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Old 08/12/11, 1:59 PM   #16
Tyvi
Never, Mags. Never!
 
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Human Death Knight
 
Turalyon (EU)
Originally Posted by Ramalama View Post
Through Tier 11 content I was very much a traditional mastery stacker. But midway through this tier I started experimenting with gemming stamina (to live through spikes) and soft capping hit and expertise (to reliably time Death Strikes). So far I've liked the change a lot. At the beginning of the tier you could make a case for not being a high stamina healing sponge, but healer mana is much better this tier. Previously all my deaths seemed to come from brief damage spikes or dodge/parry/miss on Death Strikes when I need them, never from lack of healing throughput or mana conservation.
While I have been soft capping Expertise and Hit since T11 for the aforementioned reasons, gemming Stamina sounds reasonable for this tier. The fact that being able to get 3 consecutive hits instead of 2 before you have to Death Strike would surely compensate for the lower Mastery value. As a bonus, you'd get more out of abilities that scale from max health such as Rune Tap, Death Pact and Lichborne (increased AP from Vengeance), too.

It's worth looking into at the very least and might help bandaid the fact that our EH is insufficient this tier without being able to land those DSes.


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Old 08/12/11, 2:19 PM   #17
Nevinyrral
Von Kaiser
 
Dwarf Death Knight
 
Dark Iron
Honestly I haven't thought much into this outside of maintaining ~1% hit and whatever expertise is on my gear because firelands gear is swimming in expertise and though not landing can be crap I find it very rarely that I end up with a significant string that lands me dead. I use and LOVE the Scales of Life trinket as with glyphed VampBlood you get a 24k heal so I save that for times when I can't DS and my health is lower to help heal myself up and get better healing. I also put Runetap in there for that little extra as well since dipping low enough takes it off CD and makes it free and with the amount of health I'm running it tends to be a 20k+ heal so in 2 gcds I healed 44k.

I've recently changed over from Swordshattering to Stoneskin gargoyle for the extra 3k health and the amount of armor I gain (about 2k). I've toyed around with using a flask for more fights instead of my Mastery Armor/Magic Resist elixirs. This will also make your Runetap bigger for heals outside of GCD locked dying for the same reason I stated above.

edit: I do remember posts in the past thinking of Bloodshield as health for physical damage so maintaining a bloodshield can and will always increase your survivability to if it were possible to maintain a bloodshield throughout the course of the fight that would be your mastery cap. I'm recently trying to set up my powerauras to show when I have a blood shield up and trying to not DS on cd like I've tend to do in the past and try to maximize it's benefit as this will greatly alter the effectiveness of my mastery. This would run similar to the idea of when to refresh blade barrier (try to keep some in reserve and use to maintain the buff instead of tossing all your abilities asap)

Last edited by Nevinyrral : 08/12/11 at 2:37 PM.

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Old 08/12/11, 2:51 PM   #18
Ramalama
Von Kaiser
 
Human Death Knight
 
Illidan
Originally Posted by Nevinyrral View Post
I am confused about your comparison for blood shield to blocking. It is my understanding that they are in fact on in the same, however to maximize "dk blocking" you have to first take a big hit which equals big damage over the past 5 seconds leading to a bigger heal from DS and which will turn into X amount of bloodshield which is modified by mastery. Maybe a bit of a disconnect there.
The comparison is this. Blocking can be thought of as putting up an absorption shield concurrent with a hit and spending that shield on that same hit. Blood Shield is similar except you get the absorption shield after taking damage, to be applied to the next hit. The fundamental difference is that if that first hit kills you, you never get to see the benefit from your mastery. (You can think of the heal in the same way, as a partial refund in health after the hit. Again, you never get the health back if the hit kills you.)

The other major difference is that Blood Shield is applied in full to the next hit until totally exhausted, and then the following hit will deal full damage. By contrast, blocking is a percentage reduction off of each blocked hit. Instead of full blocking an entire hit and then taking full damage from the next, you can partially mitigate both. Imagine a model where, when you Death Strike, your Blood Shield is divided evenly across the next 3 hits. Or where Death Strike adds to a Blood Shield "bank" and you put X% of your remaining Blood Shield toward each hit. I'm not suggesting either model be implemented, just that they would be more similar to the way blocking works.

It's easy to try to compare simple numbers like amount mitigated through paladin blocking versus amount healed/absorbed by Death Strike/Blood Shield. As long as the mechanics are so disparate (especially in the case of a potentially killing blow) you cannot do such simple comparisons. That's where the current imbalance problem lies.

As for my gear, I'm ilvl 385, balanced gemming for stamina and reforged to hit/exp soft caps, then to mastery, with avoidance lowest priority. I generally use Stoneskin but switch to Swordshattering for H25 Baleroc and Fallen Crusader for H25 Alysrazor. I'm focused exclusively on 25H Firelands content.

Last edited by Ramalama : 08/12/11 at 4:31 PM.

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Old 08/12/11, 3:21 PM   #19
Nevinyrral
Von Kaiser
 
Dwarf Death Knight
 
Dark Iron
I was more confused about your comment of BS helping to recover from a hit as opposed to "mitigating" the next hit. The bloodshield = block is a gross over simplification as bloodshield is more of an effective physical damage health pool while block is actual mitigation however both contribute to effective health.

Taking no damage

Current Health = 220k (about what i run raid buffed and flasked)
DS heal = 15.4k
Blood shield with 140% conversion = 21.56k
Final effective health for next hit = 241.56k

Now that is without taking damage prior to the death strike. It might not be overall the same EH as block but it's still a bigger physical damage hit. If there was a boss that does huge magic damage hits and we didn't have mirror/AMS for it then I'd be a little more worried but as physical damage goes we seem to be spot on. The biggest issue here I think is the fact that we need to spread out our DS to make sure we have a blood shield for each individual hit instead of assuming that the shield will stack and then being without a DS between two successive attacks.

I don't think Stamina will replace Mastery just yet as stamina = health that HAS to be healed up for the next hit where as DS with no damage taken is 21.56k more health per hit that does NOT have to be healed through. This value will significantly go up and become less burst if you maintain a constant DS per hit taken priority vs use it on CD and eat the full eat when you are locked out. There really just shouldn't be a time in which you take a hit without a blood shield up.

edit: World of Logs - Real Time Raid Analysis
as a comparison here is an attempt on Rag where both the warrior tank and I have Rag for about the same percentage of the fight, or just about. I think during this attempt he died once and I picked up rag at the start of phase 3 so I sometimes takes more overall magic damage but this is using DS on CD. I've gotten a bit lazy on Rag in recent weeks and don't pop ams/mirror for every trap like I did at first but that would probably bring things more in line with the warrior.

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Old 08/12/11, 4:06 PM   #20
Asphyxialol
TEH DEEPZ!!!
 
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Blood Elf Death Knight
 
Mal'Ganis
You're talking about things from a 10 man perspective. The difference between 10m and 25m is not small, and definitely impacts how you gear and think and how to approach encounters.

World of Logs - Real Time Raid Analysis <-- You're 10m H Shannox from this week.
World of Logs - Real Time Raid Analysis <-- Random 25h Parse roughly the same length

Your average hit is 38k, in 25m its 72-73k. Your arching slash is 47k where 25m is 93k. In 25m I could *barely* eat a single Arching Slash, ~5-6 stack of Jagged Tear, and a melee all at once (roughly 195-200k) without a blood shield up. The comparison in 10m would be going a solid 2 rounds before I even thought about the damage incoming. Yes, the 25m guy *did* get an immo trap which very slightly skews the numbers a bit, but overall not enough to matter considering it's a fairly long parse for the fight.

This gets even more exaggerated on fights like Beth'tilac. It's been said time and time again that *if* the DK has no risk of immediate death from a spike they are able to recuperate and overall take less damage than the other tanks (for this reason I've even seen DKs as the preferred tank in 10m - On our normal 10m rag kills when we run over on time I take *less* damage than our warrior while having more up time on rag and solo tanking both scions and rag - that isn't even factoring in that I heal myself for nearly 60% of my personal healing).

The #1 issue we face in the current tier is that we can easily be spiked to death in 1-2 hits where we *need* that buffer that extra stamina provides in some circumstances. Beth'tilac, as an example, can hit over 270k unmitigated hits in the ~30 range. Obviously you shouldn't be that far in without cooldowns, but it should go without saying that it's a 1 shot if we do. Block tanks can mitigate that to *190k* when they typically run health pools of ~200-210k in ~380 ilvl gear.

In short the main reason DKs are slipping here is because we are falling behind on being able to keep a steady stream of incoming damage and not spiking. We need a smoother damage flow for our mastery to effectively work. One of the primary ways we can do this is by increasing the buffer we have to be hit for in order to die (ie stam stacking). The other option is to run a heavy avoidance setup and pray to the gods of RNG that you don't get that unlucky 2-3 string of hits to kill you. The final way is to time your DSes flawlessly to keep a shield up to smooth out the damage flow. The downside of our mastery and consequently our shield is that all of our shield is absorbed in 1 hit and we are fucked because our rune cooldowns and GCDs do not allow us to effeciently use our DS after each attack.

I kind of like the idea of taking our BS and spreading its total % over the next 3 attacks, but that just turns it in to block. The other options are to reduce rune regen even lower than they currently are, and likely reducing our GCD from a 1.5 to a 1.0-1.2. This impacts PVP pretty bad however.

The other options are increasing our passive reduction (considering we are *way* behind on passive reduction this is the most likely result IMO). We can go back to the 60% armor we had back in WotLK, which would provide another ~10k armor and put is just slightly over where our block friends are (We'd be around 43k unbuffed where they are running around with ~39-40k unbuffed and net us about 6% more reduction). They *could* further increase the passive damage reduction from blood presence, but that would impact magic abilities and we are already strong enough at handling those. They could buff Bone Shield to be a solid passive damage reduction, but this removes a semi-powerful cooldown from us that all other tanks have and just puts us up to par passively with other tanks, so it's a near nerf.

Standsinfire - Onslutx - Claptrapx - Stoodinfire

[22:56:57.671] Onslaughtx Rune Tap Onslaughtx +24272
[22:56:58.260] Onslaughtx Tipping of the Scales Onslaughtx +26997
[22:56:58.802] Onslaughtx gains Blood Shield from Onslaughtx (Remaining: 99978)
[22:56:58.802] Onslaughtx Death Strike Onslaughtx +71477
[22:57:00.321] Onslaughtx's Blood Shield is refreshed by Onslaughtx (Remaining: 199957)
[22:57:00.321] Onslaughtx Death Strike Onslaughtx +71478

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Old 08/12/11, 5:29 PM   #21
Nevinyrral
Von Kaiser
 
Dwarf Death Knight
 
Dark Iron
I can see the difference there and yeah you take double damage but you can normally afford almost twice as many heals. It's a very complicated situation that without a simulation on every fight we won't be able to get a perfect answer here.

I took a look at my log and the log you posted with both having significant Overhealing from DS. 47.1% for the 25 man you posted in which his average heal was 21.6k. I'm searching now to see how much wars and pallies are blocking in comparison. It'd be interested to see over a course of a fight who has more self healing and to amount blocked but I think as a community the overhealing is something that we can work on. For your situation where you are being hit for 200k without bloodshield you also heal for 40k on the rebound and give you 56k to your bloodshield just from that 1 second of damage. that's 96k EH you gains from that one perfect DS and plenty of breathing room for your Healers. You can, and I certainly would DS again following that if I wasn't healed up a "sufficient" amount. With jagged tear hitting once every 3 second you can get 2 DS in there following an your scenario in which you've gained 192k EH before the next one comes. With boss swings at 1.8 seconds you can fit 2 in there as well. I am not sure on the timing between Arcing Slash but the potential is still there I would assume. The great thing about the idea of using it following an attack or to keep up BS and not on CD is you might have runes in reserve for such "OH SHIT" occasions much like saving a blood rune for Runetap instead of using it right away.

I think we've fallen into the trap of thinking of Blood shield as one sided when the mechanic is in fact 2 where coupling a full heal from DS with the bloodshield we gain a significant amount of EH. It just comes down to making sure you have the BS up going into the big hit since at no damage for 5 seconds before and 220k health you will have 235.4k EH going into the 200k hit leaving you with 35.4k health and no damage for 2GCDs at which point you've healed for 80k and gained 112k for a final EH of 227.4k before going into the next damage of any type. This is not including any heals from healers what so ever. I think this is where blizzard is saying that DKs are a different kind of animal and that to be the best you have to decide where and when to DS instead of using the "automatic" system.

Last edited by Nevinyrral : 08/12/11 at 5:38 PM.

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Old 08/12/11, 5:48 PM   #22
Asphyxialol
TEH DEEPZ!!!
 
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Blood Elf Death Knight
 
Mal'Ganis
Originally Posted by Nevinyrral View Post
[1]I can see the difference there and yeah you take double damage but you can normally afford almost twice as many heals. It's a very complicated situation that without a simulation on every fight we won't be able to get a perfect answer here.

I took a look at my log and the log you posted with both having significant Overhealing from DS. 47.1% for the 25 man you posted in which his average heal was 21.6k. I'm searching now to see how much wars and pallies are blocking in comparison. It'd be interested to see over a course of a fight who has more self healing and to amount blocked but I think as a community the overhealing is something that we can work on. For your situation where you are being hit for 200k without bloodshield you also heal for 40k on the rebound and give you 56k to your bloodshield just from that 1 second of damage. [2] that's 96k EH you gains from that one perfect DS and plenty of breathing room for your Healers. You can, and I certainly would DS again following that if I wasn't healed up a "sufficient" amount. With jagged tear hitting once every 3 second you can get 2 DS in there following an your scenario in which you've gained 192k EH before the next one comes. With boss swings at 1.8 seconds you can fit 2 in there as well. I am not sure on the timing between Arcing Slash but the potential is still there I would assume. The great thing about the idea of using it following an attack or to keep up BS and not on CD is you might have runes in reserve for such "OH SHIT" occasions much like saving a blood rune for Runetap instead of using it right away.

I think we've fallen into the trap of thinking of Blood shield as one sided when the mechanic is in fact 2 where coupling a full heal from DS with the bloodshield we gain a significant amount of EH.
[1] - Double the heals doesn't matter at all when you're spiking to dead in .3s. Plenty of examples similar to this are viewable on a variety of parses. Keeping in mind those are *average* values. There are plenty of times where Arcing can hit >112k and Melee can go up to 90k, even on well geared DKs.

[2] - A 96k Blood shield will last less than 1 melee swing and a Jagged Tear from Shannox (about 1-2s average).

This, again, goes back to what DKs have been saying since T11 - we need more passive mitigation. It is simply not reasonable to think that even with perfect play DKs are in a reasonable spot for 25m H tanking. If you want to look at stats that make us look even worse take a look at Beth'tilac, Alysrazor Hatchlings, and Majordomo H parses (which are very scarce in heroic).

Using Shannox as an example helps to demonstrate how even the first boss of the heroic tier hits hard enough to flatten a dk outright. He has a melee swing every 1.8s and a his Arcing Slashes are 12s apart when he has a spear in his hand. In that particular parse there is 7 separate occasions where if he didn't have a 50k+ BS up he would have died.

Standsinfire - Onslutx - Claptrapx - Stoodinfire

[22:56:57.671] Onslaughtx Rune Tap Onslaughtx +24272
[22:56:58.260] Onslaughtx Tipping of the Scales Onslaughtx +26997
[22:56:58.802] Onslaughtx gains Blood Shield from Onslaughtx (Remaining: 99978)
[22:56:58.802] Onslaughtx Death Strike Onslaughtx +71477
[22:57:00.321] Onslaughtx's Blood Shield is refreshed by Onslaughtx (Remaining: 199957)
[22:57:00.321] Onslaughtx Death Strike Onslaughtx +71478

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Old 08/12/11, 6:30 PM   #23
Nevinyrral
Von Kaiser
 
Dwarf Death Knight
 
Dark Iron
Please delete messed up on my data collection.

Last edited by Nevinyrral : 08/12/11 at 11:37 PM.

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Old 08/12/11, 8:54 PM   #24
obsidia
Glass Joe
 
Human Death Knight
 
<OOB>
Kael'thas
Am I reading that wrong or are you saying that pallies are taking the most damage? I have no idea how a pally takes 70k melee swings (it just seems very wrong).

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Old 08/12/11, 9:23 PM   #25
Nevinyrral
Von Kaiser
 
Dwarf Death Knight
 
Dark Iron
the numbers are from successful H 25 shannox kills at a quick glance. I am sure there is high amount of variation in there it was more a matter of showing that we are comparable to other tanks and that they aren't leaps and bounds ahead of us.

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Old 08/12/11, 9:27 PM   #26
Asphyxialol
TEH DEEPZ!!!
 
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Blood Elf Death Knight
 
Mal'Ganis
 DKDruidPaladinWarrior
Melee71340.0856789.3145504.843767.29
Arcing Slash89345.3171044.6189145.4695339.53
Combined160685.38127833.91134.650.26139106.81
%79.56%100%94.94%91.90%

Those are the average numbers over the top 20 DPS parses on WoL (sans druid, because there is a lot of cats that pop into bear and the logs register them as bears).

Jagged Tear is ~12-18k average. These numbers alone though do not say everything and are basically useless because numerous things aren't taken into consideration like avoidance, bear shields, dk shields, cooldowns, etc. but the numbers are pretty telling. Arcing obviously isn't mitigated except by purely 'reduce damage by %', so you have to look at purely melee damage, where we take 25.62% more damage than our druid partners.

To rival a druid we have to have a min BS (@24 mastery) up for 65.42% of melee strikes. Not too bad, just a DS every 2.75s. This doesn't take into consideration that druids also proc shields for ~14.5k every 3.65s on average. This means we have to have have a min BS up 83%+ of the time, which requires a DS every 2.176s. Only then are we comparable on *average* physical damage to a druid, who is still 24.80% behind paladins, who are 3.97% behind warriors.

The discrepancy becomes a lot more clear when you start looking at that. A 6% reduction to physical damage (through an armor buff) would reduce our melee in take by 4280 per strike, putting us at 67059.67, which is reasonable. The better option would be to buff us by 10% armor, which reduces Shannox's strike to 64206.072 and then slightly nerf our mastery from about 6.25% per point to something closer to ~5% (at 20 mastery this would reduce a BS from 17938 to 14350, obviously retaining the strength of higher DS heals from higher damage in take, which would push us to roughly druid levels of mitigation after healing/absorbs).

Bumping our armor from Blood presence up to 60% (WotLK levels) will give us ~6.75% more reduction from armor, still shy of 10%, but workable. We could adjust Bladed Armor from 6% to 10% granting us the extra 4% reduction, but placing a bigger emphasis on spending blood runes.

Honestly numerous options are available, but it really just boils down to the numbers showing we are *significantly* behind block tanks and after the druid buffs we are even behind them.

edit: This is factoring in a dk with 205,000 health and 24 mastery.

Originally Posted by obsidia View Post
Am I reading that wrong or are you saying that pallies are taking the most damage? I have no idea how a pally takes 70k melee swings (it just seems very wrong).
He obviously isn't factoring in blocks, which is stupid considering that every pally is hitting the ctc mark and warriors should be by the end of this tier or mid next tier (but still be >97.5% ctc).

Last edited by Asphyxialol : 08/12/11 at 9:32 PM.

Standsinfire - Onslutx - Claptrapx - Stoodinfire

[22:56:57.671] Onslaughtx Rune Tap Onslaughtx +24272
[22:56:58.260] Onslaughtx Tipping of the Scales Onslaughtx +26997
[22:56:58.802] Onslaughtx gains Blood Shield from Onslaughtx (Remaining: 99978)
[22:56:58.802] Onslaughtx Death Strike Onslaughtx +71477
[22:57:00.321] Onslaughtx's Blood Shield is refreshed by Onslaughtx (Remaining: 199957)
[22:57:00.321] Onslaughtx Death Strike Onslaughtx +71478

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Old 08/12/11, 9:33 PM   #27
Illundai
Bald Bull
 
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Worgen Death Knight
 
The Maelstrom (EU)
You can't block Arcing Slash. Hence the big numbers on Paladins.

Last edited by Illundai : 08/12/11 at 9:40 PM.

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Old 08/12/11, 10:23 PM   #28
Asphyxialol
TEH DEEPZ!!!
 
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Blood Elf Death Knight
 
Mal'Ganis
Originally Posted by Illundai View Post
You can't block Arcing Slash. Hence the big numbers on Paladins.
Not sure if that was directed at me or not because I did say "Arcing obviously isn't mitigated except by purely 'reduce damage by %', so you have to look at purely melee damage, where we take 25.62% more damage than our druid partners." in my post.

He other poster also said "I have no idea how a pally takes 70k melee swings" and not "90k", which implies he meant the melee hits, not Arcing Slash.

Standsinfire - Onslutx - Claptrapx - Stoodinfire

[22:56:57.671] Onslaughtx Rune Tap Onslaughtx +24272
[22:56:58.260] Onslaughtx Tipping of the Scales Onslaughtx +26997
[22:56:58.802] Onslaughtx gains Blood Shield from Onslaughtx (Remaining: 99978)
[22:56:58.802] Onslaughtx Death Strike Onslaughtx +71477
[22:57:00.321] Onslaughtx's Blood Shield is refreshed by Onslaughtx (Remaining: 199957)
[22:57:00.321] Onslaughtx Death Strike Onslaughtx +71478

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Old 08/12/11, 11:32 PM   #29
Nevinyrral
Von Kaiser
 
Dwarf Death Knight
 
Dark Iron
You know what you are right I wrote down the wrong numbers doing it too fast without going back to double check the numbers. You are absolutely right about this I guess for now just tank the dog I suppose.

edit: I found this old spread sheet from the pwnwear.com math. https://docs.google.com/a/bu.edu/spr...CKe5srQD#gid=4

the concluding to this for time to die was stam>mastery>avoidance as evident by this. It was initially disregarded due to healer mana issues and the such but literally gave you the longest possible survival given no heals. It may be time to relook into this issue as once again moving to a damage sponge with good rebounds instead of trying to fit ourselves into another model.

Perhaps this goes back to the idea of stam soft cap > everything else and you just aren't meeting the cap, whatever it ends up being for 25mans. If you can't take a hit, you can't take a hit. I'd try moving my blue sockets to stamina or even value it higher in the mean time to make sure you can take the hit.

edit 2.

Back to the numbers of the combined hit... A dk taking a hit of 160685.38 will heal for at least 32137. The difference between the two is 128548.38 which is in line with bear tanks. I think if blizzard wanted us to take as little damage as all the other tanks we'd be on par for self healing.

Last edited by Nevinyrral : 08/13/11 at 3:02 AM.

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Old 08/13/11, 3:36 AM   #30
ZaoZao
Von Kaiser
 
Orc Death Knight
 
Mannoroth (EU)
Asphyxialol is it possible to also include selfhealing (sans absorbs) into your chart? Since the healing part of DS is part of our damage "negation". It doesn't help much in those situations where you have to take three hits in a row without runes, but if we're just comparing total damage taken you should definately include the selfhealing of classes.

I figure that would bring us up by a few percent, although I am very unhappy with selfhealing itself. The "Take more damage but heal it back up again" system started to fail as soon as bosses started threeshotting us again and healermana became much less scarce. There's a reason selfhealing was only a nice gimmick in WotLK.

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