight_frost_2h_t11_372 UP | Live = 24878 dps, PTR = 28503dps
- death_knight_frost_1h_t11_372 FP | Live = 24020 dps, PTR = 26918 dps
- death_knight_frost_1h_t11_372 UP | Live = 23753 dps, PTR = 27023 dps

With the death_knight_frost_2h_t11_372 profile, using bloodtap to obliterate on a KM proc gives us 28790dps on the PTR (bloodtap wasn't used at all with the PTR profile).
Simply using bloodtap if we cannot do any ability, and then doing an obliterate (if unholy runes where up) or a howling blast gives us the exact same 28790dps.

Interestingly enough, using the new constant death runes on PTR to do exclusively howling blast if no frost or unholy runes are up is a small dps increase (28840). Of course, it's only the case since the OB fix. Using this priority, the value of mastery stat greatly increase, and will benefit a lot more to AE situations.

Action priority :
actions=flask,type=titanic_strength
actions+=/food,type=beer_basted_crocolisk
actions+=/presence,choose=unholy
actions+=/army_of_the_dead
actions+=/snapshot_stats
actions+=/blood_fury,time>=10
actions+=/golemblood_potion,if=!in_combat|buff.bloodlust.react|target.time_to_die<=60
actions+=/auto_attack
actions+=/pillar_of_frost
actions+=/raise_dead,time>=5
actions+=/outbreak,if=dot.frost_fever.remains<=2|dot.blood_plague.remains<=2
actions+=/howling_blast,if=dot.frost_fever.remains<=2
actions+=/plague_strike,if=dot.blood_plague.remains<=2
actions+=/obliterate,if=frost=2&unholy=2
actions+=/obliterate,if=buff.killing_machine.react
actions+=/frost_strike,if=runic_power>=90
actions+=/howling_blast,if=buff.rime.react
actions+=/howling_blast,if=(frost+unholy)=0
actions+=/obliterate
actions+=/frost_strike
actions+=/howling_blast
actions+=/blood_tap
actions+=/empower_rune_weapon
actions+=/horn_of_winter
Weighstat using this priority with 50000 iterations :
StatDPS gain
Str2.8088
Agi0.6580
AP0.9557
Exp1.5788
Hit1.9083
Crit1.1156
Haste1.2485
Mastery1.3037
Wdps9.7029
Wspeed125.8955

As I said to xbit, I'll try to thoroughly test blood strike during the next days, and also see if the other abilities damage are close enough to in game numbers.

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Old 03/07/11, 6:54 PM   #345
Zimeron
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Finala
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Originally Posted by plopinou View Post
With the death_knight_frost_2h_t11_372 profile, using bloodtap to obliterate on a KM proc gives us 28790dps on the PTR (bloodtap wasn't used at all with the PTR profile).
I removed Blood Tap from the PTR action list, as I didn't think it'd work anymore, since Frost no longer has Blood runes. If it it still works to activate a death rune ASAP on the PTR then I'll add it back into the action list. If it no longer works, then we'll make the appropriate changes to the sim.

The current action list were built around the priority listed in the OP to try and match other values in the OP. If your new actions prove to be a DPS increase, I think we're safe now with the amount of bugs we've fixed in the past few weeks to switch to using them. I'll test your action list changes and update them accordingly.

Regarding Blood Strike, post any and all data you can if you want help figuring out the formula. AP, Talents, if using FF always gives an X modifier and BP gives a Y modifier, etc.

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