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04/08/09, 12:06 AM
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#2126
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Presses Space to Speak
Sutiru
Undead Warrior
No WoW Account
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That's exactly what I was trying to do, and I'm glad to be corrected.
Edit: Which I have been a second time. The "18 second rotation" is impossible, as proven by AtheistGod and others later in the thread.
The 18 second rotation is the product of weird rune refreshment mechanics. There's a small buffer between when a rune refreshes and when you use it (~2 seconds). So long as you use the rune within that buffer, it will act as thought it was used the moment it came off cooldown.
As a result you can theoretically treat runes as refreshing every 9 seconds instead of every 10, thus reducing our rotation time from 20 seconds to 18 seconds. In practice this is impossible, as the minor factors of latency, player error, and haste rating (reducing the GCDs of IT and DC) will add variances and throw off these rotations.
So you can easily, for example, pull off the following rotation consistently once you get ramped up:
PS -> IT -> HS*2 -> DS -> DC*1
DS -> HS*4 -> DC*2
That rotation takes 19-19.5 seconds depending on haste, latency, and player error. Heroism can really screw you up though.
Last edited by Montegomery : 04/08/09 at 9:32 PM.
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What I lack in intelligence I make up for in verbosity.
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04/08/09, 1:27 AM
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#2127
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Piston Honda
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I still don't see how the rune refresh mechanic can reduce the time from 20 seconds to 18-19. It will allow you to have say a 12 second and 8 second portion of the rotation however once a rune is used it still won't be available the second time until 20 seconds later. because that 2 second window only occurs when you have spent 2 seconds without using the rune. So in order to benefit from that mechanic requires you giving up an equal amount of time.
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04/08/09, 1:37 AM
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#2128
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Banned
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Originally Posted by Darian_TruBlade
That rotation takes 19-19.5 seconds depending on haste, latency, and player error. Heroism can really screw you up though.
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Doesnt that make the 2nd point in Epidemic rather valuable then?
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04/08/09, 6:57 AM
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#2129
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Von Kaiser
Orc Death Knight
Magtheridon
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Is the Alternate-Blood rotation still not viable with the new changes?
DS>IT>PS>HS>HS>DC>DC
HS>HS>DC>HS>HS>DS>DC>DC
IT>PS>HS>HS>HS>HS>DC
HS>HS>DS>IT>PS>DC>DC
HS>HS>HS>HS>DC
HS>HS>DC>DC
(This is of course my live rotation and some DC currently in place may not be useable with the new Sudden Doom changes, as well this factors in RP over time and from other outside abilities [rebuffing Horn of Winter, Arcane Torrent etc])
I would figure that opening with Death Strike would be more beneficial for the raid since it will be now granting Abominations Might.
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04/08/09, 11:43 AM
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#2130
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Von Kaiser
Blood Elf Death Knight
Destromath
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Originally Posted by Lushen
Doesnt that make the 2nd point in Epidemic rather valuable then?
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Not really b/c by the time your diseases drop off you are only using Deathcoil anyway.
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04/08/09, 11:56 AM
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#2131
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Presses Space to Speak
Sutiru
Undead Warrior
No WoW Account
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Originally Posted by Lushen
Doesnt that make the 2nd point in Epidemic rather valuable then?
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In addition to the point made in the post above, taking 2/2 Epidemic won't add any DoT damage because you're reapplying diseases before that extra tick anyway. Normally I wouldn't bother mentioning it, but you weren't very clear on what aspect of the rotation warranted your question.
Originally Posted by RADRyanD
I would figure that opening with Death Strike would be more beneficial for the raid since it will be now granting Abominations Might.
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You can do that without complicating your rotation so thoroughly. Simply open with:
DS -> PS -> IT -> HS*2 -> DC
HS*2-> DS -> HS*2 -> DC
On the next repetition you can resume the standard rotation.
Last edited by Montegomery : 04/08/09 at 12:06 PM.
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What I lack in intelligence I make up for in verbosity.
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04/08/09, 12:26 PM
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#2132
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Von Kaiser
Human Death Knight
Laughing Skull
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Nothing too important, just read through the updated FAQ from clairecakes and noticed a couple small, outdated comments in it (such as the bit about DW DKs in the gear section). Other than that it looks very promising, thanks for the update!
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04/08/09, 12:41 PM
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#2133
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Great Tiger
Troll Death Knight
Mal'Ganis
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Originally Posted by Lushen
Doesnt that make the 2nd point in Epidemic rather valuable then?
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I think it may only be a valid concern for Frost and Unholy, as they have talents that increase damage when a specific disease is on the target. Blood does not need to worry about that since applying the diseases again before they wear off will still result in the same amount of damage so long as you remain above 75% health.
On the other hand, Frost would lose the benefit from both Glacier Rot and Tundra Stalker if they didn't refresh Frost Fever before it wore off, effecting Frost Strike as a RP dump and also the power of IT, PS, and diseases when they want to put those diseases back up after they fall off.
Blood is a little bit unique in even that diseases being up increases your offensive power, it's not quite as important that they stay up 100% of the time so long as they're up when you're using HS.
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Uulwi ifis halahs gag erh'ongg w'ssh.
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04/08/09, 1:14 PM
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#2134
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Don Flamenco
Orc Death Knight
Blackhand
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Originally Posted by Zanador
This is very interesting to me. When you get back from work, can you please post the official numbers you got from the simulator?
Mainly is the fact that you are giving haste a higher value than crit. To me, even with what you said, I don't see how haste could be worth more than crit. I know haste was buffed, but what exactly makes it SO much more valuable now than in 3.0.9?
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Yeah, the results were a bit odd to me, too. I ran a significantly longer sim (500 hours) on the latest DK simulator with my current gear, and here are the resulting EP weights:
| Strength | 2.70 | | Arm Pen | 2.22 | | Expertise | 1.74 | | Haste | 1.25 | | Crit | 1.25 | | AP | 1.00 | | Agi | 0.88 | | Hit | 0.55 |
These make more sense to me. Haste and Crit are roughly equivalent, which makes more sense than the inflated haste value form before. Hit being so low is interesting, since I'm running the sim with a total hit rating slightly below the cap. Regardless, that doesn't concern me, since you can easily assemble enough hit across a few good armor pieces.
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04/08/09, 2:23 PM
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#2135
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Don Flamenco
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Originally Posted by Leaflock
I ran a significantly longer sim...with my current gear,
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How much Arm Pen do you have in your current gear? Have you tried bumping your Arm Pen up/down to measure the effect on the value of Arm Pen?
The changing value of additional Arm Pen in relation to current Arm Pen is an interesting dynamic.
(yes, the low value for hit also seems quite odd. makes me worry about the results as a whole.)
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04/08/09, 2:31 PM
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#2136
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Piston Honda
Human Death Knight
Azjol-Nerub (EU)
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Arp gets better than Str, once you have some more. That will be about 350 rating.
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04/08/09, 3:59 PM
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#2137
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Von Kaiser
Orc Death Knight
Bleeding Hollow
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Originally Posted by Stein
(yes, the low value for hit also seems quite odd. makes me worry about the results as a whole.)
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It's actually not that odd. If you are close to the cap then the value dramatically decreases. It's only natural.
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04/08/09, 4:44 PM
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#2138
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Glass Joe
Human Death Knight
Echo Isles
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I am pretty sure at this point everyone understands the value of Hit either way- You get to the cap, and anything after that is basically wasted statistics.
To me, the simulators are deciding between Haste/Crit/ArP and how much weight should be places on each of them, and that is what is really important as we get close to 3.1.
These new findings really do change my thoughts on the tierset though. I thought it was going to be completely useless, hard to even achieve a 2set with everything else out there. It seems the itemization on it was better than I initially thought.
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04/08/09, 5:01 PM
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#2139
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Von Kaiser
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(yes, the low value for hit also seems quite odd. makes me worry about the results as a whole.)
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I'm pretty sure he's seeing a low value for hit because the simulator uses an EP step of 50, meaning when it does it's tests for hit rating, it increases it by 50 to see what kind of damage gain it is. If he's close to the cap, lets say 10 below, he'll get the same main benefit from going up 10 hit rating as he will 50 hit rating, but the simulator only sees the 50 gain compared to a 50 point gain of other stats. Essentially, what Zanador said is true, the main value of a sim like that is finding the value of haste/crit/arp in relation to str/ap.
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04/08/09, 5:45 PM
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#2141
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Von Kaiser
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I don't know if anyone mentioned this before, but would the new Armor Pen changes put Grim Toll past Darkmoon Card Greatness?
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04/08/09, 6:02 PM
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#2142
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Don Flamenco
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Originally Posted by Stein
(yes, the low value for hit also seems quite odd. makes me worry about the results as a whole.)
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Take all Hit and Expertise values generated from a sim or spreadsheet with a grain of salt. In addition to the EP stepping complication that Andoras already pointed out there's also the fact that Hit and Expertise not only increase the average DPS (which is captured by the sim/spreadsheets) but also reduce the variance in DPS (which is completely unquantified in most sim/spreadsheet models). Reducing the variance can play a much larger roll in some cases than merely increasing the average. For example, out of 100,000,000 hits if one is doged it's only a .0.000001% reduction in average DPS, if two are doged it's a 0.000002% reduction in average DPS, but in the real world if two are doged in a row it's a much more significant loss than just the damage from the two missed swings.
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My vanity is justified.
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04/08/09, 7:03 PM
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#2143
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Glass Joe
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Originally Posted by Darian_TruBlade
....
As a result you can theoretically treat runes as refreshing every 9 seconds instead of every 10, thus reducing our rotation time from 20 seconds to 18 seconds. In practice this is impossible, as the minor factors of latency, player error, and haste rating (reducing the GCDs of IT and DC) will add variances and throw off these rotations.
....
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The above is not true. A rune becomes available after both of these conditions are satisfied:
1. The rune previously became available >=10 seconds ago
2. The rune was last used >=8 seconds ago
As a steady state average, a rune can still only be available every 10 seconds. Try it yourself. Mash Heart Strike over and over. Start a timer on the 3rd Heart Strike. You'll never get more than 2 Heart Strikes per 10 seconds as a steady state average. And no cheating by using FU abilities to create death runes, either. 
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04/08/09, 8:11 PM
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#2144
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Glass Joe
Night Elf Warrior
Darkspear
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Current mechanics question
So, I have a question relating to the current live state of Blood. I know the T7 4piece is an immense DPS boost for an Unholy spec, because you have the GCD's to use the extra RP. I have done quite a bit of testing, and my limited results seem to indicate the 4pc not being so amazing for Blood, simply due to not having the time to dump the extra RP.
Is there accepted wisdom I have not heard about that points to that set bonus being worth using less optimally itemized set pieces over offset pieces for a blood DK?
Currently I am using the 51/0/20 "Alternablood" spec, and I dump RP while I wait for blood runes to come up (before dropping disease with oblit) I've noticed that I don't have extra RP, or an extra GCD to use any more RP without the set bonus.
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04/08/09, 8:52 PM
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#2145
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Presses Space to Speak
Sutiru
Undead Warrior
No WoW Account
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Originally Posted by Tahra
The above is not true. A rune becomes available after both of these conditions are satisfied:
1. The rune previously became available >=10 seconds ago
2. The rune was last used >=8 seconds ago
As a steady state average, a rune can still only be available every 10 seconds. Try it yourself. Mash Heart Strike over and over. Start a timer on the 3rd Heart Strike. You'll never get more than 2 Heart Strikes per 10 seconds as a steady state average. And no cheating by using FU abilities to create death runes, either. 
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I sent what follows in a PM to AtheistGod already (as he previously asserted your points). Once I'm home from work I will double check the rotation I posted, as I'm 70% sure that it is endlessly repeatable but could obviously be wrong.
If it isn't endlessly repeatable then clearly you both are correct and I am once again in error. It if is, I'll have to ask for others to attempt to corroborate, as it would point to some heretofore unknown mechanics of rune refreshes and I'm not egotistical enough to believe I've stumbled across anything new or important.
EDIT: I've just finished testing on the PTR. The rotation takes the normal 20 seconds to complete due to very small delays between certain portions of the rotation. I am thus proven incorrect, and am again modifying my posts to reflect this.
Last edited by Montegomery : 04/08/09 at 9:31 PM.
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What I lack in intelligence I make up for in verbosity.
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04/09/09, 12:38 AM
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#2146
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Banned
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Originally Posted by Darian_TruBlade
EDIT: I've just finished testing on the PTR. The rotation takes the normal 20 seconds to complete due to very small delays between certain portions of the rotation. I am thus proven incorrect, and am again modifying my posts to reflect this.
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That was the point of my post above. If the rotation takes 20 seconds, dont we want diseases that last 21 seconds? I realize we wont get the last disease tick, but wouldnt the extended time guarantee our Heart Strikes all hit with the bonus from diseases?
Perhaps Im misunderstanding the rotation.
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04/09/09, 2:34 AM
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#2147
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Don Flamenco
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Originally Posted by Lushen
Perhaps Im misunderstanding the rotation.
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Are the last two attacks in the rotation death coils?
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04/09/09, 3:51 AM
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#2148
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Banned
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Just ran a few sims using Kahorie's simulator. The main purpose was to test the value of hit/expertise rating when not capped, and also test the power of crit/haste/arp at higher levels.
Unless stated otherwise, all tests were done with 4 pc T7, BoH, Ulduar Sigil, specced 51/2/18, and lasted 500 hrs.
Sim 1
Str: 1241
Agi: 241
Armor: 15756
AP: 600 (not actual AP, just additional AP from gear)
Crit rating: 750
Hit Rating: 210
Haste Rating: 267
ArP: 350
Expertise: 75
| Strength | 3.13 | | Arm Pen | 2.30 | | Expertise | 1.65 | | Haste | 1.17 | | Crit | 1.65 | | AP | 1.00 | | Agi | 0.86 | | Hit | 2.39 |
Sim 2
Str: 1400
Agi: 350
Armor: 15756
AP: 600
Crit rating: 900
Hit Rating: 280
Haste Rating: 400
ArP: 500
Expertise: 155
| Strength | 3.04 | | Arm Pen | 2.88 | | Expertise | 0.04 | | Haste | 1.16 | | Crit | 1.68 | | AP | 1.00 | | Agi | 0.96 | | Hit | 0.00 |
Avg dps: 5794
Sim 3
Same stats as sim 2, except using 4 pc T8 instead of 4 pc T7.
| Strength | 2.48 | | Arm Pen | 2.41 | | Expertise | 0.17 | | Haste | 1.06 | | Crit | 1.44 | | AP | 1.00 | | Agi | 0.93 | | Hit | 0.13 |
Avg dps: 5772
Sim 4
Same stats as sim 3, except using only 2 pc T8 and added 100 ArP (assuming tiered gloves and shoulders can be swapped with ArP containing items).
| Strength | 2.70 | | Arm Pen | 2.48 | | Expertise | 0.19 | | Haste | 1.25 | | Crit | 1.41 | | AP | 1.00 | | Agi | 1.03 | | Hit | 0.13 |
Avg dps: 5860
Interesting results. Looks like the ArP sweet spot is about 500 ArP rating.
These stats also create an interesting situation for Blood DKs when it comes to Plated Leggings of Ruination and Clockwork Legplates. Lets assume: Str = 2.8, Hit = 2.1 (lowballing a little if the player is not hit capped) , ArP = 2.4, Haste = 1.2 (a bit high), and Crit = 1.6 (a bit high).
For PLoR we get 181 str, 93 crit, 62 Haste (using 1 Dragon's Eye, 1 Inscribed Monarch Topaz, and 1 Bold Scarlet Ruby) = 730 value.
For Clockwork Legplates we get 152 str, 62 hit rating, and 78 ArP rating (using 1 Dragon's Eye) = 743
If we keep all that stat values the same, but increase Strengths value to 3.2 to further increase PLoR's advantage (with the same gems).
PLoR: 802.4
CwL: 803.8
Assuming my napkin math is correct, the only way Plated Leggings of Ruination seem to beat Clockwork Legplates (if youre not hit capped) is when you add a second Dragon's Eye into PLoR, which seems pretty wasteful, considering options like Belt of Colossal Rage, Bitter Cold Armguards, Frigid Strength of Hodir, etc.
Last edited by Lushen : 04/09/09 at 4:46 AM.
Reason: Forgot to add in sim length.
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04/09/09, 4:34 AM
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#2149
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Piston Honda
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Because of how people are viewing necrosis differently after they removed the double dipping I decided to test it.
I did 4 short little tests only a couple minutes long but the results seem pretty consistent. I did a auto attack only and auto attack only with ebon plague bringer on the target as well as 2 normal rotation tests with ebon plague bringer up on one and not on the other.
The percentages of my melee that necrosis was came out to about
16% on the no ebon plague bringer normal rotation(i think this may be caused by this being the shortest test only a minute, so it varied)
18.5% on the normal rotation with ebon plague bringer
18.8% on auto attack only without
18.6% on auto attack with
The thing that jumped out to me during the testing was that the exact amount of necrosis seemed to vary in % from the auto attack. The numbers seemed to range from about 15% to 20%. I was wondering what could be causing this variation in the value of necrosis from hit to hit.
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04/09/09, 6:17 AM
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#2150
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Glass Joe
Human Death Knight
Elune (EU)
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Originally Posted by AtheistGod
... I was wondering what could be causing this variation in the value of necrosis from hit to hit.
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From my own WWS, I think the variation may come from partial resists. Necrosis is subject to such resists.
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