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10/30/08, 5:54 PM
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#3551
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Bald Bull
Orc Death Knight
Whisperwind
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Originally Posted by Zurm
I hope you didn't go that deep into unholy for gargoyle and perma-ghoul... both are very sub-par for raiding.
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Err... the gargoyle is very sub-par for raiding? Care to explain?
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10/30/08, 5:59 PM
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#3552
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Don Flamenco
Orc Death Knight
Blackhand
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Originally Posted by Moratia
One DC is 40 RP, 15 RP is 15*100/40=37.5% of DC.
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I understand the math you're doing with DC. My point was you can't, practically speaking, spend only 15 RP; you can't perform a 37.5% DC every rotation. If you really want to get technical, you can spend that extra RP after 3 rotations, when it adds up to 45 RP. You therefore gain 33% of a DC averaged out over each rotation.
Overall, no one was arguing about dual-wielding for this Unholy spec. SS is naturally going to do less with a 1h weapon. I doubt many people will go deep Unholy for dual wield anyway-- you're speccing deep into a tree and not actually gaining a primary strike ability by going all the way down to SS. Howling Blast will be a considerably better UF rune ability for dual wielding, and has a massively better crit rate with Killing Machine.
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10/30/08, 6:07 PM
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#3553
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Von Kaiser
Troll Priest
Dalaran (EU)
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With 2 hands weapon.
Ice touch = ( 0.125*AP + 236 )*1.4*1.51
Death Coil = ( 0,1875*AP + 443 )*1,4*1.66
Plague Strike = (0.3*NormalizedWeaponDamage+113.4)*1.598*1.6
Scourge Strike = (0.6*NormalizedWeaponDamage+477)*1.598*1,46
Use 4000 AP, 40% critical and 733 average weapon damage (the S5 2 hand weapon) on a raid boss, mean 30.88% ( coefficient 0.6912 ) damage reduction and assume 6% partial resist.
NormalizedWeaponDamage = 733+(4000/14*3.3)=1675,85714
Ice touch = 1555,904*0.84( partial resist + glyph ) = 1306,95936
Plague Strike = 1575,39058*0.6912=1088,90997
Death Coil = 2772,532*0.94=2606,18008
Scourge Strike = 3458,82443*0.94=3251,29496
IT+PS have +15 more RP generate, it mean 37.5% of DC.
IT+PS+0.375*DC = 3373,18686 > 3251,29496
Still higher.
Edit : for the DW versus 2 Hand in deep unholly, there is a match, dps are pretty close depend if you gonna put you're DPS more in SS or in DC.
DW have some great benefit, BcB procc from offhand is calcul with Main Hand average damage, which end of course at very higher dps than 2 Hand, also you will have more often crusader procc, which is also big dps increase.
Does it worth to lose the benefit of high average weapon damage and normalisation speed at 3.3, i guess it will mid game, and it will even going far in front at end game.
But that wasn't the point i wanna show with the previous thread, i post my math with 2 hands calcul and the result is still the same even if SS come closer.
Edit 2 : the 5 RP left after the extra DC will still be here and contribe to another one DC later. technically we evaluate a DPS by RP, that's exactly what i've done.
Edit 3 : try go consider AP scaling of each, SS = 0.6*NormalizedWeaponDamage, it can mean 0.6*Average Weapon Damage +0.6*AP/14*3.3.
We so have AP*(0.6*3.3/14) = 0,14142 contribution of AP at SS.
PS = 0,07071
DC = 0.375*0,1875*AP = 0,07031
IT = 0.125*AP
(0.125+0.07031+0.07071)*AP = 0,26602 > 0.14142
EDIT : Input +190.5 damage to SS and +113.4 to PS
Last edited by Moratia : 10/30/08 at 6:34 PM.
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10/30/08, 6:14 PM
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#3554
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Von Kaiser
Orc Death Knight
Blackhand
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Moratia, read the tooltip on SS. It's damage is
(0.6*[NormalizedWeaponDamage] + 190.5 + 95.25*[#ofDiseases])*[Various Multipliers]
You keep leaving out that 190.5, which is a significant omission.
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10/30/08, 6:15 PM
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#3555
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Piston Honda
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Moratia, if you are going to count the damage from a portion of a DC based on the RP generated from the IT + PS, then why not include the portion of DC damage into the SS that results from its RP generation?
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10/30/08, 6:17 PM
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#3556
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Bald Bull
Orc Death Knight
Whisperwind
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Originally Posted by zirky
Moratia, if you are going to count the damage from a portion of a DC based on the RP generated from the IT + PS, then why not include the portion of DC damage into the SS that results from its RP generation?
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Or the extra GCD that only using a single ability generates.
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10/30/08, 6:19 PM
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#3557
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Piston Honda
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What's got me (a person just getting acquainted with DK) lost is how IT+PS generate 15 more RP than SS. I thought everything that ate runes generated 10 RP, so it would seem to me that IT+PS would generate 10 more RP. Apparently I'm not finding up-to-date info in my web searching or something.
(Also, I can't find on answer on something else confusing me. Do talents like Reaping and Death Rune Mastery mean you'll get a Death Rune 10 seconds from now when the rune cools down, or right now after you use the ability?)
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10/30/08, 6:23 PM
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#3558
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Von Kaiser
Troll Priest
Dalaran (EU)
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Originally Posted by Nacht
Moratia, read the tooltip on SS. It's damage is
(0.6*[NormalizedWeaponDamage] + 190.5 + 95.25*[#ofDiseases])*[Various Multipliers]
You keep leaving out that 190.5, which is a significant omission.
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True, neither i consider the +113.4 for PS, i'll update my math. MATH EDIT
Edit : 5 RP base generate + 5 RP per rune consume.
PS = 1 rune = 5 base + 5 rune + 5 talent = 15
IT = 1 rune = 5 base + 5 rune + 10 glyph = 20
Total = 35
SS = 2 rune = 5 base + 10 rune + 5 talent = 20
Total = 35-20 = 15.
@Zurai
Because i only count the difference between both RP generation
Last edited by Moratia : 10/30/08 at 6:42 PM.
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10/30/08, 6:25 PM
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#3559
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Piston Honda
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Torrential, single rune abilities generate 10 RP, double generate 15 RP (if my memory is working correctly). The IT Glyph makes it do 10% less damage for 10 more RP generation.
Edit: Fixed to correct the numbers as corrected by Flamingcloud. My coffee wore off and I started factoring in talents into base calculations.
Last edited by zirky : 10/30/08 at 6:35 PM.
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10/30/08, 6:28 PM
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#3560
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Piston Honda
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Originally Posted by zirky
Torrential, single rune abilities generate 10 RP, double generate 20 RP (if my memory is working correctly). The IT Glyph makes it do 10% less damage for 10 more RP generation.
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I'd made the assumption about 2 runes = 20 RP but then I found info saying it was all 10. The combination of fast changes and decaffeinated people in the internet is making it hard to find reliable info :o
Thank you for the help.
Edit: After the post below this one I'm ready to close excel rofl
Edit2: Word choice change 
Last edited by Torrential : 10/30/08 at 6:48 PM.
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10/30/08, 6:30 PM
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#3561
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Great Tiger
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Originally Posted by zirky
Torrential, single rune abilities generate 10 RP, double generate 20 RP (if my memory is working correctly). The IT Glyph makes it do 10% less damage for 10 more RP generation.
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Double rune abilities generate 15 RP, triple rune abilities 20 RP.
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10/30/08, 6:50 PM
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#3562
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Piston Honda
Night Elf Death Knight
Stormscale
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Originally Posted by methods
My spreadsheet is slightly different than Tzenes (used to be?) where it has a set rotation and not a full string for simulating up to 3 minutes or so. If this has changed I appologize for not keeping up Tzenes  . My calculations include dps reduction (about half a tick) per early refresh of diseases.
You aren't losing a whole SS. You are gaining two BS's plus a tick or so of disease time for both diseases and not to mention the 5% extra where your double SS lands (might never happen in the 20 second rotation). That 5% also isn't effecting around half of your disease ticks in the 20 sec either.
I've been following this thread since a few months back (and have made an effort in those months to keep up to date daily). I remember the discussion and the math isn't conclusive enough in my opinion. The thing is that rotations will never be executed perfectly even when hit capped, not all bosses are patchwerk, and the fact that we are scratching for that last 2-3% gain over the other is quite admirable. I love that we can even get this detailed about rotations.
Also those 'questions' were rhetorical to summarize my points/conclusions but I appreciate the feedback  .
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First of all, to clear things up, my current spread sheet has been changes to work on a variable "clock arithmetic" system. Incidentally, it shows better performance for IT/PS over an extra SS.
If you are interested you can find it here: tzenes Profile, tzenes Details - FileFront.com
What my math showed (several pages ago) was the proper framework for comparing the two, not deciding which.
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10/30/08, 6:52 PM
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#3563
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Von Kaiser
Troll Priest
Dalaran (EU)
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Originally Posted by Torrential
What's got me (a person just getting acquainted with DK) lost is how IT+PS generate 15 more RP than SS. I thought everything that ate runes generated 10 RP, so it would seem to me that IT+PS would generate 10 more RP. Apparently I'm not finding up-to-date info in my web searching or something.
(Also, I can't find on answer on something else confusing me. Do talents like Reaping and Death Rune Mastery mean you'll get a Death Rune 10 seconds from now when the rune cools down, or right now after you use the ability?)
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10 seconds later.
For RP generation, it is 5 base + 5 per rune + talent + glyph.
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10/30/08, 7:01 PM
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#3564
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Don Flamenco
Orc Death Knight
Blackhand
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Originally Posted by tzenes
First of all, to clear things up, my current spread sheet has been changes to work on a variable "clock arithmetic" system. Incidentally, it shows better performance for IT/PS over an extra SS.
If you are interested you can find it here: tzenes Profile, tzenes Details - FileFront.com
What my math showed (several pages ago) was the proper framework for comparing the two, not deciding which.
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Yeah, I actually started to figure this out as well as I tried to work out what you'd actually be spending your RP on each rotation. With Moratia's (i.e. refreshing IT/PS each time) you get 1 UB + 2 DC per rotation without disrupting anything, leaving 10 RP leftover every 20 seconds. With the standard SSx4 rotation, you get 1 UB + 1 DC, and 35 RP leftover every 20 seconds. Spending the excess in the next rotation before you cap out can throw abilities off, too.
Also, if you do IT - PS - BS - BS - SS IT - PS - SS - SS but retain the Epidemic ability, you can play it the way I play Blood rotations, which means always dumping RP every 10 second rotation and using the 2.5 sec latency buffer on runes to your advantage in terms of GCDs.
So, apologies Moratia. It does seem to work a little better overall your way.
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10/30/08, 7:03 PM
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#3565
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Von Kaiser
Troll Priest
Dalaran (EU)
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Originally Posted by tzenes
First of all, to clear things up, my current spread sheet has been changes to work on a variable "clock arithmetic" system. Incidentally, it shows better performance for IT/PS over an extra SS.
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Closer to mine ?
I'd be glad if you could compare my result with your using same variable to see how accurate are our spread sheet.
Originally Posted by Leaflock
So, apologies Moratia. It does seem to work a little better overall your way.
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That's a pain for me to explain well in english :/
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10/30/08, 7:22 PM
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#3566
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Don Flamenco
Orc Death Knight
Blackhand
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Originally Posted by tzenes
First of all, to clear things up, my current spread sheet has been changes to work on a variable "clock arithmetic" system. Incidentally, it shows better performance for IT/PS over an extra SS.
If you are interested you can find it here: tzenes Profile, tzenes Details - FileFront.com
What my math showed (several pages ago) was the proper framework for comparing the two, not deciding which.
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I've been looking it over, and it looks like some of the sections are pretty ambitious in what they try to model. The finished product is going to be really impressive. Thanks!
There were a few pages I didn't entirely understand, especially the rotations sections. For example, it looks like your Blood Rotation assumes 5 Heart Strikes and 2 Obliterates (not to mention only 2 Death Coils). Am I missing something there? Seems pretty, well, improbable.
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10/30/08, 7:28 PM
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#3567
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Von Kaiser
Troll Priest
Dalaran (EU)
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Someone have math close to reality of bat damage ? I haven't beta key and this skill is really dark for me.
I wonder if it worth it, i have some doubt seeing how DC scale is OP as unholly, plus the talent point could go somewhere else.
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10/30/08, 7:32 PM
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#3568
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Don Flamenco
Orc Death Knight
Blackhand
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Originally Posted by Moratia
Someone have math close to reality of bat damage ? I haven't beta key and this skill is really dark for me.
I wonder if it worth it, i have some doubt seeing how DC scale is OP as unholly, plus the talent point could go somewhere else.
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I'm assuming you mean Gargoyle, in which case, no, I think we're still kind of fuzzy on how it works. We know what the AP coefficient is, but as Zurm pointed out, its attack rate is pretty erratic so it's not necessarily consistent damage.
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10/30/08, 7:37 PM
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#3569
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Bald Bull
Orc Death Knight
Whisperwind
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Originally Posted by Leaflock
but as Zurm pointed out, its attack rate is pretty erratic so it's not necessarily consistent damage.
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I've tested the Gargoyle pretty extensively and never seen anything remotely evocative of an "erratic attack rate". It gets from 24-26 Gargoyle Strikes per use, assuming it lasts the full minute. Never once have I seen it make a melee attack or fail to cast its Gargoyle Strike on time in well over half an hour of active Gargoyle time. I just tested earlier today and got 197 consecutive GSs (ie, 8 activations of Gargoyle) with no melee attacks or missed cooldowns.
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10/30/08, 7:41 PM
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#3570
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Glass Joe
Undead Rogue
Twisting Nether
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Originally Posted by Zerchi
Actually, with the extra quests, it's pretty hard NOT to hit 58 by the time you due the final turn-in at your faction leader... I did a 1 hr 15 min run on the starter quests and was still 10% into 58 when I was done.
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I redid the starter area this morning and after 1 hour I was only halfway through 56, I'd love some hints as to how you did it so fast.
On a bit of a tangent, does anyone know of a list of quests that can be completed with AH or farmable items? I'm thinking of Natural Enemies in Zangar that just requires Bog Lord Tendrils. It could be quite a boon to have these items farmed up and ready for release day.
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10/30/08, 7:46 PM
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#3571
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Piston Honda
Night Elf Death Knight
Stormscale
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Originally Posted by Moratia
Closer to mine ?
I'd be glad if you could compare my result with your using same variable to see how accurate are our spread sheet.
That's a pain for me to explain well in english :/
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You didn't include multipliers. Assuming 100% Desecration time, your multipliers should be:
DC: 1.76 (1.81 raid)
PS: 1.76 (1.85 raid)
IT: 1.53 (1.58 raid)
SS: 1.53 (1.58 raid)
Diseases: 2.17 (2.52 raid)
Originally Posted by Leaflock
I've been looking it over, and it looks like some of the sections are pretty ambitious in what they try to model. The finished product is going to be really impressive. Thanks!
There were a few pages I didn't entirely understand, especially the rotations sections. For example, it looks like your Blood Rotation assumes 5 Heart Strikes and 2 Obliterates (not to mention only 2 Death Coils). Am I missing something there? Seems pretty, well, improbable.
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Ok, so Rotation 2 has been my pet project for a while (one of the reasons I haven't done a tone of updates lately). Once I finish that, gargoyle, ghoul, and rime, the spreadsheet will be "finished." Which is to say, it models almost everything and I'll move to Beta releases on the wow forums in addition to here.
Right now, Rotation allows you to select what you feel is the ideal rotation based on a 20 second rotation. The diseases do NOT update properly.
Rotation 2, in turn, allows you accurately model a proper rotation (with everything from disease uptime to rune refresh and filler rp dumps). It won't check to see if you've done something impossible, but it will allow you to specify any arbitrary rotation length. For comparison purposes, I suggest you play with that.
Edit: it requires your rotation is a multiple of 10 for now.
I will warn you, that desecration still assumes 100% uptime.
Also if you're going to play around with your own specs, I recommend using the Custom Sheet.
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10/30/08, 7:46 PM
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#3572
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Von Kaiser
Troll Priest
Dalaran (EU)
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Gargoyle ( and not bat sorry ^^ ) can get critical strike ?
if it go at 25 strike on 60 secondes, it mean 2.4 second CD between each attack which make 0.4*AP Damage.
50 RP + 50*8 = 450 RP.
25*0.4*AP/450 = 0.02222*AP per RP.
DC = ( 0,1875*AP + 443 ) /40 = 0,00468 + 11,075 per RP
You would need 49842,48424 AP just to surpass the 11.075 base damage from DC, it might have a mistake somewhere...
@Tzenes
That's bizare, i didn't took desecration to SS, since the comparison was between the 4*SS rotation with the 100% desecration up time, but i take it in consideration for other skill.
Could you list all damage modifier you used please ?
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10/30/08, 7:52 PM
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#3573
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Bald Bull
Orc Death Knight
Talnivarr (EU)
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Originally Posted by Andread
I redid the starter area this morning and after 1 hour I was only halfway through 56, I'd love some hints as to how you did it so fast.
On a bit of a tangent, does anyone know of a list of quests that can be completed with AH or farmable items? I'm thinking of Natural Enemies in Zangar that just requires Bog Lord Tendrils. It could be quite a boon to have these items farmed up and ready for release day.
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Bone Fragments 30 (LHC)
Core of Elements 30 (LHC)
Savage Frond 30 (LHC)
Dark Iron Scraps 30 (LHC)
Crypt Fiend Parts 30 (LHC)
Imperfect Draenethyst Fragment 1 (Blasted Lands)
Flawless Draenethyst Fragment 1 (Blasted Lands)
Wool Cloth 300 (Alliance cloth turnins)
Silk Cloth 300 (Alliance cloth turnins)
Mageweave Cloth 300 (Alliance cloth turnins)
Runecloth 300 (Alliance cloth turnins)
Bog Lord Tendril 6 (Sporeggar)
Fertile Spores 6 (Sporeggar)
Glowcap 10 (Sporeggar)
Mature Spore Sac 10 (Sporeggar)
Arrakoa Feather 30 (Lower City)
Pair of Ivory Tusks 3 (Nagrand, Consortium)
Unidentified Plant Parts 10 (Zangarmarsh, CE)
Firewing Signets 10 (Scryers)
Sunfury Signets 10 (Scryers)
Arcane Tome 1 (Scryers)
Dampscale Basilisk Eye 8 (Scryers)
This is my list I put together a few days ago. Getting the Flawless Draenethyst Shard is pretty hard though if you can't find Teremus (I've been camping him for days to no avail :<)
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10/30/08, 7:54 PM
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#3574
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Bald Bull
Orc Death Knight
Whisperwind
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The Gargoyle cannot crit without special circumstances (read: raid buffs/debuffs). However, it hits right about as hard as a deathcoil, except every ~2 seconds. Also, since the change to give it 10 free seconds, it's nowhere near as exclusive as it once was; you can afford to throw a deathcoil or two while the gargoyle's up.
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10/30/08, 8:02 PM
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#3575
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Piston Honda
Night Elf Death Knight
Stormscale
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Originally Posted by Moratia
Gargoyle ( and not bat sorry ^^ ) can get critical strike ?
if it go at 25 strike on 60 secondes, it mean 2.4 second CD between each attack which make 0.4*AP Damage.
50 RP + 50*8 = 450 RP.
25*0.4*AP/450 = 0.02222*AP per RP.
DC = ( 0,1875*AP + 443 ) /40 = 0,00468 + 11,075 per RP
You would need 49842,48424 AP just to surpass the 11.075 base damage from DC, it might have a mistake somewhere...
@Tzenes
That's bizare, i didn't took desecration to SS, since the comparison was between the 4*SS rotation with the 100% desecration up time, but i take it in consideration for other skill.
Could you list all damage modifier you used please ?
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Assuming a 4 SS rotation, only the last 2 lose the effect of Desecration.
PS: Outbreak, Desecration, Bone Shield, RoR (and 2h but you took that into account)
IT: Desecration, Bone Shield, Ebon Plague, RoR
SS: Desecration, Bone Shield, Ebon Plague, RoR
DC: Morbidity, Desecration, Bone Shield, Ebon Plague, RoR
Diseases: Desecration, Crypt Fever, Bone Shield, RoR
Raid Buffs:
Physical Vulnerability, Percentage Damage Increase
It just occurred to me, do Diseases benefit from Ebon Plague in addition to Crypt Fever? For some reason, half my sheets have it one way, and half have it the other... (raid include, personal do not)
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