Originally Posted by Gavain
@Phyrrus
That´s the best and most realistic math so far for IUP in my eyes. A very complete view on that topic.
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His math is pretty solid. However I think with ulduar bosses in mind, he's underestimating the effect of movement. He said so in his post.
Simply said. Ulduar is NOTHING like Naxx.
I can give a short overview of what i think of movement in Ulduar of the bosses ive done so far (all 10 man, but i assume the mechanics aren't a whole lot different).
1. Flame Leviathan, we can skip this, not a boss where stuff matters
2. Razorscale, quite a lot of movement in the add phase, i was constantly running back and forth between the 2 add groups. Hard to give an exact percentage for the whole fight, but i guess it would be around 20%
3. Deconstructor, we actually tackled this boss the wrong way, we did it in a sort of hard mode (we thought that dpsing the heart was a bad thing xD), however either way, melee stays in melee so i'll just say 0 movement
4. "Big arm dude who's name i keep forgetting", our tactic was to just simply nuke down the right arm, have ranged take down the adds while melee dps the boss. I guess 10% movement here is about right
5. "Cat lady", i didnt do this one, but i believe there isnt much movement
6. Hodir, quite a lot of movement, you constantly have to run out of falling down iceblocks, and into freezing zones to prevent getting icecubed. Imp UP here besides dps value has a quite nice survival value too.
7. Thorim, constant movement throughout, if you're in the arena you're constantly fighting adds that come from all sides, if you're in the gauntlet.. well dont think i need to say more.
8. Freya, a lot of movement here too.
Exploding add wave doesnt contain much movement,
Big tree wave contains constant movement since you have to move from him to a mushroom to cleanse the pacify,
The wave with 3 adds that have to die Romeo and Juliet style, has some movement too since you need to alternate between adds and the water spirit constantly charges away.
Seeing your math, i think we're indeed overestimating Improved Unholy Presence from a dps point of view. I think IUP is however UNDERestimated from a survival point of view. Having that extra edge on fights with random elements is a huge help.
Whether IUP helps a lot on the ulduar fights from a dps point of view i doubt though. Its not really a big deal on Hodir dps wise, on Thorim, its simply fighting adds until the boss comes down, whether you're in melee of some adds in 2 seconds or 1.9 seconds hardly matters. Same on Freya and all the other bosses.
I'm still not 100% sure i want to get rid of it from a survival point of view though. But i think i'll give a shot at dropping it. See how much i miss it.
Originally Posted by reflexdk
Indeed, which is why I'm somewhat worried that me and another DK were consistently top in DPS last night.
On X2 Deconstructor 25, we were pulling around 6300 DPS (not surprising considering the increased dmg on the heart), but we were miles ahead of the 3rd+ DPS slots... in the region of 10-15% more. I'm expecting a nerf to be honest.
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Don't forget that Deconstructor isn't a real good dps measurement. Both unholy and blood have insanely powerful cooldowns to pop to zerg the heart.