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Old 03/16/09, 9:12 PM   #1726
ksearo
Glass Joe
 
Blood Elf Death Knight
 
Tichondrius
Originally Posted by Foxx2405
For me personally BCB is 2% of my total dps, on nearly all my WWS fights.
Death coil accounts for around 8% of my total dps (i suck at dumping RP sometimes though). 15% of that is 1.2% dps increase.

That means the difference is 0.8% dps
While I'm not 100% sure, I appears to me that this isn't taking into account the bonus we will get from Tier 8 2 Set (Increases the critical strike chance of Death Coil and Frost Strike by 5%). If it isn't, and my math is correct here, the difference between BCB and Morbidity should be 0.74% dps.

8%(Death Coil)*1+[0.15(Glyph of Dark Death)+0.15(Morbidity)]*1.05(2 Set Bonus)=10.92%

8%(Death Coil)*1.15(Glyph of Dark Death)*1.05(2 Set Bonus)=9.66%

11.109%-9.66%=1.449%

2%-1.26%=0.74%

The difference is very small (0.06%), but I brought this up because it's important to keep in mind that our new 2 Set bonus will increase the effect of talents/Glyphs likes Morbidity/Dark Death; namely that with 2 Set Morbidity is 15.75% increase in Death Coil damage.

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Old 03/16/09, 9:18 PM   #1727
ksearo
Glass Joe
 
Blood Elf Death Knight
 
Tichondrius
Originally Posted by methods View Post

Ghoul frenzy would add around 80-100 dps to your ghoul for 15 seconds. That averaged per 2 minutes is worth about 11.25 dps or 0.21% Dps for 1 point. Absolutely horrid unless it saves you 30 seconds of ghoul downtime.

I wonder if getting the ghoul frenzy for saving it's life would be worth the 1 point we'd be effectively wasting in lackluster talents now that we have a minimum of 30 seconds cooldown between summons. Using BT for Bone Shield wouldn't get in the way now that it's a 2 min cooldown anyway. BT for Ghoul frenzy at the expense of 1 point in BCB or Morb seems ok to me. The talent could use a bit more love though.

Just a thought.
The best argument I have heard for Ghouls Frenzy is to keep your Ghoul alive so that he doesn't lose his raid buffs.

Still, given that this comes at the cost of taking points out of other talents, I don't think I'll be investing a point in GF.

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Old 03/16/09, 9:27 PM   #1728
Zahla
Glass Joe
 
Troll Death Knight
 
Stormreaver (EU)
I'd say the heal on the ghoul frenzy shouldn't be a reason to get the ability.
The top reasons why our ghoul dies in current content are probably:
1. forgetting to move him out of a voidzone
2. getting hit by the firewall at sarth

These things nearly instagib him anyway, so its not worth messing up your rotation just to give him a heal.

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Old 03/17/09, 12:55 AM   #1729
Fyrestryke
Von Kaiser
 
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Orc Death Knight
 
<SG>
Bleeding Hollow
Originally Posted by Zahla View Post
I'd say the heal on the ghoul frenzy shouldn't be a reason to get the ability.
2. getting hit by the firewall at sarth

These things nearly instagib him anyway, so its not worth messing up your rotation just to give him a heal.
It's actually not that difficult to heal through the firewall dmg on Sarth, and worth keeping him alive for the DPS increase he gives you. A couple DCs used to heal instead of DPS isnt going to kill your overall damage, but a dead ghoul will.

Last edited by Fyrestryke : 03/17/09 at 11:37 AM.

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Old 03/17/09, 8:26 AM   #1730
Qrio
Von Kaiser
 
Draenei Death Knight
 
Executus (EU)
Hm, I played around on the PTR for about half an hour, and I got the impression that the Scourge Strike glyph on PTR procs a lot less than on live. In a full 20seconds cycle, i was getting at most 1 time disease refresh, and that continued for over 15minutes. Anyone else got this?

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Old 03/17/09, 9:24 AM   #1731
SlyyyC
Glass Joe
 
Orc Death Knight
 
Lightning's Blade
@Fyrestryke :
Hmmm I think he meant instagibs on Sarth walls with a few drakes up. I know for a fact that my ghoul never survives a wall hit on 3Drakes up and I think that's what he meant by that. Without any drakes up, it can in fact clear the wave without much consequences. Just wanted to clarify that =). And by the way, if I may add, I don't think frenzy will be THAT good and I'll personally play without one. I'd prefer a full Necrosis or BCB instead of Ghoul+Frenzy on fights like that.

@Qrio :
Well it all depends on how many SS you get in your rotation. Don't forget that 25% is a random value and can't be relied on. Too many times I had to refresh the diseases instead of relying on the SS to refresh them. Glyph of Disease can do that, but at the cost of a major glyph (avoid if possible:P )

Last edited by SlyyyC : 03/17/09 at 10:23 AM.

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Old 03/17/09, 11:50 AM   #1732
Fyrestryke
Von Kaiser
 
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Orc Death Knight
 
<SG>
Bleeding Hollow
Originally Posted by SlyyyC View Post
@Fyrestryke :
Hmmm I think he meant instagibs on Sarth walls with a few drakes up. I know for a fact that my ghoul never survives a wall hit on 3Drakes up and I think that's what he meant by that. Without any drakes up, it can in fact clear the wave without much consequences. Just wanted to clarify that =).
I haven't had many issues with healing through walls on 2D...for 3D I am tanking so I don't really ever get to experience that part.

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Old 03/17/09, 12:21 PM   #1733
Sagus
Von Kaiser
 
Tauren Druid
 
Skullcrusher
I haven't been on the PTR, but do any of the fights in Ulduar have ground effects that look fairly similar to Desecration/get covered up by it? Fights like Grobulus have made me decide on my DK that even if Desecration was a 100% up-time 5% damage, it's not worth taking merely because of the visual hassle. If Ulduar graphics are considerably different, I may reconsider this.

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Old 03/17/09, 12:53 PM   #1734
Mindaika
Piston Honda
 
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Tauren Death Knight
 
Frostwolf
Originally Posted by Sagus View Post
I haven't been on the PTR, but do any of the fights in Ulduar have ground effects that look fairly similar to Desecration/get covered up by it? Fights like Grobulus have made me decide on my DK that even if Desecration was a 100% up-time 5% damage, it's not worth taking merely because of the visual hassle. If Ulduar graphics are considerably different, I may reconsider this.
More importantly: Unless the mechanic of Desecration has been changed on the PTR, it does not actually provide a 5% damage increase. On live, fully maxed, it provides something like a 2.6% damage increase (as noted in previous posts).

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Old 03/17/09, 12:58 PM   #1735
Taizu
Von Kaiser
 
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Gnome Death Knight
 
Arthas
Originally Posted by Mindaika View Post
More importantly: Unless the mechanic of Desecration has been changed on the PTR, it does not actually provide a 5% damage increase. On live, fully maxed, it provides something like a 2.6% damage increase (as noted in previous posts).
Scourge strike procs Desecration in 3.1 now, so it will be up ~100%.

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Old 03/17/09, 12:59 PM   #1736
norg
Mike Tyson
 
Goblin Warrior
 
Draenor (EU)
Originally Posted by Qrio View Post
Hm, I played around on the PTR for about half an hour, and I got the impression that the Scourge Strike glyph on PTR procs a lot less than on live. In a full 20seconds cycle, i was getting at most 1 time disease refresh, and that continued for over 15minutes. Anyone else got this?
Onyxia definitely Deep Breaths more since the patch.

ie. random proc is random. I've not seen anything to suggest the proc rate has decreased and my own anecdotal evidence from the PTR doesn't seem to show any difference from 3.0.9. I'm pretty sure it just comes down to bad luck.

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Old 03/17/09, 1:00 PM   #1737
Bullshifter
Von Kaiser
 
Blood Elf Death Knight
 
Zul'Jin
Originally Posted by Taizu View Post
Scourge strike procs Desecration in 3.1 now, so it will be up ~100%.
I think 100% is a little optimistic, I'd guess somewhere around 75% of the time would be a more realistic estimate when movement is considered, obviously varying a bit.

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Old 03/17/09, 1:05 PM   #1738
Mindaika
Piston Honda
 
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Tauren Death Knight
 
Frostwolf
Originally Posted by Taizu View Post
Scourge strike procs Desecration in 3.1 now, so it will be up ~100%.
This assume no movement though, although you're correct in that the previous math is based on low uptimes.

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Old 03/17/09, 1:22 PM   #1739
Herrm
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Herrm
Orc Warlock
 
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Originally Posted by Sagus View Post
I haven't been on the PTR, but do any of the fights in Ulduar have ground effects that look fairly similar to Desecration/get covered up by it?
To very simply answer your question, yes.

Edit: Also, just to toss it in there, having killed all of the bosses we've got to test thus far on the PTR, I can tell you that every single one of them (so far, 5/14) requires a lot movement during the encounters (other than Flame Leviathan obviously since the entire fight takes place in vehicles), just to give more credit to IUP.

Last edited by Herrm : 03/17/09 at 1:29 PM.

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Old 03/17/09, 3:20 PM   #1740
NeuroMedivh
Von Kaiser
 
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Human Death Knight
 
Greymane
Perhaps I should make one spec with IUP and the other with Desecration, for high movement/low movement fights!

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Old 03/17/09, 3:24 PM   #1741
Nerosis
Glass Joe
 
Undead Death Knight
 
Draka
My question pertaining to 15% movement from IUP is just how much movement is required before it actually pays off and becomes a bigger part of your DPS and damage than some of the other talents you could put the points in? I keep seeing many people agreeing on faster movement is better DPS/damage, and that does make sense. The faster you can get back to the target, the better. Yet how much time must you spend running around, not dealing damage, before IUP actually increases your DPS/damage by a higher amount than other talents?

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Old 03/17/09, 3:59 PM   #1742
Taizu
Von Kaiser
 
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Gnome Death Knight
 
Arthas
Taken from Enh Shaman TTT

[top]Agility vs Run Speed for Boots

With WotLK introducing the Unholy Deathknight with an Aura that increases runspeed of the entire raid by 15% it is no longer necessary for runspeed to be provided through your boot enchant. However runspeed in some form is still a requirement for PvE. Derivation:


Let D be your dps without a boot enchant. For the run speed to provide more benefit, we need:
(D+12A)(T-t) < (D+6A)(T-t/1.08)
which simplifies to
T < [(1-k)D + (2-k)6A]t/(6A)
where k = 1/1.08. For example, gives A = .16286, and so we have
T < (.07581D + 1.074) t
Using some actual data, a shaman that does betwen 900 and 1000 dps will have T < 76.88t
For 5 minutes, we would need t > 3.90 seconds and for 6 minutes we would need t > 4.68 seconds.

So for a 5 minute fight if you spend roughly 4 seconds moving between adds, running to the boss, etc, Run Speed provides a superior DPS benefit.

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Old 03/17/09, 4:01 PM   #1743
Pernicies
Glass Joe
 
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Blood Elf Death Knight
 
Shandris
Originally Posted by Nerosis View Post
My question pertaining to 15% movement from IUP is just how much movement is required before it actually pays off and becomes a bigger part of your DPS and damage than some of the other talents you could put the points in?
Would it be more appropriate here to compare the +7% run speed increase that 2/2 IUP provides over a run speed boot enchant with the opportunity cost of not having a best in slot enchant combined with losing those two talent points if the goal is to quantify the cost of IUP?

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Old 03/17/09, 4:23 PM   #1744
Ashur25
Piston Honda
 
Human Death Knight
 
Kargath (EU)
Originally Posted by Pernicies View Post
Would it be more appropriate here to compare the +7% run speed increase that 2/2 IUP provides over a run speed boot enchant with the opportunity cost of not having a best in slot enchant combined with losing those two talent points if the goal is to quantify the cost of IUP?
If you take into account the AP, hit/crit you lose from not being able to enchant 32AP or Icewalker on boots, then i'd say yes

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Old 03/17/09, 5:19 PM   #1745
Pernicies
Glass Joe
 
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Blood Elf Death Knight
 
Shandris
Originally Posted by Ashur25 View Post
If you take into account the AP, hit/crit you lose from not being able to enchant 32AP or Icewalker on boots, then i'd say yes
Icewalker > 32 AP pre hit cap w/ ~41.8 AEP so will assume that as best case

That's roughly half of the contribution per point from Bladed Armor shown in Fugazor's thread, or about 0.1% DPS increase.

Two additional points in Dark Conviction would yield about 1.16% DPS increase, so the incremental 7% run speed from 2/2 IUP would need to be > 1.06% DPS increase for it to be worthwhile if I'm interpreting this correctly.

Unfortunately, I can't quite get my head around the formula used in the Enh Shaman TTT.

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Old 03/17/09, 7:54 PM   #1746
Elementh
Glass Joe
 
Blood Elf Death Knight
 
Burning Legion (EU)
Unholy DPS 3.1 - questions

My problems regarding a final/solid specc for 3.1 are:

Is Imp. UP worth 2 points in comparison of having Corpse Explosion and Ghoul Frenzy? all the 3 talents are situational... CE is really a dps boost for aoe packs; GF might be a good thing to have from time to time; I-UP is usually good but still "just" a + speed talent

Is Dark Conviction 5% Crit better than the new Desecration 5% overall dmg (taking into account it will be prolly all time up since now it works with SS too).
Specc is somewhere around 12/0/54 with 5pt free for either blood or unholy

http://talent.mmo-champion.com/?deat...4&version=9684

And if anybody wonders... yes i ignore BCB as of 3.1 as it eaven atm is only a 2.5% or my total dmg and i don`t see that getting improved in any way. CE/GF or I-UP being way better imo than 2/3 in BCB that can be also parried/dodged

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Old 03/17/09, 8:04 PM   #1747
Drenhar
Von Kaiser
 
Tauren Death Knight
 
Azuremyst
Is Imp. UP worth 2 points in comparison of having Corpse Explosion and Ghoul Frenzy? all the 3 talents are situational... CE is really a dps boost for aoe packs; GF might be a good thing to have from time to time; I-UP is usually good but still "just" a + speed talent
In my experiences, yeah I would much rather have the IUP. I would rather pestilence > blood boil than use corpse explosion during my runic dump time. By the time i use blood boil my CD are up and I have to go back to my rotation; adding corpse explosion would throw that off. Damage just isn't justifyable either. Add to the fact that we can't always use corpse either and it's a really iffy trait. (think mechanical trash mobs; doesn't happen often but it does happen).

The movement speed from IUP is a lifesaver. Think grobbulus or especially heigan it gives you more room for error (or lag) to get where you need to be quicker. Even 5 man's, something like loken. If we're running from his nova i can get out and back the quickest and minimize what damage i take and maximize how often i'm digging my weapon into his back.

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Old 03/17/09, 8:29 PM   #1748
Elementh
Glass Joe
 
Blood Elf Death Knight
 
Burning Legion (EU)
Originally Posted by Drenhar View Post
In my experiences, yeah I would much rather have the IUP. I would rather pestilence > blood boil than use corpse explosion during my runic dump time. By the time i use blood boil my CD are up and I have to go back to my rotation; adding corpse explosion would throw that off. Damage just isn't justifyable either. Add to the fact that we can't always use corpse either and it's a really iffy trait. (think mechanical trash mobs; doesn't happen often but it does happen).

The movement speed from IUP is a lifesaver. Think grobbulus or especially heigan it gives you more room for error (or lag) to get where you need to be quicker. Even 5 man's, something like loken. If we're running from his nova i can get out and back the quickest and minimize what damage i take and maximize how often i'm digging my weapon into his back.
Thx for the answer i`m taking it into consideration ... tho as i see from your words u haven`t eaven tried using CE ... i`m telling u it is a MASSIVE aoe dmg on multi mob pack`s(that can actually explode)... dunno we`ll have to w8 and see prolly...

Still i would like a answer to my other problem : 5% crit >=< 5% overall dmg.... tbh i tend to desecration.

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Old 03/17/09, 8:38 PM   #1749
 frmorrison
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Ashstorm
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Originally Posted by Elementh View Post
Still i would like a answer to my other problem : 5% crit >=< 5% overall dmg.... tbh i tend to desecration.
It has been mentioned before, Ulduar has a lot of movement based encounters, so Desecration will rarely by 5% damage increase on bosses, more like 4%. That is likely better than 5% crit though.

Also, since you get a Death rune out of Pestilence now, it is worth using the Glyph of Disease instead of hoping for a RNG with Scourge Strike to keep the diseases up?

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Old 03/17/09, 9:06 PM   #1750
Stoical
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Goblin Rogue
 
Black Dragonflight
Originally Posted by frmorrison View Post
Also, since you get a Death rune out of Pestilence now, it is worth using the Glyph of Disease instead of hoping for a RNG with Scourge Strike to keep the diseases up?
I don't think it is. Going off some Patchwerk numbers, I typically have to PS/IT 4 times over the course of a 3m kill. Looking at a parse of mine from several weeks ago, it's a loss of about 1684 damage each time, so that's a total loss of 6736 damage in a 3m fight while using Glyph of SS from RNG failure.

Best case with Glyph of Disease, you'll replace one BS every 21s with a Pestilence. That's 8 lost blood strikes in a 3m fight. From the same parse, my average BS was 1826. 8 lost BS = 14608 lost damage if using Glyph of Pestilence from replacing a blood strike every 21s with a pestilence.

Actually, with those numbers, it looks to me like even if SS constantly fails, you're better off redoing PS/IT every 21s than you are spending a blood rune on Pestilence, if you're not GCD-capped. You only lose 1684 damage every 21s if you replace a SS with a PS/IT, whereas you lose 1826 every 21s if you replace a BS with Pestilence. Pestilence doing 0 damage really kills it.

These numbers will change a bit in the patch, but they'll likely change to be more in favor of Glyph of SS; longer disease times means less likelihood Glyph of SS will fail to refresh, and increased PS damage means less of a difference between PS/IT and SS even when it does fail (although that may be countered by increased SS damage).

Last edited by Stoical : 03/17/09 at 9:12 PM.

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