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06/10/09, 10:48 AM
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#136
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Von Kaiser
Human Death Knight
Ravencrest (EU)
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Greatness has an average of 33% uptime.
I'm not saying that overlapping procs are impossible, I'm just saying that it has potential for doing more, but it requires buffs to stack.
To clarify further, I did the custom build DRW that had 51/2/18, but more points in necrosis and BCB compared to standard build with more ghoul.
The question about 51/0/20 vs 50/0/21 is which offers more usefulness. In both cases, using straight out DCs seems to win out on singletarget.
The usefulness of UB is that it's precastable, for example you can use excess RP to prepare it right before spawn (Mimiron and Freya comes to mind). And that it does AOE of course.
If a DRW without 2 points in frost lasts 16 seconds (glyphed), that means that if you keep on doing average DPS of 6k, it SHOULD do 48k damage per use. The thing is that it doesn't. There's issues with talents and stuff affecting it, and I can't say I noticed any fixes to that lately.
DKsim was updated about a month ago.

Ability Total % Landed Hit% Crit% Miss% Average
Death Strike 42886209 7 6172 52 46 0 6948
Plague Strike 12214034 2 4213 53 46 0 2899
Icy Touch 8176049 1 4221 64 34 0 1936
Heart Strike 169485257 31 27251 50 48 0 6219
Death Coil 73729081 13 13829 57 42 0 5331
Frost Fever 16415750 3 25861 100 0 0 634
Blood Plague 16513440 3 26013 100 0 0 634
Necrosis 27389409 5 29950 100 0 0 914
Blood Caked Blade 13787806 2 8888 99 0 0 1551
Main Hand 136935569 25 29950 59 40 0 4572
Ghoul 9785545 1 18026 81 12 6 542
Dancing Rune Weapon 10909416 2 12433 81 12 6 877
DPS 6229
Total Damage 538227565 in 24 h
Threat Per Second 3622
Generated in 8s
Template :51-0-20.xml(J:\Downloads\DKSimulator0.8.4\DKSimulator0.8.4\Templates\51-0-20.xml)
Priority :Blood.xml(J:\Downloads\DKSimulator0.8.4\DKSimulator0.8.4\Priority\Blood.xml)
Presence :Blood
Sigil of :VengefulHeart
RuneForge :FallenCrusader
Pet Calculation :True
--------------------------------------------------------------------------------
Ability Total % Landed Hit% Crit% Miss% Average
Death Strike 44202078 8 6378 52 46 0 6930
Plague Strike 12239822 2 4223 53 45 0 2898
Icy Touch 8169774 1 4235 65 33 0 1929
Heart Strike 170784406 31 27263 49 49 0 6264
Death Coil 86287600 15 16206 57 41 0 5324
Frost Fever 16394172 3 25841 100 0 0 634
Blood Plague 16442520 3 25907 100 0 0 634
Necrosis 27426708 5 29943 100 0 0 915
Blood Caked Blade 13875010 2 8924 99 0 0 1554
Main Hand 137122556 25 29943 58 40 0 4579
Ghoul 9797364 1 17998 80 12 6 544
DPS 6282
Total Damage 542742010 in 24 h
Threat Per Second 3729
Generated in 8s
Template :50-0-21.xml(J:\Downloads\DKSimulator0.8.4\DKSimulator0.8.4\Templates\50-0-21.xml)
Priority :Blood.xml(J:\Downloads\DKSimulator0.8.4\DKSimulator0.8.4\Priority\Blood.xml)
Presence :Blood
Sigil of :VengefulHeart
RuneForge :FallenCrusader
Pet Calculation :True
--------------------------------------------------------------------------------
SO, maybe the calculator is horribly off, these s the results I get. It does result in that DC is a better use than DRW.
Also, on the rune usage, it's a set priority of HS and DS over DC in my sim. Priority is diseases up first and foremost, then heart strikes, then DS, then DC.
How DRW is implemented, you'd have to ask the author: http://elitistjerks.com/f72/t50274-k..._beta_0_8_4_a/
In theory, DRW has a 17,7% uptime, and with a 50% of damage done this would be 8,8% damage increase. That's not timing it with procs. The increase of damagei n death coils are correct, the question is, is the sim calculating the damage DRW does too low?
There's quite a big difference between 2% and 8,8%.
Because this is interesting, I will take my fellow DK, and have him do normal playing like we do, and one goes 51/0/20, and uses DRW, and one gowes our normal spec. We already have pretty identical specs, and pretty much same gear and DPS. Both have played Blood before wit DRW since WotLK launch.
*Edit* Creator of simulator posted, I'll leave the point on whether or not DRW calculation is correct to him-
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06/10/09, 10:55 AM
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#137
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Aloof Aggravator
Sutiru
Undead Warrior
No WoW Account
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Originally Posted by Afabar
Here is how the DRW is implemented in my simulator. - DRW inherit of players buff.
- DRW inherit of players AP, haste and hit.
- DRW do not benefit of player talent.
- DRW do not benefit of player glyph.
- DRW base speed is 3.5
- DRW white hit damage are reduce by 50%
- DRW special damage are reduce by 50%
- Benefit only of its own desease
Do you see anything wrong?
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I bolded one error. DRW also inherits player crit. I don't know if this includes talents which increase the crit chance of specific abilities. At the very least, it should be critting a lot more than it is in Daeren's sim runs. Also, I assume that when you say that DRW doesn't benefit from player glyphs you aren't excluding Glyph of DRW.
The rest seem correct, but unfortunately constitute an incomplete description of how you simulate DRW. How is DRW timed in your simulator? Does your simulator attempt to line up appropriate buffs (trinkets, Hysteria etc.) before using DRW? Does the simulator save ERW for DRW? Does the simulator ensure 100RP before using DRW? Those are just some of the non-technical questions left unanswered.
There's also the possibility that you have an error in your code, or in your implementation of what you outlined, or in one of the areas you left out (such as DRW duration). It may be unlikely, but when we get results which conflict strongly with in-game data it's necessary to eliminate all possible causes.
Finally, according to Daeren's sim data, it looks like DRW's average hit is 877 damage. Is this the average of all DRW abilities being used, or just melee (a better breakdown of DRW damage would be helpful)? Either way, it seems far lower than expected. Over a 24 hour period, you'd expect DRW to be up for a total of ~4.25 hours. Even if it was doing 25% of the DK's DPS it should have done approximately twice as much damage.
Last edited by Montegomery : 06/10/09 at 11:30 AM.
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Originally Posted by Vectivus
... you could very well have a concerto, but the closest the average listener gets to hearing it is the interpretation as put on by a group of small children with those little rainbow-coloured xylophones.
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Monte's LoL Blog
Monte's LoL Stream
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06/10/09, 11:15 AM
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#138
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Great Tiger
Orc Death Knight
Blutkessel (EU)
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Originally Posted by Afabar
Here is how the DRW is implemented in my simulator. - DRW inherit of players buff.
- DRW inherit of players AP, haste and hit.
- DRW do not benefit of player talent.
- DRW do not benefit of player glyph.
- DRW base speed is 3.5
- DRW white hit damage are reduce by 50%
- DRW special damage are reduce by 50%
- Benefit only of its own desease
Do you see anything wrong?
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Base crit would be interesting, should be 5% or 20%. Your theorycraft is correct, but ingame it's different. In my sheet DRW does not do enough damage, too (about 2%). On my two top 20 WMO Vezax kills DRW accounts for 4,7% and 5,5%. That is significantly more. I don't know why, but it's not that important. DRW is good anyway and scales of Str.
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06/10/09, 11:23 AM
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#139
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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Originally Posted by Darian_TruBlade
Those seem correct, but unfortunately constitute an incomplete description of how you simulate DRW. How is DRW timed in your simulator? Does your simulator attempt to line up appropriate buffs (trinkets, Hysteria etc.) before using DRW? Does the simulator save ERW for DRW? Does the simulator ensure 100RP before using DRW? Those are just some of the non-technical questions left unanswered.
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Trinket are not implemented right now, but DRW is used on FC proc. DRW should benefit of Hysteria once every two usage.
And of course, simulator wait to be at max RP to fire it.
ERW is not implemented. DRW disease damage are not calculated. But I don't think it is what is where the 6% missing damage are hiding.
Edit : DRW is implemented with 5% base critical chance
Last edited by Afabar : 06/10/09 at 11:33 AM.
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06/10/09, 11:24 AM
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#140
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Piston Honda
Orc Death Knight
Dethecus
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Originally Posted by Daeren
Snip
SO, maybe the calculator is horribly off, these s the results I get. It does result in that DC is a better use than DRW.
Snip
the question is, is the sim calculating the damage DRW does too low?
There's quite a big difference between 2% and 8,8%.
Snip
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This is the big problem I have with sims, is people either incorrectly interpreting their results, or failing to evaluate the hypothetical against known data. DC doing more dmg doesn't make it a better use than DRW. DRW is always going to be higher dmg/RP then DC. The WWS I linked in the OP shows DRW as something like ~3.5% of my total for the whole instance, yet I don't DRW on trash, on boss fights it's typically closer to the 6-8% range. So 2% is clearly undervaluing it.
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06/10/09, 11:25 AM
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#141
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I find your lack of faith disturbing
Kroot
Orc Death Knight
No WoW Account
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Originally Posted by Afabar
Trinket are not implemented right now, but DRW is used on FC proc. DRW should benefit of Hysteria once every two usage.
And of course, simulator wait to be at max RP to fire it.
ERW is not implemented. DRW disease damage are not calculated. But I don't think it is what is where the 6% missing damage are hiding.
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DRW does not benefit from Hysteria, for whatever reason. It does, however, benefit from trinket procs.
http://elitistjerks.com/f72/t61176-b...2/#post1261077
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Originally Posted by Fric
ginger booty get on with yo bad self
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06/10/09, 11:42 AM
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#142
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Aloof Aggravator
Sutiru
Undead Warrior
No WoW Account
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Originally Posted by Afabar
Trinket are not implemented right now, but DRW is used on FC proc. DRW should benefit of Hysteria once every two usage.
And of course, simulator wait to be at max RP to fire it.
ERW is not implemented. DRW disease damage are not calculated. But I don't think it is what is where the 6% missing damage are hiding.
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If DRW Disease damage isn't calculated I'm extremely perplexed as to why its average hit, according to Daeren's run, is only 877 damage. The average damage for the DK's Death Strike, Heart Strike, Death Coil and Melee swings are 6948, 6219, 5331 and 4572 respectively. Averaging those out we get 5892 average damage per attack. Effectively, DRW appears to only do 15% (877/5892) of the DK's damage in your sim. While we don't expect 50% due to talents, 15% is extremely low.
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Originally Posted by Vectivus
... you could very well have a concerto, but the closest the average listener gets to hearing it is the interpretation as put on by a group of small children with those little rainbow-coloured xylophones.
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Monte's LoL Blog
Monte's LoL Stream
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06/10/09, 4:05 PM
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#143
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Von Kaiser
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Straying a bit from the DPS comparisons, I have a question regarding the mechanics of the cleave on our Heart Strike. I assumed it worked the same as a warriors Cleave ability, except with 1 less target, but it seems I may have been wrong. Using Kologarn as the example, the DPS warrior in my guild was able to Cleave and hit both of the arms and the body, whereas if I use Heart Strike it will only hit whatever I'm targetting. We both stand directly in front of Kologarns beard, facing him, since you can hit all 3 targets from there. So what I'm wondering is if any testing or data is available that describes the range and arc of our cleave. It would seem that we have a narrower arc if his was cleaving and mine wasn't.
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06/10/09, 4:40 PM
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#144
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Glass Joe
Blood Elf Death Knight
Area 52
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Originally Posted by Ellitus
After reading this entire post it has changed my opinion about blood dps. After specing, gearing, and glyphing I tried the rotation out in 25man VOA last night. I'm using IT, PS, HS, HS, DS, Ghoul, dump, HS, HS, HS, HS, dump>Rinse and repeat. The wait time for the last HS rotation is painful for me somehow. It seems slow and cumbersome. I'm going to attempt adding an additional DS into the rotation to look something like this. IT, PS, HS, HS, DS, ghoul, dump, HS, HS, DS, HS, HS, dump. I don't see any foreseeable downfalls and on the training dummy dps picked up a hair.
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Ellitus- The problem your having is because of how your runes refresh. You should switch around your proposed rotation to DS, IT, PS, HS, HS, Dump, HS, HS, DS, HS, HS, Dump. The reason being, the only benefit DS gets from diseases is to the amount it heals you, so putting it in front of the rotation allows you to have two death runes refresh first, allowing the two HS's in the second half of the rotation. Try that out and I garuntee that the rotation feels alot better for you.
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06/10/09, 7:15 PM
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#145
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Glass Joe
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Originally Posted by Sevexe
Ellitus- The problem your having is because of how your runes refresh. You should switch around your proposed rotation to DS, IT, PS, HS, HS, Dump, HS, HS, DS, HS, HS, Dump. The reason being, the only benefit DS gets from diseases is to the amount it heals you, so putting it in front of the rotation allows you to have two death runes refresh first, allowing the two HS's in the second half of the rotation. Try that out and I garuntee that the rotation feels alot better for you.
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He will still have the large 4-second gap on the first rotation, no matter what, especially if your saving RP for a DRW. I had a hard time with it at first, but it is just a matter of being patient through your first rotation, then it will all come together.
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06/11/09, 7:54 AM
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#146
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Glass Joe
Human Death Knight
Khaz Modan
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Originally Posted by Krom[Fenris]
Straying a bit from the DPS comparisons, I have a question regarding the mechanics of the cleave on our Heart Strike...
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I have had the exact same problems with Kolo, I was not sure if it was because of our warriors WW/sweeping strikes as we have 2 MS warriors. I cannot position myself anywhere to cleave both the body and an arm. Does anyone know of a spot to hit both from?
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Nothing is what it seems, nor is it otherwise.
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06/11/09, 9:03 AM
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#147
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King Hippo
Orc Death Knight
Mal'Ganis
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I did some quick DRW testing tonight. I'm 99% sure DRW gets hysteria and inherits at least some talents.
Tested by comparing deathstrike damage, full DPS gear minus trinkets, [Giant Mace] (no runeforge), all deathstrikes fired with 3/3 bloody vengeance, abom's might, horn, and at least 26 RP. In every test where I used hysteria, hysteria went up before DRW. I only got a couple dozen DS's in before I got bored waiting on cooldowns so take this as anecdotal, but the [Giant Mace] has a really tiny damage range so big differences in damage should show up in just a few swings.
-In every test with a DRW DS crit, the crit was close to 250% of the average non-crit, which looks like Might of Mograine.
-DRW's DS's seemed to hit for 35%-40% of my DS's, with or without hysteria. Assuming DRW doesn't inherit your glyphs, and my data isn't off, then DRW probably has Improved Death Strike. This also seems to show that DRW's DS is getting hysteria.
-I'm seeing a significant difference in DRW DS damage with hysteria vs without. Without hysteria, my DRW's non-crit DS's ranged from 726-771. With hysteria up, the smallest was 907.
I'd guess that DRW has the major passive blood talents baked in. Besides MoM and Imp DS, it'd probably be worth testing Bloody Strikes if we could be sure how rune weapon's HS interacts with diseases. Also it looks like DRW gets hysteria on specials, although I'm not sure about white swings. It's entirely possible that DRW uses one set of rules to calculate specials and another to calculate autoattacks.
Last edited by Lujaar : 06/11/09 at 9:42 AM.
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06/11/09, 10:25 AM
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#148
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I find your lack of faith disturbing
Kroot
Orc Death Knight
No WoW Account
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I did some testing last night with autoattacks and observed similar results. With melee swings in the ~1200 range going up to the ~1400 range once Hysteria was used. Somehow, I managed to overlook all of this when I did my first round of tests (I suspect I was casting Hysteria after popping DRW, instead of before).
We should definitely look into testing various other talents/abilities, particularly percentage based multipliers such as Blood Vengeance, Blood Presence and Tricks of the Trade.
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Originally Posted by Fric
ginger booty get on with yo bad self
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06/11/09, 10:37 AM
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#149
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Glass Joe
Gnome Death Knight
Zul'Jin
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Is it worthwhile adding VoA bosses to the AMS guide in the OP, or is it so obvious when to use it that it would insult people's intelligence to do so?
Emalon: Use on Lightning Nova whenever it is up, and you can not only gain full RP but also stay in closer proximity or even melee range to the boss.
Archavon: Pop whenever it's up and run through a gas cloud.
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06/11/09, 7:05 PM
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#150
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King Hippo
Orc Death Knight
Mal'Ganis
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Presumably it doesn't snapshot all your stats. Blizzard has stated repeatedly that there's a technical limitation preventing pets from scaling with some stats.
For what it's worth, I got some strange results initially when I started testing naked. My deathstrikes were in the 700 range, DRW's were in the 500s. The "DRW does 50% of your damage" thing is probably an approximation to make the tooltip cleaner - whatever formula DRW uses, I doubt the last operation is multiplying by 0.5. Most likely DRW gets a certain base swing damage and a percentage of your stats, just like every other pet in the game. When Blizzard nerfed DRW what they probably did was made that percentage much lower.
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