I've searched everywhere and I cannot find an answer to this. Does the new 3.2 Corpse Explosion Glyph apply to the range of the Ghoul's Explode? TYVM in advance.
Been pouring over the UH thread and haven't found an answer yet.
How/when does Wandering Plague calculate its damage? Does it re-calculate the DoT and proc or does it actually just do the DoT's damage again as the tooltip reads?
Mostly wondering because of 4pT9.. would a double proc ( crit + WP ) deal 300% DoT damage to the main target or 400% basically?
Been pouring over the UH thread and haven't found an answer yet.
How/when does Wandering Plague calculate its damage? Does it re-calculate the DoT and proc or does it actually just do the DoT's damage again as the tooltip reads?
Mostly wondering because of 4pT9.. would a double proc ( crit + WP ) deal 300% DoT damage to the main target or 400% basically?
The tooltip says it does whatever damage your dot did, upon it and all targets around it.
Wandering Plague does not make your dots crit, it simply has a chance (equal to your crit) to do the damage you did again to all mobs around you.
So if in 3.2 your dot crits, and then procs wandering plague it should do the critical damage to all mobs around you (so that makes 400% in that perspective).
People often mistake Wandering Plague for a talent that makes your DoTs crit, but that's clearly not what the tooltip states. (Not implying you did, because you stated you read the tooltip, more a general remark)
Pandemic (affliction lock) is a talent that makes dots crit, Wandering Plague is simply a talent to do the same damage twice. (There is a distinct difference in that )
1. When I hit a Mob, particularly a boss, with Froststrike, they sometimes resist the Damage partially (mostly 25%, I think). Since this is a severe DPS loss, is there any way to prevent this from happening? Do I need spell penetration (if so, is it reasonable to go for it in PvE content?)? Do I need to be beyond the melee hit cap of 8%, or is the damage even related to the spell hit cap?
2. With 3.2 coming up, is it reasonable to aim for a +melee hit chance around 20% or is this just overshooting things? I guess +hit plays a bigger role in this build, the question I'm asking myself, however, is, if it's that important that I want it, even if I'm already at 10% hit or so.
I am worried about the changes coming in the 3.2 patch. To those who are on the PTR, what specs wouold you recommend trying out for DPS/Tanking for someone who is running heroics and starting in Naxx 10?
1. When I hit a Mob, particularly a boss, with Froststrike, they sometimes resist the Damage partially (mostly 25%, I think). Since this is a severe DPS loss, is there any way to prevent this from happening? Do I need spell penetration (if so, is it reasonable to go for it in PvE content?)? Do I need to be beyond the melee hit cap of 8%, or is the damage even related to the spell hit cap?
2. With 3.2 coming up, is it reasonable to aim for a +melee hit chance around 20% or is this just overshooting things? I guess +hit plays a bigger role in this build, the question I'm asking myself, however, is, if it's that important that I want it, even if I'm already at 10% hit or so.
1. all the bosses have some amount of resistances, these arent calculated through hit, but as you said it is spell penetration, dont gem for it, gemming for strength wil see a bigger increase, Frost strike and Scourge are considered as magic damage not mitigated by armour but resistances.
2. you havnt said wat spec you are going to try out, so i cant help there...
1. When I hit a Mob, particularly a boss, with Froststrike, they sometimes resist the Damage partially (mostly 25%, I think). Since this is a severe DPS loss, is there any way to prevent this from happening? Do I need spell penetration (if so, is it reasonable to go for it in PvE content?)? Do I need to be beyond the melee hit cap of 8%, or is the damage even related to the spell hit cap?
2. With 3.2 coming up, is it reasonable to aim for a +melee hit chance around 20% or is this just overshooting things? I guess +hit plays a bigger role in this build, the question I'm asking myself, however, is, if it's that important that I want it, even if I'm already at 10% hit or so.
1. You can't overcome that, not even by spell penetration. This is a resistance based on level difference, since the boss is 3 levels higher than you. Spell Penetration only works on actual resistance, which you won't see often in pve content.
2. Assuming any random dual wield build. More than special hitcap is overkill.
Get to the special hitcap (8%), between special and spell hitcap (17%) hitrating is ok but not better than most other stats. After the spell hit cap your hitrating will only improve white melee hits, and hitrating becomes a very bad stat.
Treat dual wield hitcaps like you would 2H. Try to get above 8%, anything more than that is dps wise not smart going for.
1. all the bosses have some amount of resistances, these arent calculated through hit, but as you said it is spell penetration, dont gem for it, gemming for strength wil see a bigger increase, Frost strike and Scourge are considered as magic damage not mitigated by armour but resistances.
I was under the impressioin that spell pen was still something we wanted. Granted I have been reading the pvp forum and this one so im not sure where it comes from but i remember people saying the magic number is around 70 to 75 spell pen. I have this on my DK with 2 gems of 20 spell pen and the back enchant to cloak of 35. Should i be regemming? Can anyone show the difference in the math?
I was under the impressioin that spell pen was still something we wanted. Granted I have been reading the pvp forum and this one so im not sure where it comes from but i remember people saying the magic number is around 70 to 75 spell pen. I have this on my DK with 2 gems of 20 spell pen and the back enchant to cloak of 35. Should i be regemming? Can anyone show the difference in the math?
Thanks in advance
PvP is rarely the same as PvE. In PvP, there is Mark of the Wild and Shadow Resist, talents, and Paladin Auras. It is good to have some spell penetration in PvP, but you want 0 in PvE because mobs don't have those player buffs.
Also having capped weapon skill helps with partial resists.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
Spell penetration is only useful in PvP, because that is the only place you will encounter resistances from sources other than the level gap. Many teams (esp. those with druids, mages or priests) will have a decent amount of spell resistance, severely reducing your damage. In this one limited case, spell pen. gems are actually ideal, up till a point (as you already seem to know). In PvE content, they are worse than useless, though.
The tooltip says it does whatever damage your dot did, upon it and all targets around it.
Wandering Plague does not make your dots crit, it simply has a chance (equal to your crit) to do the damage you did again to all mobs around you.
So if in 3.2 your dot crits, and then procs wandering plague it should do the critical damage to all mobs around you (so that makes 400% in that perspective).
People often mistake Wandering Plague for a talent that makes your DoTs crit, but that's clearly not what the tooltip states. (Not implying you did, because you stated you read the tooltip, more a general remark)
Pandemic (affliction lock) is a talent that makes dots crit, Wandering Plague is simply a talent to do the same damage twice. (There is a distinct difference in that )
Yeah, I realize it's only a simulated crit ( but better ) , I just wasn't sure if a double proc would do 4x disease damage or only 3x, didn't know how WP was calculated.
One more quick one though I haven't been able to find, are the disease modifiers on strikes effected by talents and glyphs? Does GoOblit turn the disease bonus from 12.5% into 15% for instance?
OK so is SotVH really completely necessary to DPS in frost? I've cleared Uld for like 10 weeks straight without seeing one of these things, but have been asked to go frost due to a lack of enhancement Shamans showing up for raids. Problem is, I have issues breaking 5k dps on a LOT of fights. Hodir I can get near 10k, but fights like General, who I did last night for a bit before being pulled out, I could only manage 4.6k at best.
I'm using the IT x 6 rotation spec'd as 20/51, but I have a huge issue with having gear that puts me at like 400 hit :/ If I swap stuff around I can get around 300, but my overall attack power goes down. Any advice? Should I just stick to Blood until I get the sigil? I have about 25% ArP from other gear I'm banking.
Oh and in the event you look at my gear, I'll be turning in my Nobles deck this coming week for the Greatness trinket, so the lame MoT will be going away. I have Blood of the Old God, but it raises hit by 108! I can't win...
The IT spec is designed for Frost Strike spam, and naturally you won't be getting great results without the sigil. If you have awareness you will see better results from a 13/51/7 or 17/51/3 spec.
I was wondering for a PVE engineer, what would be the best DPS hand enchant between Hand-mounted Rocket, Hyperspeed Accel, and Crusher. Approximately how much DPS does each enchant add to an Unholy build?
What would the Death Knight hit cap be for PvE and what would the cap be for PvP. I'm currently leveling my Death Knight and she's already 78 so I wanted to see what pieces of equipment I should keep around to meet that.
Also, are there are any MUST DO quest chains besides the Sons of Hodir and Shadow Vault chains for level 80. Ones that reward some nice items or give me access to a specific area I could find handy for a Death Knight.
If you are raiding, 8% melee hit (263) is handy/PvP 5% melee hit is useful.
Hodir and the Argent Tourney (weapon and neck) has some dps items there + easy gold.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
Quick tanking question. I have hit the defensive 540 cap according to the tooltip, wanted to be sure that I am not using old info. I am currently showing 540 cap without going all the way to 689 defense rating, should I make sure to hit 689?
As Moogul pointed out, make sure you have 689 defense rating, and don't let the tool tip fool you if it shows 140 defense for less than that amount of rating.
689 rating is for Pally and Warrior. Since smart DKs use the 25 Defense (not rating) enchant, you need a lot less Defense rating. Also the badges Sigil gives over 10 Defense.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
Where might I find the info on the stat weight for unholy dps and tank pre nax. I wish to put the data into lootrank to help me better prioritize my heroic gear runs. I am currently using the nax25 from the Dk compendium, but wanted to know if there was a more specific break down for tank and dps pre nax.
Last edited by warzer : 08/02/09 at 8:21 PM.
Reason: Fixed Capitalization.
I've read through some of the various individual spec threads, but I haven't really seen anything about comparisons between the different builds in 3.2. Is there a definitive "best spec" that has been tested on the PTR (for raiding)? If there is a post somewhere that I've missed that shows some data of a Blood vs Unholy vs Frost spec I'd appreciate a link.
Hello, first off I hope that you all forgive this question if it seems kind off silly, but as I suffer from major indecisions when I know all the facts this particular problem has me running around in circles. Yes, another gear question, but one that should be easy to answer I think.
Seeing as they are all fast weapons and Frost demands slow ones I was wondering if it would be better for me DPS wise to ignore those four and spend some Champion's seals on 2x[Ironforge Smasher] instead until I can get some nice slow weapons from Ulduar and the new raids.
Hello. Currently I stick to frost spec and avoid using ArP gear (but still banking items if nobody needs them). Atm I have 3 items with ArP and soon I'll be able to buy neck for EoC ([Broach of the Wailing Night]). It will give me about 17% of ArP from items. I consider this to be enough to respec to blood. But soon the patch will go live and Frost will be changed to DW.
Another question is: since new Frost DW spec uses a lot of OBs, would it benefit from ArP? Should I still avoid ArP as Frost?
According to some simulations (the link is given in the 3.2 DW first post), and also to logic (obliterate supposedly being the most powerful attack in 3.2 Frost DW), ArP should be interesting (IIRC, it is even the most interesting stat after strength and expertise/hit caps).