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Old 05/17/09, 5:53 PM   #751
Lollersk8er
Piston Honda
 
Human Death Knight
 
Azjol-Nerub (EU)
Is the 100% cap before or after reduced ArP efficiency i.e. paperdoll or real value?

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Old 05/18/09, 4:54 AM   #752
cioby2k
Banned
 
Human Death Knight
 
Defias Brotherhood (EU)
i've been reading a lot now but i am a little confused. i saw that many talk about about 51/0/20 spec (and 51/2/18 variation), but i saw that this tends to differ.

before stating some conclusions and questions, i must say that i am using this 51/0/20 and as rotation i am using IT PS HS HS DS Rune Dump DS HS HS HS HS Rune Dump

from my point of view 51/2/18 has 2 points wasted in frost. why? because with a well managed rotation you are most likely to not get that 30 extra rune power (so the 3rd DC would be out of question). the only advantage i see to it is the extra 3 seconds for DRW but considering the fact you benefit of it once 1.5minutes, it is not that great.

as for 51/0/20 versions i fail to understand how would the variation of what i linked would be more beneficial (if someone can explain).

also i tried to test Sigil of Awareness vs Sigil of the Vengeful Heart. until now Sigil of Awareness > Sigil of the Vengeful Heart but i must say that i don't benefit of the bonus from 2t8. can anyone that has tested this with the bonus state his conclusion?

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Old 05/18/09, 7:14 AM   #753
maww
Glass Joe
 
Blood Elf Death Knight
 
Sen'jin
If you're hitting every death rune into a heart strike, that gives the 15% chance for a death coil. Also, with soft capped hit / expertise, you'll have enough room to launch those 2 death coils at the end of the rotation, making sotvh come out on top of sigil of awareness. Haven't gotten the sigil myself ): but overall on my parses, I have quite a few more death coils than death strikes, though death strikes do get that bonus crit damage :P

Last edited by maww : 05/18/09 at 7:23 AM.

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Old 05/18/09, 12:00 PM   #754
Soilantgreen64
Piston Honda
 
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Orc Death Knight
 
Dethecus
Originally Posted by concept84 View Post
The math has already been done and thats how the value of 6200 raid buffed AP came about. This is an approximation based upon multiple sims in which different stat values were used. As the overall percentage of physical damage increases, as AP increases, and as ArP amount increases, so does the value of ArP. As the value of ArP increases, the threshold of AP decreases where ArP passed Str.

As I've picked up more gear in Ulduar I've ran these numbers again and where ArP takes over Str seems to stay very similar. With full Necrosis and BCB (meaning more physical damage), 2pc T8 and ArP off-pieces (19% ArP value from gear) the threshold only drops by 150 or so AP.

I'm running Frost for the next two weeks to test that spec out with 4pc T8, but when I get back to Blood I'll be replacing some of my gems with ArP gems. My goal is to get up to around 25% ArP from gear, while still maintaining the 6200 AP threshold so when Grim Toll procs I'll be around that 100% cap.
Are you including Abominable Might in your "6200" figure? Your uptime on bosses should be at or near 100%, so I'm curious if the methods used to arrive at 6200 assumed 6200 before or after Abominable Might was applied. This really would make a huge difference, as you can start stacking AP much sooner in T8 gear progression if you can include Abominable Might to reach that 6200 mark.

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Old 05/18/09, 1:40 PM   #755
Essle
Glass Joe
 
Human Death Knight
 
Lightbringer
Originally Posted by cioby2k View Post
i've been reading a lot now but i am a little confused. i saw that many talk about about 51/0/20 spec (and 51/2/18 variation), but i saw that this tends to differ.

before stating some conclusions and questions, i must say that i am using this 51/0/20 and as rotation i am using IT PS HS HS DS Rune Dump DS HS HS HS HS Rune Dump

from my point of view 51/2/18 has 2 points wasted in frost. why? because with a well managed rotation you are most likely to not get that 30 extra rune power (so the 3rd DC would be out of question). the only advantage i see to it is the extra 3 seconds for DRW but considering the fact you benefit of it once 1.5minutes, it is not that great.

as for 51/0/20 versions i fail to understand how would the variation of what i linked would be more beneficial (if someone can explain).

also i tried to test Sigil of Awareness vs Sigil of the Vengeful Heart. until now Sigil of Awareness > Sigil of the Vengeful Heart but i must say that i don't benefit of the bonus from 2t8. can anyone that has tested this with the bonus state his conclusion?
Personally, I have found 52/0/19 to be more practical. I know that on paper this spec is not optimal but from what I have seen (in Ulduar at least) my worms constitute a very small % of my damage and having that quick rune tap has saved my life a time or two.

I know, I know; if the healers are on the ball and all is well, I shouldn't need it. We are currently learning Yogg and when I am down there on my own it helps to have that quick health injection and sometimes I hit it during movement just to make the healers life easier. I think it's really the same philosophy as hitting cooldowns on Ignis. Using anti-magic shell etc isn't necessarily good for dps but it sure makes me an easier person to keep alive.

Some people take two points in epidemic to offset movement and loosen up the rotations a bit. I personally haven't had much issue with this so I stick to 1 point. MY point being that you have to find what works for you in your guild as a dead dk does no dps

I'm not claiming to put out the most amazing numbers but I do decent dps. Here's a parse Ulduar

Last edited by Essle : 05/18/09 at 1:50 PM.

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Old 05/18/09, 1:46 PM   #756
Essle
Glass Joe
 
Human Death Knight
 
Lightbringer
Originally Posted by concept84 View Post
My goal is to get up to around 25% ArP from gear, while still maintaining the 6200 AP threshold so when Grim Toll procs I'll be around that 100% cap.
I'm not sure this works out to 100%.

I currently run about 43% ArP and with a grim toll proc, this puts me at around 95% I believe (I may be off by a % or 2 since I am doing this from memory at work). If you factor in blood gorged this does indeed put me over 100%. My point being that I don't think 25% with the proc is going to get you to 100%.

I probably need to dig up the formula and plug some numbers in...

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Old 05/18/09, 2:38 PM   #757
AtheistGod
Piston Honda
 
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Orc Death Knight
 
Zul'Jin
Grim Toll was something like 39.95% pre-buff. It is now 49.7%.

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Old 05/18/09, 3:35 PM   #758
tetracycloide
Don Flamenco
 
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Human Warlock
 
Quel'dorei
Originally Posted by Essle View Post
I thought this was already calculated at ~6200 AP being the point where ArP > Str.
This is no fixed value of AP where ArP > Str. The value of each stat varies relative to one another with each other and with every other stat. Stacking more crit, for example, will tend to make Str stronger relative to ArP because there are abilities that can crit that scale with AP but not ArPen. The idea that there is one AP number when ArP becomes better, point for point, than Str is ludicrous. The realtive strength of Str and ArPen will vary with gear, raid composition, and spec and should be evaluated on a case by case basis.

My vanity is justified.

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Old 05/18/09, 4:20 PM   #759
Melchior
Piston Honda
 
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Orc Death Knight
 
Skywall
Considering switching points around in my 51/2/18 spec for Bloodworms. Currently those points are in Mark of Blood and Imp. Blood Presence; obviously Bloodworms would be a DPS increase over those two, but I'm concerned over whether the little guys will cause me any issues in regards to their aggro. Also, do they avoid the mountains of AoE somehow (passive avoidance?) or do they just curl up and die a lot? I am not a fan of pets in the slightest, especially ones I can't control directly, but if they're not an inconvenience AI-wise they're probably better than what I have those points in now.


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Old 05/18/09, 4:46 PM   #760
yek366
Von Kaiser
 
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Human Death Knight
 
Executus
Originally Posted by Melchior View Post
Considering switching points around in my 51/2/18 spec for Bloodworms. Currently those points are in Mark of Blood and Imp. Blood Presence; obviously Bloodworms would be a DPS increase over those two, but I'm concerned over whether the little guys will cause me any issues in regards to their aggro. Also, do they avoid the mountains of AoE somehow (passive avoidance?) or do they just curl up and die a lot? I am not a fan of pets in the slightest, especially ones I can't control directly, but if they're not an inconvenience AI-wise they're probably better than what I have those points in now.
This depends solely on your trust of the healers. I have yet to have issues where a rune tap would save my life, so I take 3/3 bloodworms. Granted, it only adds like 75 dps for 3 points, it still adds dps whereas rune tap and improved rune tap won't (assuming healers keep you alive). As for the healing done, it really isn't enough to change things in the long run, they heal for ~250 per swing, but with the amount of burst in Ulduar, I wouldn't consider the healing "life-saving". In the end it just matters how much you trust your healers.

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Old 05/18/09, 6:10 PM   #761
Ghraabthar
Glass Joe
 
Human Paladin
 
Mannoroth
I'm using the 52/0/20 spec with the bloodworms, and I haven't run into any problems caused by the worms. However, I OT all the multitank fights in the 10 man so I can only safely say for Hodir, Mimiron, General, and Yogg. Out of all these fights I'd think Yogg and Mimiron would be potentially the most precarious if the worms were to cause any trouble (proximity mines and green clouds in P1 respectively).

In the end, after getting the pure DPS talents in the blood tree, Blood Worms is the only filler talent that will actually give you more dps. Granted I get 80 or so on a typical fight but its better than 0 lol.

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Old 05/18/09, 6:23 PM   #762
Kaejin
Great Tiger
 
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Troll Death Knight
 
Mal'Ganis
Pets don't trigger mines or clouds, so that's nothing to worry about.

To be honest, the only reason I take Rune Tap over worms is because it makes soloing elites and old content easier when you have a heal on command. Though, I do wonder if Blood Worms would do more healing over time and end up being more worthwhile despite AoE killing them in some cases.

Uulwi ifis halahs gag erh'ongg w'ssh.

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Old 05/18/09, 7:36 PM   #763
Melchior
Piston Honda
 
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Orc Death Knight
 
Skywall
Originally Posted by Kaejin View Post
Pets don't trigger mines or clouds, so that's nothing to worry about.

To be honest, the only reason I take Rune Tap over worms is because it makes soloing elites and old content easier when you have a heal on command. Though, I do wonder if Blood Worms would do more healing over time and end up being more worthwhile despite AoE killing them in some cases.
That's partly my thinking as well. I currently have the MoB/IBP for similar reasons, but with the increased healing on the Bloodworms I wonder if it wouldn't work out to be about the same. My bigger concern with them is simply how often they're really going to be alive in a raid; if the don't have any AoE avoidance or anything I can't see them ever living more than a few seconds on most of the fights in Ulduar.


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Old 05/18/09, 8:09 PM   #764
Zanador
Glass Joe
 
Human Death Knight
 
Echo Isles
I still hear people constantly talking about the 6200 AP threshold. This was calculated before the "nerf" to ArP that capped it at 100%- does this still apply now?


The main thought is that gemming and stacking ArP will not get you to 100% without grim or Mjo- but will make it so you go over a good amount whenever there is a proc up. So this means that any extra Arp during that time is just extra, while gemming for str would continue to effect you while the proc was on.


Someone better than me at the formula's would need to recheck to make sure we should still be gemming ArP at the 6200 threshold, or if the cap on ArP changes the game.

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Old 05/18/09, 8:28 PM   #765
Leaflock
Don Flamenco
 
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Orc Death Knight
 
Blackhand
Originally Posted by Zanador View Post
I still hear people constantly talking about the 6200 AP threshold. This was calculated before the "nerf" to ArP that capped it at 100%- does this still apply now?
As tetracycloid's post says above you, "There is no fixed value of AP where ArP > Str." The value of ArP depends on all your dps stats, including how much ArP you have.

I don't even recall where the 6200 ap figure came from-- I think it was someone's estimate based on running the old version of the simulator. The point at which ArP becomes better than Str will vary from person to person, and your best bet is to run an extra long sim yourself to compare. The other point that has been often raised is that Str is still always your all-around best stat. In any AOE situation, Str is better.

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Old 05/19/09, 6:30 AM   #766
Nifty01
Glass Joe
 
Human Death Knight
 
Mug'thol (EU)
Pets don't trigger mines or clouds, so that's nothing to worry about.
Bloodworms do indeed die alot, still they are a dps increase over IBP. The only fight where you shouldnt spec them is Yogg since they tend to run towards untanked crusher tentakles leading to crushes (one)hitting your raid.

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Old 05/19/09, 8:38 AM   #767
frozenkex
Glass Joe
 
Human Death Knight
 
Ravencrest (EU)
Originally Posted by Nifty01 View Post
Bloodworms do indeed die alot, still they are a dps increase over IBP. The only fight where you shouldnt spec them is Yogg since they tend to run towards untanked crusher tentakles leading to crushes (one)hitting your raid.
Interrupting Diminish Power sounds like great thing to me :P, and Crushes are no different from when an actual tank receives it, it's 8yard AoE afaik, so no raid member should ever be close.

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Old 05/19/09, 9:10 AM   #768
tetracycloide
Don Flamenco
 
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Human Warlock
 
Quel'dorei
Originally Posted by Zanador View Post
I still hear people constantly talking about the 6200 AP threshold. This was calculated before the "nerf" to ArP that capped it at 100%- does this still apply now?
In addition to the 6200 AP threshold having never actually been real ArP has not yet been nerfed and the meaning of 'capped at 100%' is not yet clear.

My vanity is justified.

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Old 05/19/09, 10:52 AM   #769
Kaejin
Great Tiger
 
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Troll Death Knight
 
Mal'Ganis
Originally Posted by Nifty01 View Post
Bloodworms do indeed die alot, still they are a dps increase over IBP. The only fight where you shouldnt spec them is Yogg since they tend to run towards untanked crusher tentakles leading to crushes (one)hitting your raid.
I actually respecced last night to give them a go while I went through ZG to farm mounts and gold. Overall it feels like the healing over time I get from using 3/3 Bloodworms vs Rune Tap and 2/3 Imp rune tap is pretty close. The worms have the added benefit of eating Bloodlord's charges and other abilities like that. I'll see how they do in Ulduar next week.

Uulwi ifis halahs gag erh'ongg w'ssh.

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Old 05/19/09, 11:24 AM   #770
Crewell
Glass Joe
 
Blood Elf Death Knight
 
Moonrunner
Originally Posted by tetracycloide View Post
In addition to the 6200 AP threshold having never actually been real ArP has not yet been nerfed and the meaning of 'capped at 100%' is not yet clear.
I'm fairly certain they mean that if you gain over 100% armor penetration it will only count as 100%. You can not send a target into a negative armor value any more.

The other part commented on by Blizzard leads me to believe that mobs will start to have a base mitgation value that is not armor based.

Last edited by Crewell : 05/19/09 at 11:37 AM.

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Old 05/19/09, 11:29 AM   #771
yek366
Von Kaiser
 
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Human Death Knight
 
Executus
From my most recent WWS when I was blood, my bloodworms were doing ~100 dps. That makes it 200 hps. Rune tap is 10% health, 16.67% with 2/3 improved. Raid buffed I have ~27k health, making that a 4500 heal, every 40 seconds. Do the math and get ~112 hps. With 3/3 improved, it become a 5400 heal every 30 seconds for 180 hps. In the end this is still personal preference and how much you need on demand heals. I choose to go with death pact for a heal, or DS spamming if I am that desperate.

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Old 05/19/09, 12:31 PM   #772
Kinolas
Glass Joe
 
Night Elf Death Knight
 
Kirin Tor
Originally Posted by yek366 View Post
From my most recent WWS when I was blood, my bloodworms were doing ~100 dps. That makes it 200 hps. Rune tap is 10% health, 16.67% with 2/3 improved. Raid buffed I have ~27k health, making that a 4500 heal, every 40 seconds. Do the math and get ~112 hps. With 3/3 improved, it become a 5400 heal every 30 seconds for 180 hps. In the end this is still personal preference and how much you need on demand heals. I choose to go with death pact for a heal, or DS spamming if I am that desperate.
Keep in mind when debating Bloodworms vs Rune Tap is that RT consumes a Blood Rune and a GCD.

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Old 05/19/09, 1:04 PM   #773
Crewell
Glass Joe
 
Blood Elf Death Knight
 
Moonrunner
Originally Posted by Kinolas View Post
Keep in mind when debating Bloodworms vs Rune Tap is that RT consumes a Blood Rune and a GCD.
That can usually be managed with a quick Blood Tap (if you don't have a spare Blood/Death rune) seeing as Blood specs really don't have another use for it. I realize the Blood Tap counters a little bit of of what you are trying to do with Rune Tap. I personally think it's better to give up the damage of 1 Heart Strike if it means not being dead.

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Old 05/19/09, 2:03 PM   #774
Happee
Glass Joe
 
Night Elf Druid
 
Shadowsong
Originally Posted by Zanador View Post
The main difference that the proposed cap would have is that Grim Toll and Mjolnir's Runestone would not be effective together anymore. The two of them combined proc'd will gwt to 100%, without even having any ArP gear.


With that in mind, if this change goes through, grim toll and mjo will be great by themselves but not really good together.
This is not completely true. Over in the druid feralbynight thread, someone used a weeks worth of logs to estimate the overlap time when wearing both trinkets. It was somewhere between 19%-27% based on how much running around the fight required. In other words, 70% to 80% of the time when you are getting the benefit of a proc, it is only one trinket; and combining the trinkets should increase this uptime.

This means that the combined trinkets will still give a big increase in your average ArP rating, but be slightly less effective when they proc together. We would need more parsed logs and/or simulations to work out if this reduction would warrant dropping one of the trinkets.

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Old 05/19/09, 3:13 PM   #775
Feru
Glass Joe
 
Human Death Knight
 
Exodar
Because Rune Tap consumes a rune and a GCD (even if you blood tap, that rune could have been used on a HS), I consider IBP and BWorms considerably better talents. The only situation in all of Ulduar where I've felt that Rune Tap may have been useful is inside of Yogg's illusion room if you enter with already-low health and your healer is late to enter. But even then, I simply chose to be safe and sacrifice tentacle DPS by staying near the brain (which actually gave me more time DPSing the brain). I consider IBP to be a great talent, though. It's passive, therefore doesn't interfere with rotations, allowing all of the AoE healing and HoTs going around the raid to be slightly more effecient. I take 2/2 IBP and 2/3 BWorms for these reasons.

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