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11/19/08, 8:58 PM
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#201
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Glass Joe
Human Death Knight
Khaz Modan
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Does anyone know the value bloodworms provide for DPS? I'm trying to make the points to put 5 into bladed armor and i'm thinking 3 out of bloodworms, 2-3 out of SoD. opinions? Is bladed armor worth it? it seems to be nearly equal to Abom for ap gain.
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11/19/08, 9:16 PM
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#202
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Don Flamenco
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D&D is a DPS increase when AEing, but the aggro can be a problem with adds. I've been asked not to D&D when DPSing 5mans.
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11/19/08, 11:32 PM
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#203
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Von Kaiser
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What is blood tap used for? I am trying to figure out when this ability would be useful. Only place I can see using it is in PvP when your rune cooldowns may go off track and you need to do a FU maneuver badly.
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"Death is only the Ultimate Excuse"
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11/19/08, 11:45 PM
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#204
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Glass Joe
Tauren Death Knight
Eonar
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Yay! I just thought of another question.
This is more addon related than mechanic related. I can't seem to figure out how to configure Bartender 4 to swap bars for me when I swap from Blood to Frost Presence.
Any ideas on how to set that up?
It was relatively easily done in BT3 - but the configuration seems to have changed in the new version.
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11/19/08, 11:55 PM
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#205
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Don Flamenco
Dwarf Paladin
Lightbringer
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Originally Posted by MichaelG
Yay! I just thought of another question.
This is more addon related than mechanic related. I can't seem to figure out how to configure Bartender 4 to swap bars for me when I swap from Blood to Frost Presence.
Any ideas on how to set that up?
It was relatively easily done in BT3 - but the configuration seems to have changed in the new version.
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In the options, choose the bar, go to State Configuration, and set a "Custom Condition" near the bottom. The trick is figuring out what macro condition checks for DK presences, since it obviously isn't FORM.
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"The question is not how far we are going to take it... the question is, do you possess the constitution to go as far as needed?" - Il Duce
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11/20/08, 12:09 AM
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#206
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Piston Honda
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Originally Posted by Noraj
In the options, choose the bar, go to State Configuration, and set a "Custom Condition" near the bottom. The trick is figuring out what macro condition checks for DK presences, since it obviously isn't FORM.
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It's most likely "Stance" as that's the condition used for things like rogue stealth, druid forms, warrior stances, etc. The hard part is figuring out what each stance means, as they're referred to by simple numbers. Usually, the number for the stance corresponds to the number the button is from the left on the default interface's stance bar.
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11/20/08, 12:26 AM
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#207
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Von Kaiser
Human Death Knight
Shadowsong
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Originally Posted by Janraea
Does anyone know where there's a decent dps spreadsheet? I couldn't find anything but Deathgraf (which looks nice, but doesn't give me details, or appear to allow dual-wielding), and Hex (which doesn't work under linux). Hate to build one from the ground up again, it took forever last time..
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Here is Tzenes';
tzenes Profile, tzenes Details - FileFront.com
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11/20/08, 1:35 AM
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#208
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Bald Bull
Undead Death Knight
Twisting Nether (EU)
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Originally Posted by Deth
What is blood tap used for? I am trying to figure out when this ability would be useful. Only place I can see using it is in PvP when your rune cooldowns may go off track and you need to do a FU maneuver badly.
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At low level of gear, if you miss or get dodged(or parried if tanking), your deathrunes will turn back to their original state. For unholy and frost, that means blood runes go back to blood and can't be used for scourge strike or oblit/howling blast anymore, ruining your rotation even more. Depending on what runes were used and so on, you can sometimes blood tap to get back on track. Happened a few times tonight for me in naxx, so it's not totally worthless I guess. Also remotely useful while soloing, convert blood runes to death between mobs so you can unleash bigger burst. Works for pvp too. Not a very powerful spell, but can be useful nonetheless.
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11/20/08, 2:47 AM
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#209
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Von Kaiser
Orc Death Knight
Tichondrius
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Question:
Can someone help me work out the math on exactly what gear level Glyph of obliterate becomes beneficial?
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11/20/08, 3:13 AM
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#210
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Von Kaiser
Draenei Shaman
Feathermoon
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What seems to be the proc rate or PPM on Fallen Crusader? If dual wielding, how likely would it be that you could keep the buff up nearly permanently?
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11/20/08, 3:51 AM
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#211
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Bald Bull
Blood Elf Paladin
Echo Isles
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Originally Posted by bionh
Question:
Can someone help me work out the math on exactly what gear level Glyph of obliterate becomes beneficial?
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Napkin math ahoy:
An unglyphed rank 4 Obliterate with 2 diseases active deals 100% weapon damage + 584.
An glyphed rank 4 Obliterate with 2 diseases active deals 120% weapon damage + 438.
This is a damage difference of 146.
It's quite difficult to come up with an exact number for when the 20% increased weapon damage is worth more than the 146 extra damage due to the dual interaction with both weapon damage and AP. I could say 3100 AP as a ballpark, but that's disregarding base weapon damage altogether.
Instead, let's say that "If your Character Sheet lists your average white hit as 730.00 or more, then using the Obliterate Glyph is a net damage increase."
As for the other breakpoints:
Rank 3: 596.25
Rank 2: 381.25
Rank 1: 310.00
EDIT: My level 59 Death Knight's average white hit is listed at 428, which means that I can use the Obliterate Glyph as soon as I learn Obliterate (assuming I wasn't Unholy), and I'm still in mostly all starting quest line gear.
My guildmate's level 76 DK's average white hit is listed at 786.5, which is already past the last rank's 730 breakpoint. I think it's safe to say that anyone DPSing with a two-hander will see a benefit from the Glyph, regardless of gear level. Only dual-wielders and tanks will have to double-check.
Last edited by Prinsesa : 11/20/08 at 3:58 AM.
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11/20/08, 7:35 AM
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#212
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Piston Honda
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Are the rough breakdowns of damage distribution known at this stage? What % of total damage comes from white attacks, strikes, and spells? How does this change for each spec?
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11/20/08, 8:03 AM
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#213
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Piston Honda
Human Paladin
Cenarion Circle
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Quick question here, as my own attempts at mathing it out seemed off. Is dual-wielding going to scale well enough to out-class 2 handers at a certain reasonable endgame point? Obviously not around the Naxx level, but I'm just wondering if it's reasonable enough to worry about 2 handers being eclipsed by dual-wield for PvE dps at a certain point. Also not referring to tanking here, because if what I remember is right, dual-wield will never be better for tanking... I think.
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11/20/08, 9:19 AM
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#214
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Piston Honda
Test
Night Elf Warrior
No WoW Account (EU)
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My friend and I are both leveling DK and we have a question about a few things.
Both of us are spec Unholy 17/0/54 - DPS
First I noticed most rotations go like this:
IT -> PS -> BS -> BS -> SS -> UB/DC
With IT and PS interchangeable, is there a reason why SS isn’t right after PS since it does more damage then BS? Right after we cast IT and PS, we have 1 FR and 1 UR left to cast whether we cast BS before or after. Something tells me there is a talent that makes it worthwhile to cast BS first but I don’t see it.
Next why do so many people take Unholy Blight (51 Unholy talent)? It is really that good? It seems lackluster after they removed the disease counters it added a few patches ago. I took it to try it out but it doesn’t seem to do a lot of damage.
Thanks for your help
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11/20/08, 9:42 AM
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#215
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Glass Joe
Orc Death Knight
Jaedenar (EU)
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Originally Posted by ColdandTired
I have also noticed this but I do not have ProcWatch data to support it. It is one of the reasons I switched from blood to other specs as I continue to level.
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20% is a chance that this will proc. It doesn't mean that after 100 rolls you will have 20 success. If you would achieve such score this would be an anomaly. This will be true for large number of tests 100.000. Overal number of succes would probably be around 20.000.
I hope this will help you.
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11/20/08, 9:48 AM
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#216
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Road kill
Goblin Mage
Twisting Nether (EU)
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Random question to check my understanding of Rune Strike. Assuming expertise cap for a DPS DK attacking a mob from the rear, will rune strike ever be available?
Ability can only be used after an attack is dodged or parried, if we're behind the mob then we cannot be parried and because we're expertise capped we cannot be dodged?
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11/20/08, 9:52 AM
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#217
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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@Shalymar
First : Rotation are PS-> IT -> BS -> BS -> SS -> UB/DC
Because in an unholy spec, IT damage is increase by Rage of Rivendare Talent.
Second :
Why we use BS -> BS -> SS in that order ? It's because of the Reaping talent
That means that in our next rotation, we will use a SS instead of 2 BS and give us a better DPS.
Third :
Why Unholy Blight ? In AOE situation, it's a lot better than DC.
I don't have the math close to me, but on a Brutallus-like fight, UB have a better DPS/GCD than DC.
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11/20/08, 10:07 AM
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#218
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Glass Joe
Orc Death Knight
Jaedenar (EU)
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Originally Posted by Giant
Random question to check my understanding of Rune Strike. Assuming expertise cap for a DPS DK attacking a mob from the rear, will rune strike ever be available?
Ability can only be used after an attack is dodged or parried, if we're behind the mob then we cannot be parried and because we're expertise capped we cannot be dodged?
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Rune strike is available after YOU dodge or parry, not your atack is dodged. It means that if u attack from behind it wont proc at all.
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11/20/08, 10:12 AM
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#219
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Road kill
Goblin Mage
Twisting Nether (EU)
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Ambiguous tooltip wording is wonderful isn't it?
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Originally Posted by Blizzard
Strike the target for 200% weapon damage plus [200 * AP * 10 / 10000]. Only usable after an attack is dodged or parried. Can't be dodged, blocked, or parried
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Can be read either way. In any case it *should* never be usable for a DPS DK in a raid instance so worrying about its effect on RP generation when macroed into the other strikes is a bit of a red herring.
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11/20/08, 10:32 AM
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#220
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Von Kaiser
Gnome Rogue
Wyrmrest Accord
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Originally Posted by Deth
What is blood tap used for? I am trying to figure out when this ability would be useful. Only place I can see using it is in PvP when your rune cooldowns may go off track and you need to do a FU maneuver badly.
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It's handy in general when your rune cooldowns get messed up - you need an FU maneuver, you want a U because Bone Shield just came off of CD, etc. I don't use it all that often, and frankly, I usually remember in retrospect that I could have used it at that point, but sometimes I get the right confluence of events where I need it and remember to use it.
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11/20/08, 11:19 AM
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#221
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Von Kaiser
Troll Warrior
Shattered Hand
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Blood Tap is also useful for quick AOE rotations to get in pestilence and two blood boils if you're killing a lot of smaller mobs. But it's certainly a very situational ability.
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11/20/08, 11:36 AM
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#222
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Bald Bull
Undead Death Knight
Twisting Nether (EU)
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Originally Posted by Giant
Can be read either way. In any case it *should* never be usable for a DPS DK in a raid instance so worrying about its effect on RP generation when macroed into the other strikes is a bit of a red herring.
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Actually happens on bosses summoning adds and stuff if you're AEing. Like Noth or Gothik, often procs randomly in there. Other than that though, yeah doesn't really happen.
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11/20/08, 1:35 PM
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#223
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King Hippo
Blood Elf Death Knight
Mazrigos (EU)
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How is the Death Coil damage calculation working? It says 208 damage on the tooltip and I'm easily coiling for 600+
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11/20/08, 2:32 PM
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#224
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Piston Honda
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Has there been any word on whether Rune strike procs 'on auto attack' events, such as BCB, Necrosis, Killing Machine, etc? My DK is not high enough to have Rune strike yet.
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11/20/08, 2:44 PM
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#225
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Piston Honda
Orc Death Knight
Dunemaul
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Originally Posted by LockApologist
Has there been any word on whether Rune strike procs 'on auto attack' events, such as BCB, Necrosis, Killing Machine, etc? My DK is not high enough to have Rune strike yet.
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A lot of information to give out here for one post...
Rune Strike only triggers on INCOMING attacks. Luckily, when soloing, DK's strength gives them a hefty amount of parry, so we can proc it a lot that way. It does not proc on outgoing attacks.
Necrosis - Damages, never seen it dodge or parry, not sure about miss.
BCB - Procs can get parried/dodged/miss. It's like an extra attack (think sword-spec)
Killing Machine - This is a chance on hit to gain a buff -- has nothing to do with outgoing attacks and procs.
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