Originally Posted by kurokaze
Then when I try your rotations on my spreadsheet the DPS appears far below that of a simple rotation like HB HB [BS IT] Dump or IT PS HB BS BS Dump / IT PS HB HB Dump. I'm not sure what to make of it, except that somehow the slightly simplified RP model I use is at fault.
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I've taken a look at your intended algorithms for estimating DPS in that post as you asked. Judging from your post, your spreadsheet estimates timing as 10-sec-per-rune-set-min-and-add-more-if-it-goes-over-6-GCDs. Beyond that, it simply models abilities used. Given that, in your spreadsheet, the first rotation I listed should have almost identical footprint to the default HB>IT>BS>HB>[procRPdump] rotation you used, down to the KM spacing for HB, Freezing Fog usage, total RP used, and every ability except one (substituting 1 BS for 1 PE).
Since the major differences between those two rotations are in timing subtleties which your spreadsheet does not model, if you are feeding your spreadsheet those two rotations and getting "far below" numbers for one or the other, then there is probably at least one implementation error. For a such a large discrepancy, a top candidate for the error is the spreadsheet either adding extra time where it ought not or not adding extra time where it ought somewhere. Either that or you did not feed one of the rotations into your spreadsheet properly (misrepresentation).
As far as suggestion for improving your spreadsheet's accuracy goes, full sequencing with rune cooldowns will be more accurate, of course, but if that is too much trouble, then moving to a 20-sec-per-two-rune-set model from your 10-sec-per-rune set model will give you a more accurate estimate. As long as the rotation you feed it is designed for it, 13-GCD rotations like this one...
IT>PS>HB>fs>fs>BS>BS
HB>fs>IT>fs>IT>IT
...has a theoretical 20-sec cycle time with 0.5 sec leeway, not a theoretical 20.5-sec cycle time with 1 sec leeway for one of the rune sets (before modeling for lag and haste). From testing I find the 13-GCD-in-20-sec estimate to be both more accurate in theory and in practice.
I do not always provide (along with the repeating portion of the rotation) the one-time starter sequence to generate RP reserve and prime the runes for 2-sec cooldown leeway on cold starts, because the starter sequence is generally obvious and not particularly relevant to evaluating the sustained DPS of the rotation. For example, the above FS rotation obviously will not execute as is on a cold start. Make sure your spreadsheet is not modeling the rotation as "cold start repeated." This point is pretty obvious, but sometimes people overlook the most obvious things.
Originally Posted by Hidden
Why are people still advertising macros that cancel Freezing Fog?
If you use the proc on an additional IT, you'll get the IT damage, delay your rotation by a GCD and gain 5 RP (5+20 instead of 20). Usually IT does more DPS than your total rotation, so in the end it's most certainly a DPS increase. Why are people cancelling it?
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You get 10 extra RP (5+25 instead of 20). You answered your own question with the bolded word "usually" above. Much of this depends on how you are modeling the 6th and 7th GCD in a rune set and delay between ability use. Of course, this will all change when the PTR changes go live. Still, even where there is a gain, the gain is too tiny to outweigh the risk of even a slight hesitation delay.
Originally Posted by kurokaze
Overall, what you're looking for is probably IT PS HB BS BS FS / IT PS HB IT IT FS. (Use as many FS as you wish; adding more may result in pushback but depending on gear, mainly your mainhand weapon, FS may be more damage than your average rotation and worth the delay. Experiment.)
There's another somewhat more complex rotation that sneaks in three Howling Blasts in 20 seconds, but I don't think it's particularly worth the trouble. Icy Touch is more damage per rune, and significantly more RP per rune, so it seems the best use of death runes. Howling Blast's purpose is to make use of unholy runes.
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If you have a free GCD, 2xIT easily beats 1xHB. Generally, (live) rotation are only designed with 3xHB if it needs 2xPS to keep up Desecration (and is therefore GCD-limited), like this...
IT>PS>HB>dc>BB>BB(>dc)
HB>PS>IT>dc>HB>dc
Note that you are doing BB instead of BS, because BS dodge costs are
much higher than with 4xIT rotations (where the two Blood/Death runes can be skipped separately on dodges/misses unless you will run out of RP to cover all GCDs). This is assuming that you do not have enough haste to shrink a 14-GCD rotation past the inflection point, of course. If you do, it is higher DPS to go 14 GCDs with 4xIT.
The advantage of simpler rotation like the one you listed...
IT>PS>HB>BS>BS>(RPdump)
IT>PS>HB>IT>IT>(RPdump)
...is that the rune use have identical timing on both rune sets, so you lose less DPS when recasting Frost/Unholy rune misses, which is useful for running below the spell hit cap to stack stronger stats.
Originally Posted by dr_AllCOM3
The IT sigil was totally unneeded. There are too many talents that improve IT. IT should be a utility spell, that you have to use to apply FF or generate power. Just like PS.
You could buff Olit (SS/HS too) to let it strike with both weapons. A HB with no cd would also be fine.
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One of the things Blizzard might have been trying to do was putting more DKs at the 12-14 GCD range where the math is more interesting (new FS glyph), but the HB change, which might have been designed to make Rime procs less skippable, backfired. The ability to chuck 4xHB per rotation without proc was trumping all kinds of mathematical subtleties and dumbing DW down almost to the point of 2H Unholy.