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04/24/09, 1:27 PM
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#406
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Glass Joe
Blood Elf Death Knight
Garrosh (EU)
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Hey guys,
i was reading through this post an started thinking about another specc, as i read about the 7/10/54.
my thoughts were, staying it as 0/10/61, but with full necrosis and no iup.
if my maths isn't wrong then 5/5 necrosis should bring more dps than 2-hand weapon specialization.
so this is the specc --> 0/10/61
wanted to try it yesterday at xt-002 but got one bomb after another (this boss don't likes me)
plz tell me what you think about it.
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04/24/09, 1:37 PM
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#407
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Von Kaiser
Draenei Death Knight
Icecrown
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Originally Posted by Sra
Hey guys,
i was reading through this post an started thinking about another specc, as i read about the 7/10/54.
my thoughts were, staying it as 0/10/61, but with full necrosis and no iup.
if my maths isn't wrong then 5/5 necrosis should bring more dps than 2-hand weapon specialization.
so this is the specc --> 0/10/61
wanted to try it yesterday at xt-002 but got one bomb after another (this boss don't likes me)
plz tell me what you think about it.
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This is the exact 0/10/61 build that was linked in the OP (and several times throughout this thread), save that you've moved two points from IUP into Necrosis. You can review the debate about IUP at several points in this thread as well and decide for yourself, as that question is still somewhat up in the air.
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04/24/09, 2:15 PM
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#408
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Von Kaiser
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Originally Posted by Sra
Hey guys,
i was reading through this post an started thinking about another specc, as i read about the 7/10/54.
my thoughts were, staying it as 0/10/61, but with full necrosis and no iup.
if my maths isn't wrong then 5/5 necrosis should bring more dps than 2-hand weapon specialization.
so this is the specc --> 0/10/61
wanted to try it yesterday at xt-002 but got one bomb after another (this boss don't likes me)
plz tell me what you think about it.
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Necrosis does bring more dps than 2 handed spec but it doesn't necessarily bring more dps than 2 handed spec 9% blood strike crit, 2 rp per 5 seconds and 20 rp per killing blow on adds. Point for point 2 handed spec is better than necrosis. Where it gets tough is when you compare 7 in blood to IUP, Ghoul Frenzy, and 2 points in Necrosis.
It's likely lazyiness and shouldn't be reflected in a true theorycraft model but the threat reduction utility has a high value to me, and arguably has some dps implications for the use case where threat is an issue. If nothing else the ability to Death and Decay a tad sooner and AOE at will without disrupting the tank.
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04/24/09, 5:01 PM
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#409
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Glass Joe
Orc Death Knight
Kul Tiras
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Originally Posted by zenos
Necrosis does bring more dps than 2 handed spec but it doesn't necessarily bring more dps than 2 handed spec 9% blood strike crit, 2 rp per 5 seconds and 20 rp per killing blow on adds. Point for point 2 handed spec is better than necrosis. Where it gets tough is when you compare 7 in blood to IUP, Ghoul Frenzy, and 2 points in Necrosis.
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Originally Posted by yubble
Sounds to me like you should take 2 pts out of Bladed armor and put 2 into Necrosis.
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I may have missed new info on this, but aren't you both overvaluing Necrosis? According to Method's calcs, 2-handed spec is worth .9% dps per point, and Bladed Armor is worth .8% dps (at tier 7 gear level) while Necrosis is worth only about .7% per point.
Many previous posts have also said that Epidemic is very much worth the 2 points because you can get in more Scourge Strikes for more chances for a free disease refresh.
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04/24/09, 7:35 PM
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#410
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Von Kaiser
Gnome Death Knight
Arthas
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I've been looking for the math that compares the 2 specs in the OP, as I believe 0/10/61 is already better than 12/0/59, even pre-Ulduar.
Point taken is comparing 25% threat reduction + Bladed Armor + 2h spec to 30 RP and Black Ice.
Typical Damage Spread (These are approximate, give or take 5% for different sample size)
25% Scourge Strike
15% White hit
15% Death Coil
7% Frost Fever
7% Blood Plague
4% Unholy Blight
3% Wandering Plague
3% Necrosis
3% Blood Strike
3% BcB
2% IT
2% PS
~11% Ghoul + other pets
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A = 32% = White hit, BCB, blood strike, and pets are physical hits and not affected by Black Ice.
B = 68% = SS, PS, IT, DC and all other things that do shadow/frost damage
C = 51% = SS, white hit, BS, Plague Strike, Necrosis, BCB - things that use your weapon dmg and thus affected by 2h spec
Per Death Knight: PvE DPS (Probably slightly outdated by now)
5/5 Bladed Armor is worth 5.30% DPS
2/2 2h spec is worth 2.14% DPS
Taking both will increase your DPS by 7.44%.
Say you ditch the points from blood and grab Black Ice (10% more damage from your shadow/frost spells).
0.1 * B = 0.1 * 68% = 6.8%
TL;DR: Judging from the pure DPS increase it looks like subbing into blood will net you a higher DPS.
Homework:
1) Is the DPS breakdown per talent point still accurate? Now that people are sporting 5k-6k raid buffed AP, I doubt that Bladed Armor is worth that much nowadays.
2) Do you agree with my theoretical DPS spread? Some are too high? Too low?
3) Mountain Dew or Root Beer?
EDITS:
1> Fixed value of C, thanks Ganashal
Last edited by Taizu : 04/25/09 at 12:13 PM.
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04/24/09, 11:53 PM
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#411
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Glass Joe
Orc Death Knight
The Venture Co (EU)
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I had the chance to test new dc sigil. I tested it in two seperate sartharion 0 drake pugs by comparing scourge strikes & death coils. Amusingly the amount of ss / dc hits were the same in both pugs. Dc really gives big yellow texts, like 9kish, i suspect it would be little more in a guild run.
With Sigil of the Vengeful Heart
Scourge strike damage: 216,184, Total land: 37, Crits: 17
Death coil damage: 130,346, Total land: 26, Crits: 6
Highest dc crit:9065 (looks kewl)
With Sigil of Awareness
Scourge strike damage: 247,715, Total land: 37, Crits: 17
Death coil damage: 108,443, Total land: 26, Crits: 10
Highest dc crit:7282
Net damage difference: 9628 favoring awareness. But on awareness test, dc crited 4 more times which can be assumed like 4 normal dc hits difference which makes roughly +- 12500 damage in favor of vengeful heart sigil.
12500-9628=2872 favoring vengeful heart sigil on a 3m steady encounter. So the difference seems to be very little, you can squeeze it by not casting unholy blight. But i'm not sure if it will be something worth. Also if you happen to lose 4t7 bonus, vengeful sigil lose its value.
Edit: Tests were done with 7/10/54 spec 2/3 morbidity, dc glyph, and same gear in both. Maxing morbidity might make a bit more difference.
This sigil seems to be more of a frost dps sigil. Might also be something worthy as blood (which i'm going to test  ).
Last edited by radon : 04/25/09 at 12:15 AM.
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04/25/09, 7:43 AM
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#412
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Banned
Human Death Knight
Aggramar (EU)
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Im making fairly good progress up to Mimiron is Uludar as Unholy as 7/10/54, the damage is pretty good top 1 sometimes 2 but on Mimi, i have problems with pets dying and nerfing my dps. In fairness is seems more like a keep yourself alive fight at all costs, dps comes 2nd but im wondering if ghoul frenzy is worth the point, maybe im to slow or what ever. Pulling my pet of in phase 1 while trying to navigate through the bombs is to hard for me so in the end i just let him die or all most die while i get out safely, he also dies on 2nd phase alot to, as for gargoyle.. Maybe its just worth switching to blood for this boss, the extra healing would be kind of nice to i guess.
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04/25/09, 8:31 AM
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#413
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Von Kaiser
Orc Warrior
Stormscale (EU)
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Originally Posted by Snootzi
Im making fairly good progress up to Mimiron is Uludar as Unholy as 7/10/54, the damage is pretty good top 1 sometimes 2 but on Mimi, i have problems with pets dying and nerfing my dps. In fairness is seems more like a keep yourself alive fight at all costs, dps comes 2nd but im wondering if ghoul frenzy is worth the point, maybe im to slow or what ever. Pulling my pet of in phase 1 while trying to navigate through the bombs is to hard for me so in the end i just let him die or all most die while i get out safely, he also dies on 2nd phase alot to, as for gargoyle.. Maybe its just worth switching to blood for this boss, the extra healing would be kind of nice to i guess.
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Use a macro that lets your ghoul leap at you and follow you in p1 as you run from the boss. Activate GF shortly before p2 starts, navigate the ghoul around dark glare and occasionally either refresh GF or use a macro to throw a DC at him.
Mimiron is one of the few fights GF really comes in handy because there are so many downtimes you can use to cast it.
Gargoyle is best used in p1 and p4.
I'd only switch to blood in order to buff the raid with abominations might.
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04/25/09, 8:53 AM
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#414
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Glass Joe
Night Elf Death Knight
Arthas (EU)
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Originally Posted by Snootzi
Im making fairly good progress up to Mimiron is Uludar as Unholy as 7/10/54, the damage is pretty good top 1 sometimes 2 but on Mimi, i have problems with pets dying and nerfing my dps. In fairness is seems more like a keep yourself alive fight at all costs, dps comes 2nd but im wondering if ghoul frenzy is worth the point, maybe im to slow or what ever. Pulling my pet of in phase 1 while trying to navigate through the bombs is to hard for me so in the end i just let him die or all most die while i get out safely, he also dies on 2nd phase alot to, as for gargoyle.. Maybe its just worth switching to blood for this boss, the extra healing would be kind of nice to i guess.
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While your Gargoyle won't live long in any phase I'd advise on using it in Phase 1, Phase 3 and Phase 4 if it get's ready another time.
For your ghoul:
1. Huddle (the shieldwall like spell you never had to use in Naxx) will make your ghoul life through the AoE. Remember this when all other options fail.
2. for easier control in this fight I use the following macro:
/petpassive
/cast [target=player] leap
after I passed the mines. Leap's range is pretty big, so your ghoul should make it before the shockwave goes off. Remember to deactivate autocast on Leap. I also add /petattack to my PS-,SS- and BS macros so I don't have to worry about it standing around doing nothing while being in meleerange.
3. In Phase 2 keep GF up. One time before the phase starts and one time in the fight with bloodtab should be enough.
4. If you have at least 3 Shamies suggest that a Nature Resistence totem should be put down in meleerange. My ghoul will live through the AoE when it is fully healed, buffed and has the NR buff.
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04/25/09, 8:55 AM
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#415
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Glass Joe
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Originally Posted by Taizu
C = 42% = SS, white hit, BS, Plague Strike - things that use your weapon dmg and thus affected by 2h spec
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Not sure that this line is relevant to the rest of the post/maths but in case it is I thought I'd point out an error:
You've listed 25% Scourge Strike, 15% White hit, 3% Blood Strike, 2% PS. 25+15+3+2=45%, not 42%.
Also assuming that you are correct that 2h spec affects anything based off Weapon Damage (and I have no reason to suspect otherwise) then BCB should also be included in that list, bringing the total (again from your numbers) to 48% of dps affected by 2h Spec.
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04/25/09, 12:11 PM
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#416
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Von Kaiser
Gnome Death Knight
Arthas
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Originally Posted by Ganashal
Not sure that this line is relevant to the rest of the post/maths but in case it is I thought I'd point out an error:
You've listed 25% Scourge Strike, 15% White hit, 3% Blood Strike, 2% PS. 25+15+3+2=45%, not 42%.
Also assuming that you are correct that 2h spec affects anything based off Weapon Damage (and I have no reason to suspect otherwise) then BCB should also be included in that list, bringing the total (again from your numbers) to 48% of dps affected by 2h Spec.
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That is correct. It should also include Necrosis as it takes your white damage and add 20% to that for 5 points. C will be 51%.
I will update my calc.
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04/26/09, 12:07 PM
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#417
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Glass Joe
Troll Shaman
Arathor (EU)
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Does anyone have a stat weight for hit where you're melee but not spell hit capped? As a dranei I can hit cap my melee at 7%. If we're working on 11% for spell hit, I'm obvioulsy a good chunk under this.
The numbers in post 1 state a hit stat weight of 1.968. This must be only if you gain melee and spell hit. If you're only gaining spell hit, what weight should I be using?
My, probably overly simplistic look at spell damage, is as follows:
I'm basing this roughly off my last PW - World of Logs - Real Time Raid Analysis. I know I let my diseases slip off a couple of times so let's assume a couple more ITs.
DC - 12.5%
UB - 5%
IT - 1%
18.5%, give or take, of damage has spell hit applied (am I missing anything else that uses spell hit?) 18.5% of the 1.968 is 0.364. Is this the right way to look at it?
If you maths guys can explain where I'm going wrong (if I am) and produce a more accurate spell only hit stat weight, I'd be most obliged.
Cheers.
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04/26/09, 3:18 PM
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#418
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Von Kaiser
Blood Elf Death Knight
Zul'Jin
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Originally Posted by Mumra
Does anyone have a stat weight for hit where you're melee but not spell hit capped? As a dranei I can hit cap my melee at 7%. If we're working on 11% for spell hit, I'm obvioulsy a good chunk under this.
The numbers in post 1 state a hit stat weight of 1.968. This must be only if you gain melee and spell hit. If you're only gaining spell hit, what weight should I be using?
My, probably overly simplistic look at spell damage, is as follows:
I'm basing this roughly off my last PW - World of Logs - Real Time Raid Analysis. I know I let my diseases slip off a couple of times so let's assume a couple more ITs.
DC - 12.5%
UB - 5%
IT - 1%
18.5%, give or take, of damage has spell hit applied (am I missing anything else that uses spell hit?) 18.5% of the 1.968 is 0.364. Is this the right way to look at it?
If you maths guys can explain where I'm going wrong (if I am) and produce a more accurate spell only hit stat weight, I'd be most obliged.
Cheers.
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Prior to 3.1 it dropped to around 0.90 or so after you cap melee hit, not sure what it is exactly now, but I would expect a similar drop in value.
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04/27/09, 7:26 AM
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#419
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Piston Honda
Orc Death Knight
Tichondrius
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Sacrificing Strength for Expertise - Ulduar gearing
I'm extremely curious as to how much of an effect expertise actually has on Unholy's performance. Right now it is pretty easy to cap expertise in the "best" T7 gear (especially as an orc), but the way it's looking in Ulduar, you'll have to make some serious sacrifices to cap dodge neglect. The current "best" set thrown together from known gear in the BiS thread gives us only 118 expertise rating (19 expertise, 4.75% neglect with talents).
To make it to the 173 rating/6.50% chance "cap" we would have to sacrifice a chunk of strength to get that extra 55 expertise, ideally a 16 str gem and switching from 40 str food to 40 expertise food.
A statweight will tell you that strength trumps all, and it's clear that our spells and pets do not benefit from expertise. We also have a fairly loose rotation that wouldn't be completely thrown off by any sort of miss.
But I'm not entirely convinced that pure strength is the way to go. I don't like random misses, especially if multiple happen in a string. Missing a Scourge Strike that could've proc'd the glyph at the end of your diseases' duration is devastating. It seems difficult to decide.
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04/27/09, 8:23 AM
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#420
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Glass Joe
Orc Death Knight
Wrathbringer (EU)
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someone already tried an 0.17.54 spec with obliterate with all the arp gear?
http://talent.mmo-champion.com/?deat...1&version=9806 spec
rotation would be
ps it ob it (with tap) bs dc dc
dc ob ob ob dc dc maybe the dmg is higher with alle the arp gear but im not sure :P
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