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Old 07/08/09, 5:02 PM   #1366
Goldengiff
Von Kaiser
 
Worgen Hunter
 
Tichondrius
With the huge increase in stats on T9 compared to T8, it's likely that avoidance would have gotten out of hand, like it did transitioning from BT to SWP. In my relatively bad gear, I hit 57% avoidance before DR when raid buffed. That could easily jump up to 65% in T9 before the nerfs. IMO it's important to keep in mind that encounters will be tuned to the same stats they expect us to have, not the ones we were expecting to have.

Relevant discussion would be around whether it will be worth it to gem/gear for parry more now rather than dodge. My char sheet dodge is about 5% above my parry, but IDK if all of that is affected by DR. What are the baselines for each? 5% plus any percent based buffs from talents or runeforging?

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Old 07/08/09, 5:27 PM   #1367
Karede
Von Kaiser
 
Draenei Death Knight
 
Thunderhorn
Originally Posted by Goldengiff View Post
With the huge increase in stats on T9 compared to T8, it's likely that avoidance would have gotten out of hand, like it did transitioning from BT to SWP. In my relatively bad gear, I hit 57% avoidance before DR when raid buffed. That could easily jump up to 65% in T9 before the nerfs. IMO it's important to keep in mind that encounters will be tuned to the same stats they expect us to have, not the ones we were expecting to have.

Relevant discussion would be around whether it will be worth it to gem/gear for parry more now rather than dodge. My char sheet dodge is about 5% above my parry, but IDK if all of that is affected by DR. What are the baselines for each? 5% plus any percent based buffs from talents or runeforging?
I can't foresee any situation in which gemming for parry will be viable. Parry is already more heavily affected by DR than dodge is, and the fact that we have forceful deflection makes it an even more wasteful stat for us on gear. They are not changing the point at which parry begins to hit DR (unless I missed that being posted somewhere) so if anything the changes to parry will hurt us the more in avoidance, because all it does is push the parry we have on our tier gear to begin with further into diminishing returns more quickly.

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Old 07/08/09, 5:28 PM   #1368
Okuno
Von Kaiser
 
Undead Death Knight
 
Hyjal
Well if Parry is going to be equal with dodge in terms of cost I see more benefit in stacking it a little higher. I only say this because built in we have an advantage of adding strength to gain threat and parry.

Before the patch parry was too expensive and its DR made it less attractive. Now I do not know what the magic number is for a "advisable cap" where the DR makes it unrealistic to stack parry but I remember it being in the 30%ish range(From memory sorry if I am WAY off)

Getting that number would be helpful but having the stats for the next tier gear would help even further. As you stated Blizz has an idea of where they want to take the classes, they usually itemize gear in accordance to that vision.


____Added Late____

Rune of SS is not subject to DR so 34%ish with that rune.(last I checked)

My point was more geared towards the fact that our parry might be that high with gear, not gemming for parry(Still bad).

Last edited by Okuno : 07/08/09 at 5:37 PM. Reason: I was WAY off...

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Old 07/08/09, 5:29 PM   #1369
Gort
Don Flamenco
 
Blood Elf Death Knight
 
Hyjal
Originally Posted by Cloudgatherer View Post
They are pretty clearly going after avoidance on all fronts, and I highly doubt dodge % will be the same pre vs post patch. With Agility and dodge rating being more expensive per 1%, I highly doubt the slight reduction in parry rating per 1% will make it up for total avoidance.

I'm recopying to the PTR to get a better sense of Live::PTR, but from my first--ungemmed, unenchanted, etc-copy, TOTAL avoidance remained roughly constant, but dodge dropped, parry went up. I'd suspect that for us, the loss, if any, will be small. (1% or less) I suspect that some loss is also intended, as we know they consider tank avoidance to be "an issue".


TLDR: Yeah, the parry boost almost did cover it from what I saw, but I'm gonna check.


Edit: Yep, to confirm, I checked my most recent copy charpane against my current, and the pre-diminishing changes just about cancel each other out. It's probably slightly more of a loss than the ~.1% or so that I'm seeing on the paper doll given the DR curve on parry, but it's close enough that this feels like they're not trying to hit us (and other plate tanks) with it in specific, more reining in avoidance in general, plus aiming it heavily at druids.

Last edited by Gort : 07/08/09 at 9:28 PM.

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Old 07/08/09, 5:49 PM   #1370
Rahlar
TheSporkWithin
 
Rahlar's Avatar
 
Troll Warlock
 
Mal'Ganis
Originally Posted by Womba View Post
Patch notes:

Items: General

* Agility: The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.



I bolded the part that people seem to be missing. I don't know what "vary by a small amount" means. I'd assume at the very least that the dodge from agility alone will be close to what it is now, but I don't know if the dodge rating nerf will further reduce this, or if that has been factored in to the statement of "vary by a small amount."
Pretty sure that's targeting characters which aren't stacking agi. Meaning that since they had to recalibrate the amount of dodge with 0 agi, priests might have slightly more dodge chance than they do currentyl, or something along those lines. I'm pretty sure it's not saying "If you've been stacking agi you probably won't notice a change, even though the conversion rate has been reduced by 15%."

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Old 07/09/09, 10:35 AM   #1371
Chrisfarly
Glass Joe
 
Gnome Death Knight
 
Muradin
For the past few weeks I have been experimenting with a new variation to blood tanking. I've come to the conclusion after studying my wws reports that 4 pts in necrosis > sudden doom + subversion. Necrosis continues to produce 5.5-6% of my total damage on boss encounters consistently.

It's only possible to get necrosis if you forego imrproved icy touch, which in the raids I run we generally always have a prot paladin or warrior to keep the 20% slow up via judgements/Imp thunderclap. Something to keep in mind if anyone is interested in trying out something new.

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Old 07/10/09, 12:45 AM   #1372
Kaubel
Sledgehammer Emeritus
 
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Tauren Druid
 
Mal'Ganis
Cleaning up this thread sure was fun!

Fucking DKs.

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Old 07/10/09, 3:19 AM   #1373
Taizu
Von Kaiser
 
Taizu's Avatar
 
Gnome Death Knight
 
Arthas
Different Blood tank specs and glyph selection

Here's a basic blood DK tank build.
Talent Calculator - World of Warcraft

People have different opinions on 3/3 Subversion, Runetap+3/3 Imp Runetap, 2/2 Abom Might, and Hysteria. I like taking them for their utilities. IMO Imp Icy Touch should be fit into all tanking build unless you can be sure the boss will get debuffed full time... e.g. Steelbreaker tank. Or... XT if we don't have any feral DPS or Frost DK.

From that basic blood tank build there are 2 options:
DRM
Talent Calculator - World of Warcraft
Basically lets you convert your FU runes used in Death Strike into Heart Strike.
Rotation: IT PS DS HS HS // DS HSx4
IT+PS, 2 DS, 6 HS per rotation (10 GCD rune)

Morbidity
Talent Calculator - World of Warcraft
Gets you 15 sec DnD to make AoE tanking easier, plus it buffs your DC by 15%.
Rotation: IT PS DS HS HS // DSx2 HSx2
IT+PS, 3 DS, 4 HS per rotation (9 GCD rune)

Numbers from IC HM last Wednesday (might be inflated a bit due to overwhelming power, not by much).
average HS: 2348, crits for 5962
average DS: 3302, crits for 6400 - this is with DS glyph, subtract 25% if you're not using it (2642 hit/5120 crit)
average DC: 1958, crits for 2720 without morbidity/dark death
average IT: 1242
average PS: 1400

1 HS = 0.71 DS with DS glyph, 1 HS = 0.89 DS without DS glyph
So no contest... if we want to maximize TPS, going DRM route will definitely give us more. DRM rotation is a lot tighter though. A typical 18 second rotation on average only has 12 GCD... so 10 GCD rune rotation has little room for errors/lag. Ideally most of your RP will go towards RS, and you only DC when all your runes are on CD.

Doing a calc to compare [Glyph of Death Strike] to [Glyph of Disease].

Since the DRM path only DS twice per 20 secs, your threat gain is 'only' 50% of your DS damage. What if we drop [Glyph of Death Strike] in favor of [Glyph of Disease].

Your rotation will now become a priority system.
1) Apply IT+PS
2) Use DS to convert FU runes into 2 Blood Runes (since 2 * 0.89 >>>> 1)
3) Use Pestilence when diseases are at < 2 secs remaining
4) Spam Heart Strikes and Rune Strike
5) DC only when all your runes are down (unlikely with our current gear i.e. need expertise hard capped)

It will look like this:
IT PS DS HS HS // DS HSx4 ==> on first pull (10 GCD rune)
Pest HS DS DS // HSx6 ==> rest of the fight (10 GCD rune)

Calculate the damage difference if we make a switch to [Glyph of Disease].
- Losing IT+PS = 2642
- Gaining HS = 2348

Losing like 200 dmg per rotation, which is ~10 DPS. If we consider disease clipping it might actually increase the DPS, and consequently the TPS. It will also make AoE tanking much easier, no longer do we need to reapply diseases when we can just refresh it with pestilence everytime it's almost off. I am gonna go replace my DS glyph with Disease glyph.

Holy balls walls of text.


oh and,

Originally Posted by Kaubel View Post
Cleaning up this thread sure was fun!

Fucking DKs.
lmao.

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Old 07/10/09, 4:36 AM   #1374
SkagasmAddict
Von Kaiser
 
Night Elf Druid
 
Bleeding Hollow
Originally Posted by Taizu View Post
1 HS = 0.71 DS with DS glyph, 1 HS = 0.89 DS without DS glyph
You neglected to attempt to model DS's fairly unpredictable/variable healing threat. In most situations, it's not going to change the numbers drastically (especially on a fight with 3+ adds), but it's noteworthy when you're making a comparison with numbers this specific.

Calculate the damage difference if we make a switch to [Glyph of Disease].
- Losing IT+PS = 2642
- Gaining HS = 2348

Losing like 200 dmg per rotation, which is ~10 DPS. If we consider disease clipping it might actually increase the DPS, and consequently the TPS. It will also make AoE tanking much easier, no longer do we need to reapply diseases when we can just refresh it with pestilence everytime it's almost off. I am gonna go replace my DS glyph with Disease glyph.
For this particular swap (and numbers):
- Losing Half a DS = 1320

So you're losing slightly over 1600 dmg per rotation. I too am tempted by the convenience of the glyph, but its definitely not going to increase your single target TPS.

Also, you can usually tab around to refresh diseases on AoE pulls. Glyph of Disease might save you a couple Blood runes/GCDs over a prolonged period of AoE, but it's less than 1 of each per 20 secs.

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Old 07/10/09, 8:48 AM   #1375
Goldengiff
Von Kaiser
 
Worgen Hunter
 
Tichondrius
You're actually trading an IT, PS and HS for a DS (or 2 HS depending on Death Runes) and a GCD. The effect of a tighter rotation is harder to calculate, and something that back on my old haunt (rogue boards) would usually need to be decided by spreadsheets.

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Old 07/10/09, 9:43 AM   #1376
Carnerro
Glass Joe
 
Human Death Knight
 
Gilneas
Recently switched to Blood tanking and still working out the kinks.

Has anyone done a comparison between using Glyphs of Rune Strike and Blood Strike.

Going DRM route - since the "snare" debuf is usually on the boss in one way or another, would it not make sence to increase 6 gcds out of 10 by 20% (using BS instead of HS) and loosing 10% crit on RS?

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Old 07/10/09, 10:49 AM   #1377
Garithras
Von Kaiser
 
Night Elf Druid
 
Durotan
The "snares" do not count for the blood glyph on bosses.

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Old 07/10/09, 10:55 AM   #1378
Xequecal
Piston Honda
 
Dwarf Paladin
 
Khadgar
Originally Posted by Garithras View Post
The "snares" do not count for the blood glyph on bosses.
The blood glyph doesn't work on bosses? I always thought it did. Torment the Weak for Mages certainly works and it's also activated on snares.

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Old 07/10/09, 11:19 AM   #1379
Taizu
Von Kaiser
 
Taizu's Avatar
 
Gnome Death Knight
 
Arthas
Originally Posted by Goldengiff View Post
You're actually trading an IT, PS and HS for a DS (or 2 HS depending on Death Runes) and a GCD. The effect of a tighter rotation is harder to calculate, and something that back on my old haunt (rogue boards) would usually need to be decided by spreadsheets.
No, count it, you do exactly the same amount of DS. You drop IT+PS at the beginning of the rotation in favor of pestilence + HS.

IT can have a higher chance to miss (no virulence, assuming melee hit cap is around 3% miss on spell).
If pestilence always hits (I've never seen a pestilence miss/dodged/parried before), this rotation will let us gear ourselves like warriors (i.e. expertise is always better than hit) and aim for expertise hard cap for perfect rotation.

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Old 07/10/09, 11:25 AM   #1380
Consider
King Hippo
 
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Draenei Death Knight
 
Dragonblight
Originally Posted by Xequecal View Post
The blood glyph doesn't work on bosses? I always thought it did. Torment the Weak for Mages certainly works and it's also activated on snares.
Torment of the Weak is a different case. It is activated by attack speed snares and movement speed snares, while the Blood Strike glyph is only activated by movement speed snares. Although there are a few exceptions (such as the Frostfire Bolt debuff), most movement speed snares cannot be applied to bosses. Regardless, even if you can rely on one of the few boss-applicable debuffs to activate the glyph in your raid, Heart Strike is still (slightly) superior damage wise for a Blood spec, so it makes no sense to sacrifice a glyph for what is, in the best case scenario, a dps loss.

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