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Old 06/15/09, 1:15 PM   #181
Burglekutt
Glass Joe
 
Undead Priest
 
Black Dragonflight
Originally Posted by Essle View Post
The blood rotation is strict and with the movement intensive fights in Ulduar, pretty unforgiving. If you are having trouble with this I'd suggest putting 2 points in epidemic if you haven't already to 'loosen' up the rotation a bit. It will help you with the learning curve.

I assure you that even with 1 point in epidemic the rotations are quite doable in Ulduar.

Even so, having done the above myself, I still prefer two points in epidemic because despite the fact that it is less than optimal on paper it is quite useful in a practical sense.

Vengeful heart is good not just because of your rune dump with death coil, but because of your free death coils from heartstrike. So, one of the primary reasons to keeping the rotation tight and consistent is to pump out as many of those heartstrikes as possible.

You'll just have to learn it
Completely forgot about the free deathcoil. Thanks for the tips.

So doing a priority type rotation is a bad idea, and I should probably drop another point in epidemic and hope that when I have to move away from the boss/or do aoe on the fly (freya) its only long enough to make it back in under 4-5 seconds or just enough rune usage to get back in and complete the rotation.

And if i'm out longer than 4-5 seconds/or use runes for aoe, just auto-attack and wait for the rotation to set itself up again, got it.

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Old 06/15/09, 1:41 PM   #182
Kumari
Glass Joe
 
Draenei Death Knight
 
Farstriders
I recently also switched to blood from unholy, After a few weeks with the rotation it has become very smooth, The rotation I use is the one from the op maybe slightly different, Ps It Hs Hs Ds Dc this is the spot you wait for runes then Ds Hs Hs Hs Hs Dc After the first rotation it starts to get much smoother and for my second rotation i found this to work best for me Ps It Hs Hs Ds Dc Dc Ds Hs HS Hs Hs Dc, I found for myself I only lose about half a gcd to fit the second Dc in the middle of the rotation instead of Dcx2 at the end of the rotation.

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Old 06/15/09, 1:51 PM   #183
Syrvantez
Von Kaiser
 
Syrvantez's Avatar
 
Human Death Knight
 
Laughing Skull
Might want to DS earlier than that imo so that you have at least your first two HS buffed by abom might, and DCing mid rotation is not quite as efficient unless you're about to go over RP cap. Just some food for thought.

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Old 06/15/09, 1:59 PM   #184
Kumari
Glass Joe
 
Draenei Death Knight
 
Farstriders
I run with a Marks hunter so Abom might is not a issue for me. And as far as Dc in the middle of the rotation after the fist Ds you have time to Dcx1 and even after the first Dc you still have about .5 seconds left till you can Ds again, But at the end of the rotation after one Dc you can either Ps to start the rotation or Dc again, Either way i think the difference is really small

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Old 06/15/09, 2:16 PM   #185
Teyrocar
Von Kaiser
 
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Human Death Knight
 
Bloodhoof
I've been using Sigil of the Vengeful Heart and 2PC T8 and thus I try to dump up to 25 RP after every rune rotation. I guess I'll have to go back and re-check to see if it's still worth it to do so or not.

Also, missed something with zeheres. Read his posts again:
Originally Posted by zeheres View Post
You would want to be capped in first place - hit as well as expertise. What advantage does ArP give you if you are being parried? None.
Originally Posted by zeheres View Post
1) So in reverse and in your words you don't need to bother about being expertise capped at all? Since it's your fault if you're being parried.
To me it would appear that he doesn't realize Expertise reduces Dodge chance, and that a mob can Dodge from behind.

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Old 06/16/09, 2:43 PM   #186
Canadianloaf
Glass Joe
 
Gnome Death Knight
 
Zul'Jin
Originally Posted by zeheres View Post
You would want to be capped in first place - hit as well as expertise. What advantage does ArP give you if you are being dodged/parried? None.
Well he edited his post, so I think he's aware of dodge now. The larger issue is one that we'd hoped to leave behind in the old thread, which is the value of expertise capping. The short answer to Zeheres' question is that ArP gives you no advantage when you are dodged, but it increases your damage on all the other attacks that you land.

I think the best entry on this topic is *this one* from Tetracycloide in the old thread. Ultimately trading 1 expertise rating for 1 ArP or 1 Str will increase your average dps. How much expertise you decide to trade for a chance to do more damage ultimately depends on your own preferences and comfort level.

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Old 06/16/09, 3:09 PM   #187
Ghraabthar
Glass Joe
 
Human Paladin
 
Mannoroth
Just wanted to weigh in on the expertise discussion. I know that with various sims and spreadsheets the hierarchy of stats is Str > ArPen > Expertise (before cap). Therefore, the argument has always been that you should invariably gem for Str. There are theoretical levels of AP (the magic 6200 AP that you here quoted ever so often) where it becomes more advantageous to gem ArPen versus Str, but I think the feeling is that at a certain gear level the differences are so close its hard to convincingly prove one versus the other. However, one thing I did want to point out in the case of expertise is that Blood more so than the other DK specs gets hurt particular hard not being at or close to the 25-26 expertise cap. Generally, we are using more GCDs per rune cycle (compared to say Unholy with SS glyph) and depending on how many points in Epidemic you have an errant dodge can mean the difference between 1 or 2 blood strikes without diseases up.

I picked up a few upgrades in 25 Uldaur, gaining about 10% ArPen while losing 9 expertise. Its a fairly noticeable drop since being at 22 expertise before it almost doubles the amount of dodges I have to deal with. Now once I finally get the T8 chest this should be negated somewhat, but looking at the gear combinations it seems stacking ArPen makes you come up short from the expertise cap. I'm thinking in this scenario where you are just 1 or 2 points away an odd expertise gem here or there might be worthwhile, moreso than a calculator might indicate. If anything the annoyance factor of dodges in the middle of your rotation would be worth getting rid of.

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Old 06/16/09, 3:55 PM   #188
Zanador
Glass Joe
 
Human Death Knight
 
Echo Isles
Originally Posted by Ghraabthar View Post
Just wanted to weigh in on the expertise discussion. I know that with various sims and spreadsheets the hierarchy of stats is Str > ArPen > Expertise (before cap). Therefore, the argument has always been that you should invariably gem for Str. There are theoretical levels of AP (the magic 6200 AP that you here quoted ever so often) where it becomes more advantageous to gem ArPen versus Str, but I think the feeling is that at a certain gear level the differences are so close its hard to convincingly prove one versus the other. However, one thing I did want to point out in the case of expertise is that Blood more so than the other DK specs gets hurt particular hard not being at or close to the 25-26 expertise cap. Generally, we are using more GCDs per rune cycle (compared to say Unholy with SS glyph) and depending on how many points in Epidemic you have an errant dodge can mean the difference between 1 or 2 blood strikes without diseases up.

I picked up a few upgrades in 25 Uldaur, gaining about 10% ArPen while losing 9 expertise. Its a fairly noticeable drop since being at 22 expertise before it almost doubles the amount of dodges I have to deal with. Now once I finally get the T8 chest this should be negated somewhat, but looking at the gear combinations it seems stacking ArPen makes you come up short from the expertise cap. I'm thinking in this scenario where you are just 1 or 2 points away an odd expertise gem here or there might be worthwhile, moreso than a calculator might indicate. If anything the annoyance factor of dodges in the middle of your rotation would be worth getting rid of.


This is an excellent point. I had the same experience, except the opposite way. Going into Ulduar, I only had about 14 exp, due to having bad luck in naxx gear and never having pieces with expertise on them drop for me. When first doing ulduar, my rotations were tightly packed, hard to pull off, and generally headache inducing.


After picking up a couple of choice pieces, and now at 22, I am noticing the rotations are much easier to get off, and in general make for a easier, less stressful game experience. This is a advantage that exp has that really can't be included in sims- because we are not machines like the sims are.


Also, less dodges is also advantageous in movement fights- because as you are running around, you may have that extra half second lag before using GCD's- which will multiply the effect a dodge has on your rotation. With Ulduar, every single advantage you can bring to bear to make sure your diseases are up should be implemented. The loss of ArP versus the advantage you gain to me personally is more than worth it.

Let me give a quick example of gearing choices: [Girdle of Embers] versus [Belt of the Titans]. From a pure stat point, and as seen in the BiS thread before we found the Algalon belt, Embers is better. However, the amount of exp gained can easily make up for the loss, especially considering 3 gem slots. 2 slots gemmed for ArP could make it so you are only missing out on 17 ArP, and if you are JC, 17 Str. For this, you gain 40 exp. It ends up being about equal, but the ease of the rotation when it comes to adding in Titans is just that much easier.

Expertise in my opinion helps make the game more fun, especially for blood.

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Old 06/17/09, 10:44 AM   #189
Canadianloaf
Glass Joe
 
Gnome Death Knight
 
Zul'Jin
After picking up a couple of choice pieces, and now at 22, I am noticing the rotations are much easier to get off, and in general make for a easier, less stressful game experience. This is a advantage that exp has that really can't be included in sims- because we are not machines like the sims are.
Expertise in my opinion helps make the game more fun, especially for blood.
There is nothing wrong with going for the expertise soft cap; but again, it becomes a matter of personal preference, and will lower your *potential* dps if you sacrifice better stats. Depending on your individual skill, comfort level, and playing style, you may actually notice an improvement from dropping ArP for exp. But it's important to note in this dps forum that to maximize your *potential* for dmg dealing, you should go for stats like Str and ArP.

It's analogous to swinging for the fences vs. slap-hitting for average. The first way, your potential to hit a monster home run is greater, but you're also more likely to miss completely. You have to decide whether you want an easier ssmoother fight with consistently good dmg, or a more complex unpredictable fight that requires you to work hard and be on your toes to maximize even higher potential dmg.

I think it's safe to say that although there is a theoretical dps hierarchy of Str > ArP > Exp, there will not be a consensus because of this personal choice component. So there's really not much point discussing it beyond understanding the differing merits of each approach.

Last edited by Canadianloaf : 06/17/09 at 10:44 AM. Reason: missed QUOTE tag

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Old 06/17/09, 12:12 PM   #190
Daeren
Von Kaiser
 
Human Death Knight
 
Ravencrest (EU)
More interesting numbers for DRW:
WoW Meter Online - Combatlog Replay in Engrish
HS and DC damage average is far less than 50%. Melee DRW weapon damage was over 50%, but only slightly. So, this indicates that the heart strikes when using DRW shouldn't have been weaker than the other heart strikes.
But ok, here's some of the numbers:
Avg HS hit is 3394, avg DRW hit is 837. Same crit rate (both 45%). Max crit normal HS 10306, max DRW HS crit 2170.
Melee swing: Avg 3010, DRW 1635. No necrosis or BCB from DRW
Death coils: 3546 avg hit, DRW 728 avg hit.

I see a pattern here.
Uptime: Dancing Rune Weapon 3 casts Duration 00:46 17% uptime
Total damage done by DRW: 74504
Percentage of damage done: 4,8%.
DRW glyph gives him 3x5 sec = 15 seconds of free DRW time. 31 seconds remaining uptime from casts, means 3 casts x 5 seconds base = 15 seconds at the cost of 120 runic power. 16 more seconds x 10 runic power each = 160 runic power. 280 runic power used in total.
With his deathcoils hitting for 5475 damage on averageo n that fight means that he could have cast 7 more death coils given that he had the GCD for them. That's 38325 damage.
Now, the real increase in damage is 36179 compared to death coils. That's 2,35% damage increase and 4 GCD less during 4 minutes and 22 seconds.

Now, the question is, is the number on DRW as high because of timing of DRW or is it just a coincidence?
Is 2,35% increase in damage and 1 GCD per minute worth a glyph and a talent point? If we didn't have a glyph, the uptime would have been reduced to 31 seconds only, and a decrease of 32-ish% of damage done from DRW. Now it's getting hard to see if it's worth it, it's around 0,8% damage increase.

I'm not saying this is exact math, but this is a pretty decent DPS number he has for Vezax (one of the top on normal Vezax 25 man on WMO)

Top Vezax hard mode WoW Meter Online - Combatlog Replay in Engrish
Time 8 minutes 4 seconds.
DRW damage: 149526
DRW %: 5,1%.

Dancing Rune Weapon 5 casts 01:32 uptime 19%
DRW glyph = 25 seconds free, 67seconds remaining. 5 casts x 5 seconds = 25 more seconds off and 200 runic power spent. 42 seconds left x 10 rp per second = 420 rp. Spent 620 runic power on DRW. That's 15,5 DCs.
Avg death coil damage. 4964. Total potential DC damage = 76942.
(149526 - 76942) / 2 920 017 = 2,49% real increase with glyph.
Let's lop off a healthy 25 seconds off it. Gives us a reduction of 27,2%. That's a calculated estimate of roughly 108894 damage.
(108894 - 76942) / 2 920 017 = 1,1% increased damage compared to death coils.
He did save 10,5 GCDs during those 8 minutes and 4 seconds though.
Are 3 talent points worth 1,1% increased damage (or actually, of your damage done, so more like 1,2% increase in damage) and a bit over 1 GCD per minute? Is the glyph worth 1,4% of your damage done?

In my opinion DRW isn't really all that superior to DC spam. And these are under pretty decent situations when we're talking about good timing of DRW and probably no time lost DPSing. (last link was number one on damage on Vezax hard mode on WMO).
At least, it's not exactly 1% damage increase per point

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Old 06/17/09, 1:21 PM   #191
Swarly
Von Kaiser
 
Human Death Knight
 
Runetotem
Originally Posted by Daeren View Post
In my opinion DRW isn't really all that superior to DC spam.
If I look at my own numbers I just don't see the same thing. Going by our Heartbreaker kill last night my DRW did 203,343 damage through six casts giving it an average of 33,891 damage per cast. My DC did 5,282 damage per cast, so if every DRW is worth 2.5 DC's (13,206 damage on average) I'm gaining 20k damage per DRW cast over DC per minute and a half, or roughly 230 DPS. If I'm missing something let me know, I'm no math wiz, but I'd say you certainly don't gain anything from DC spam over just using DRW.

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Old 06/17/09, 1:21 PM   #192
Montegomery
Aloof Aggravator
 
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Sutiru
Undead Warrior
 
No WoW Account
I see several issues with your argument.

1) Our three standard DPS glyphs are Dark Death, Death Strike, and DRW. You have demonstrated the value of the DRW glyph is ~1.4% more damage in these cases. For your argument to be complete, you need to demonstrate the value of the Ghoul, Disease, and UB glyphs in comparison. I have strong doubts that either of the first two are comparable.

2) You have demonstrated that unglyphed DRW is a DPS increase over DC spam, and though not massive it is still significant. Observing the first case, you have a single talent point with which to make up that difference. You have not pointed to any places where that point might be spent for a comparable gain.

Essentially you have the foundation of a potentially strong argument against DRW, but you haven't actually built anything on it. You need to prove that you have an alternative that is superior, not close to as good.

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Old 06/17/09, 1:28 PM   #193
Crewell
Glass Joe
 
Blood Elf Death Knight
 
Moonrunner
Originally Posted by Darian_TruBlade View Post
I see several issues with your argument.

1) Our three standard DPS glyphs are Dark Death, Death Strike, and DRW. You have demonstrated the value of the DRW glyph is ~1.4% more damage in these cases. For your argument to be complete, you need to demonstrate the value of the Ghoul, Disease, and UB glyphs in comparison. I have strong doubts that either of the first two are comparable.

2) You have demonstrated that unglyphed DRW is a DPS increase over DC spam, and though not massive it is still significant. Observing the first case, you have a single talent point with which to make up that difference. You have not pointed to any places where that point might be spent for a comparable gain.

Essentially you have the foundation of a potentially strong argument against DRW, but you haven't actually built anything on it. You need to prove that you have an alternative that is superior, not close to as good.

It's even simpler than that. I have yet to see 2 Deathcoils (or 3 if you specced RPM) do more damage as a DRW on the same amount of runic power. This is mostly because if you use DRW properly, as laid out in many of the above posts, you can boost it's damage much further than anything you will get with a Death Coil.

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Old 06/17/09, 1:46 PM   #194
Soilantgreen64
Piston Honda
 
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Orc Death Knight
 
Dethecus
I don't want to further clog the thread by quoting Daeren's post, but suffice to say while a few holes have already been poked in his argument, let me put the final nail in the coffin. You stated 120 RP use for DRW, when the first DK in question is 51/0/20. Additionally you did the comparison on a fight with a constant 20% reduced melee haste, which would obviously negatively bias the results you see from DRW. As stated, unless you are going to provide a superior alternative, saying "DRW is only kinda the best option" doesn't do anything to further the discussion.

As far as the expertise "discussion" is concerned, this is not a forum where anyone cares what "feels better" only about results. Missing can be frustrating but we are not looking to minimize frustration, we are looking to maximize DPS. The fact that expertise is weighted higher for Blood then either Unholy or Frost tells us, yes it is important. However, stacking Expertise to the soft cap instead of an equal amount of Strength or Armor Pen will still result in an overall DPS loss, no matter how fantastic it makes you feel.

Last edited by Soilantgreen64 : 06/17/09 at 1:57 PM.

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Old 06/17/09, 2:32 PM   #195
Daeren
Von Kaiser
 
Human Death Knight
 
Ravencrest (EU)
Swarly: On heartbreaker, that is a special case where you pop hysteria + DRW + everything on heart. Of course it's going to be biased towards. Of course DRW is superior on that fight.

Darian: True, there might not be better alternatives for glyphs. Disease have been brought up as an alternative, and it might be enough of an increase. Need to fetch the data for the value of disease.
And yes, there might not be some talent point that increases it's damage by the same amount, but it's not impossible. Night of the Dead isn't impossible, and maybe BCB or necrosis for those who skipped a point there?

Soilant: I think you should reread my post. 3 casts which costs a total of 120 rp as a base (40 each). Then I calculate the number of seconds and see how much RP is being used on those 3 casts. I have not said anything about a single 120 rp, and as you saw, I calculated to a total of 280 rp used on three casts.

The reason why I chose Vezax is that it's a pretty straight forward hard mode where DPS is essential to the fight and nothing to gain extra damage on. Ignis and XT have been posted as candidates, but XT has the obvious fault in that it has the heart. Ignis might be better, but you might get slagpotted and that screwing with your numbers. Also, Ignis is a shorter fight and insignificant on DPS.

The question isn't really if DRW is a DPS increase by taking that talent point, but when I list some of the highest DPS from WMO on Vezax, I assume they know how to time DRW well (and as you see, avg hit for DRW was higher than avg normal melee hit = better conditions for DRW).

The point is that you have to make sure you time those cooldowns accordingly to maximize DRW when you could use them in a better time. Let's say your trinket, FC and greatness procced, but it's 30 seconds left before DRW is ready, but your hysteria just became ready. The problem here is that you lose a potential good DPS window if you save hysteria for later use, or if you have to hold DRW usage until next time the trinkets procs together with FC and you then can use ERW. You have more freedom in using your cooldowns when not including DRW, and you don't need to make sure you have enough RP for when that happens. And of course, you lose potential DS damage if you cast DS right after DRW because you just spent all your RP.
Now, this may sound like I think it's alot of job on paper, but I know it's jsut a matter of thinking and doing automatically. Of course, you can choose to NOT use DRW and still have the talent point there since there's no better use of that talent point and glyph.
I understand that there are times when CDs get to cool down and you benefit more from DRW (like for example Mimiron, but then again, you might lose potential time by having to move). I see the hard modes where it might be useful, but others it might not.
It's a choice, and not using DRW is a valid reason. If I'm leading a raid, chances are that I will miss a window of oppurtunity for casting DRW and maximizing it.

In short for the last part:
  • Choice of another glyph (disease or ghoul for example)
  • Another talent point (NotD, epidemic, blood worms, impurity, UB, outbreak or dirge)
  • No change of rotation (like either losing potential damage on that DS or a change of that rotation)
  • Being able to time cooldowns easier
can be more valuable than the increase that DRW gives in many situations, but maybe not all.

It's far from nailing the coffin, and I think a discussion on it is healthy since it's not a clear cut better choice in my opinion.

Last edited by Daeren : 06/17/09 at 3:13 PM. Reason: Minor changes to reply

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