Originally Posted by Broseph
Writing the build off by saying FS results in a 2.8% DPS loss is shortsighted. (The tenth of a percent accuracy of the DPS loss is also absurd: modeling of all proposed specs and rotations up to this point has been quite crude)
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I think he is misquoting a result where I got a 2.8%
increase in ability damage by replacing DC with FS for a specific FS-friendly rotation (with a specific gearset). The point was that going FS is not quite as much of a DPS gain as the direct comparison between DC and FS may make it seem.
Of course, just as thoughts of plentiful Freezing Fog HBs and endless FS in Unholy Presence are forming, Blizzard decides to put KM on PPM.
Originally Posted by Broseph
Asari has a great point. 44/27 will probably benefit most from a priority system and not a fixed rotation due to the high density of Icy Touches causing Rime procs and the desire to hold off on FS when KM is active.
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Generally speaking, using KM procs as soon as possible gives you higher DPS than saving it for bigger hits. There are exceptions, of course, like when hitting multiple targets with HB. The numbers will change if KM goes to low PPM, of course.
Originally Posted by Broseph
You'd also want to raise FS's priority if your frost and death runes are on cooldown. That said, the 32 RP FS *is* an excellent ability. Especially with 130 max RP and with a stack of Razorice.
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Originally Posted by Melchior
On a different subject, I'm not sure I'm convinced about Blood v Unholy presence. Even using a pretty carefully monitored priority system when running Blood (since you pretty quickly hit a point where you are generating more resources than you have GCDs for), I can't seem to do much but break even with Unholy on the boss dummy. Both seem to sit at 3.2k over 1.5-2 million damage.
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Remember that we are talking about a
small edge for Blood Presence with an almost fully optimized rotation or priority system. In terms of overall DPS increase, this is something on the order of a few percents. Even if you are doing everything right, you are not going to see the kind of DPS increase you get from an extra 500 AP, or your raid dropping Patchwerk in 2:45 instead of 3:20. Also, remember that this advantage is in average damage. Unholy Presence can still
spike higher because it benefits a lot more from lucky Freezing Fog streaks, especially if you are Gargoyling in Blood Presence without a presence switch.
A few quick notes on the basics of Blood Presence rotations and priority systems:
Rotations
There are two tricky elements in optimizing your Blood Presence rotations. The first is how you model the leftover time after 6 GCDs; the second is how you use your 2-sec leeway on rune cooldown (2SL).
The 2SL is usually used in one of three ways. The first is to synch aggregated rune pairs for multi-rune abilities (runes used for PS+IT in one rune set and HB in the other); the second is to neutralize contigent delays in rune usage (Freezing Fog, miss, dodge); the third is to combine the leftover time from the two rune sets into your 13th GCD in 20 sec (using alternating "long" and "short" rune sets). It is not always possible to combine the three.
A typical 12-GCD rotation...
IT>PS>HB>dc>BS>BS
HB>dc>IT>PS>HB>dc
...uses aggregated rune pairs in both rune sets. You cannot insert a 13th GCD or handle contingent delays in rune usage without extending this kind of rotations beyond 20 sec. The advantage of this kind of rotations is simplicity and leeway for consistently high latency.
A typical 13-GCD rotation that uses aggregated rune pair...
IT>PS>HB>BS>BS>dc>dc
HB>dc>HB>IT>IT>dc
...can use aggregated rune pairs in at most one rune set. You have no choice on which rune set is "long" in this kind of rotation. If you move the DC at the end of line 1 to the end of line 2, you will extend the rotation beyond 20 sec.
All rune use on the "long" set except the second half of an aggregated rune pair can be pushed back one GCD without extending your rotation beyond 20 sec. You still need to "skip" an ability to keep the set at 7 GCDs, of course. Rune use delays on the "short" set will extend your rotation beyond 20 sec.
For example, if your lead IT misses, you can replace your PS with IT recast and still keep your rotation 20-sec long...
{IT}>IT>HB>BS>BS>dc>dc
HB>dc>HB>IT>IT>dc
...whereas if your PS is dodged, recasting PS on the next GCD will extend your rotation beyond 20 sec.
For another example, if you get Freezing Fog on your lead IT, you can displace your next BS with a f-IT for a DPS increase (this shifts your Blood rune usage by a rune cooldown, but is an overall DPS increase)...
IT>PS>{HB}>IT>BS>dc>dc
HB>dc>HB>BS>IT>dc
Generally speaking, your first option for single-target DPS is to displace a Blood rune usage (BS, d-IT, BB, or PE), as long as you will still have enough RP to cover 13 GCDs.
A typical 13-GCD "Desecration" rotation without aggregated rune pair...
IT>PS>HB>BS>BS>dc
IT>PS>HB>IT>IT>dc>dc
...can have either rune set be "long" without going over 20 sec (other considerations like KM spacing, better RP overflow leeway still apply, of course). Like before, you can use Freezing Fog in the "long" rune set for a DPS increase by displacing a Blood rune usage (or DC usage, if you are short on RP to cover 13 GCDs).
Note that for the above "Desecration" rotation, the average damage per GCD with a typical 0/31/37+3 build hovers right around one DC. Using the IT glyph will give you enough RP for a 4th DC. However, unless you remove a rune ability, this will extend your rotation by basically a full GCD (to a 14th GCD). In other words, without sufficient haste to make the 14th GCD good, the IT glyph will generally result in a DPS loss outside of Gargoyle (until the -10% penalty on the IT glyph is removed anyway). 25% DC is only better than 10% IT if you have a
free GCD to chuck it with (like when under Bloodlust/Heroism or Summon Gargoyle).
Priority Systems
Optimizing DK priority systems revolves around the proper use of Blood runes. Priority systems manipulate the use frequencies of resources available to maximize DPS. Conceptually, your Blood runes are your weakest resources (when there is enough RP to cover 13 GCDs). Whenever higher-quality additional resources are available (Freezing Fog or RP beyond what is needed to cover 13 GCDs), you preempt the use of a Blood rune (pushing its CD cycle back and decreasing its use frequency).
A common mistake is to give Death-rune ITs the same priority as Frost-rune ITs. Generally speaking, unless you know combat is going to end by the next cycle, d-IT has roughly the same priority as BS/BB/PE (roughly but not exactly because of potential RP shortage/overflow).
Conceptually, a typical priority system looks something like this:
(F) HB+HB; fixed frequency
(F) f-IT+f-IT; fixed frequency
(U) HB+HB; fixed frequency (unless you use Freezing Fog)
(U) PS or PS+PS; generally fixed frequency of either 1 per 20 sec or 2 per 20 sec
(B) BS/BB/PE+d-IT; variable frequency depending on RP availability
(B) BS/BB/PE+d-IT; variable frequency depending on RP availability
...and is generally started as a hybrid of the form...
IT>PS>HB(>mixed bag of BS/BB/PE/d-IT/DC/FS)
IT>dc>HB(>mixed bag of BS/BB/PE/d-IT/DC/FS)
...or...
IT>PS>HB(>mixed bag of BS/BB/PE/d-IT/DC/FS)
While we are on the subject of Blood rune usage, note that the rune use frequency concept also applies in the comparison between BS and BB. DW builds don't gear for Expertise because HB, IT, DC, and FS all cannot be dodged. If you are near the spell hit cap, BS will basically hit ~6% less often than BB. Since it is usually a DPS loss to recast a Blood rune miss (regardless of whether it's BS, BB, PE, or d-IT) as long as you won't run out of RP to cover 13 GCDs, the Blood rune cycle pushback from a dodged BS is equivalent to losing 1/2 BS + 1/2 IT. So the the comparison is closer to between 1/2 IT + 1/2 BS versus 1/2 IT + 1/2 BB that misses ~3% less. Of course, BB is also ranged, hits multiple targets, and has its GCD reduced by haste.
Originally Posted by Foxx2405
Lets take 3000 AP since its a bit of a standard for an unbuffed situation. Most people hang around that value, and it seems to be a much used value on the board.
A small FYI, the more AP you get the better a fast hand will be since the base weapon damage will get respectively smaller compared to the AP contribution.
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For a quick visualization of fast/fast versus slow/fast, try this:
Assuming 1/3 of your strike damage comes from your weapon damage.
2.4/1.6 (5 chances for BCB procs per 4.8 sec)
(0.8 + 1.6) x 5 = 12
1.6/1.6 (6 chances for BCB procs per 4.8 sec)
(0.8 x 1.6 / 2.4 + 1.6) x 6 = 12.8
With your typical raid-buffed 5k AP, you need a 1H weapon with more than 178 DPS for your weapon damage to be 1/3 of your strike damage, and that is before factoring things like Unholy Strength (FC proc), Greatness, and on-use AP trinkets, which will swing things further in favor of fast/fast.