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Old 08/19/09, 9:55 AM   #551
Teyrocar
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Human Death Knight
 
Bloodhoof
Originally Posted by dr_AllCOM3 View Post
Yes, that's is the reason for you. I reliably do at least 5% damage with my DRW. It's not worth dropping at all. The more interruptions there are, the better it gets.
I get the same results, DRW at around 5%. I tested out 50/0/21 when we did Jaraxxus tonight, I might have a better parse comparison later but for now it's only good test I have. This was the original raid with 51/0/20, and this was the new raid with 50/0/21 w/GoDisease. I'm still getting used to the glyph so I screwed it up a couple times, but the results seemed interesting. I had identical gear and DPS uptime for both, and it appears I also had the same raid buffs. From the logs it looks like I was able to pull out 100-200 more DPS. However, looking at UB damage vs. DRW damage, UB did 31k whereas DRW did 87k (assuming WoL tracks UB damage correctly, my Death Coils seemed to be hitting harder from the logs). The results were similar on other parses.

To me it appears DRW is superior (unless maybe you do what halfpint suggested and try a 44 build), although if I go back to 51/0/20 I need to figure out which glyph to ditch, and then I wonder if the damage loss from one of the three glyphs will exceed the disparity between DRW and UB damage. Keep in mind that DRW has the added benefit of providing controlled burst when needed, whereas UB does not.

[edit] Rawr seems to think that 51/0/20 would be better even with sacrificing GoDD, so I'm going to test that next.

Last edited by Teyrocar : 08/19/09 at 10:39 AM.

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Old 08/19/09, 12:24 PM   #552
Orothar
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Troll Death Knight
 
Hellscream (EU)
Originally Posted by Orothar View Post
Simple napkin mathing this, I would say the value of Arp beyond the softcap (444?) is diminished by the uptime of your Mjolnir runestone / Grim Toll, when it goes over the hardcap an has no value at all.
According to my Procodile, the overall uptime of the Runestone is 14.7%. Using DoC's EP values posted earlier this drops Arp from 306 to 260 beyond the softcap. Probably still your strongest stat behind strength.

With the insane amounts of Arp on coliseum gear, you want to gem for strength (or hit / exp if not capped) and stack as much Arp as you possibly can.
When I was thinking about this a while after posting my previous thread I came to realise that since Arp scales exponentially, part of its high stat weight comes from calculating the uptime of the arp trinkets. Since we are looking for the value of arp that isnt affected by the uptime of the trinkets, we will have to deduct the effect of the trinkets on the initial stat weight as well. This value should be around 7% of its weight.

Deducting this aditional 7% to the 15% from the original value of 305, the value of Arp beyond the softcap then becomes: 238

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Old 08/19/09, 6:49 PM   #553
 frmorrison
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Regarding the new Faction Champions boss, I know Divine Storm was reduced by 75% damage (due to AoE reduction aura).
I don't know if Heart Strike is affected as well, if so you may want to use Blood Strike instead (just for the one encounter).

Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'

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Old 08/19/09, 6:52 PM   #554
Illandras
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Orc Death Knight
 
Draenor (EU)
Originally Posted by frmorrison View Post
Regarding the new Faction Champions boss, I know Divine Storm was reduced by 75% damage (due to AoE reduction aura).
I don't know if Heart Strike is affected as well, if so you may want to use Blood Strike instead (just for the one encounter).
I can confirm Heart Strike is affected by the encounter, you will need to use Blood Strike.

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Old 08/19/09, 6:59 PM   #555
halfpint
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It's probably good practice to use bloodstrike in the champions encounter anyways. Breaking CC's early is risky.

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Old 08/19/09, 7:27 PM   #556
Soilantgreen64
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Dethecus
Originally Posted by Teyrocar View Post
I get the same results, DRW at around 5%. I tested out 50/0/21 when we did Jaraxxus tonight, I might have a better parse comparison later but for now it's only good test I have. This was the original raid with 51/0/20, and this was the new raid with 50/0/21 w/GoDisease. I'm still getting used to the glyph so I screwed it up a couple times, but the results seemed interesting. I had identical gear and DPS uptime for both, and it appears I also had the same raid buffs. From the logs it looks like I was able to pull out 100-200 more DPS. However, looking at UB damage vs. DRW damage, UB did 31k whereas DRW did 87k (assuming WoL tracks UB damage correctly, my Death Coils seemed to be hitting harder from the logs). The results were similar on other parses.

To me it appears DRW is superior (unless maybe you do what halfpint suggested and try a 44 build), although if I go back to 51/0/20 I need to figure out which glyph to ditch, and then I wonder if the damage loss from one of the three glyphs will exceed the disparity between DRW and UB damage. Keep in mind that DRW has the added benefit of providing controlled burst when needed, whereas UB does not.

[edit] Rawr seems to think that 51/0/20 would be better even with sacrificing GoDD, so I'm going to test that next.
Your logs were, well, interesting. In the 51/0/20 fight you cast IT 14 times, and PS 7 times. This is in comparison to the 50/0/21 log where you cast each 4 times. It wasnt exactly clear to me if you were using the same glyphs for both builds, if you were, that would be 1 problem to begin with. 51/0/20 would use Disease, DS, and DRW glyphs, and 50/0/21 would use Death, DS, and Disease. The other difference was the 50/0/21 had 10% higher uptime on Unholy Strength. Things to consider.

[e]: Hits/Crits seperate in logs, I'm dumb. Well one IT didn't hit so at least there's that difference.

Last edited by Soilantgreen64 : 08/20/09 at 12:06 PM.

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Old 08/19/09, 8:44 PM   #557
Zanador
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Human Death Knight
 
Echo Isles
Originally Posted by Soilantgreen64 View Post
Your logs were, well, interesting. In the 51/0/20 fight you cast IT 14 times, and PS 7 times. This is in comparison to the 50/0/21 log where you cast each 4 times. It wasnt exactly clear to me if you were using the same glyphs for both builds, if you were, that would be 1 problem to begin with. 51/0/20 would use Disease, DS, and DRW glyphs, and 50/0/21 would use Death, DS, and Disease. The other difference was the 50/0/21 had 10% higher uptime on Unholy Strength. Things to consider.
He nailed it completely- while ingame tests are always great, they aren't the proper way to figure out which spec can put out the most theoretical dps. This will throttle you based on latency, timing, random factors of the fight (For Jaraxxus, did you get Legion Flame one time and not the other, etc) and sometimes just a plain bad day where you aren't up to par.


To be honest 1-200 dps difference to me is well within the realm of just normal disparity on a boss, it isn't a clear runaway winner.


Another thought I have had- With the change in some peoples rotations to take advantage of the Sigil of Virulence, Obliterate is being used much more often. I have been seeing on my recount breakdowns, that on average OB is about 5% of my total dps. Compared to this, Death Coil is usually between 10-13% of my overall damage. Is there a possibility as we advance into 245+ gear (I just got Justicebringer last night, would like to see how this alters the DC/OB relationship) that the value of OB glyph will outweigh the Dark Death Glyph?

Just using rough numbers of 5 and 10% for OB and DC, you get a 1% dps increase via OB glyph, and 1.5% dps increase with the DD glyph. More gear with more str and ArP and higher Weapon DPS will obviously lean more towards increasing strike dps faster than DC dps, so it may be something to consider.

Where the inflection point is is the real question.

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Old 08/19/09, 9:59 PM   #558
dr_AllCOM3
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Orc Death Knight
 
Blutkessel (EU)
I've tried to make a BiS set for Blood. I gathered the items in my sheet and created a rough set. My main question was: Is Arp worth stacking or not? So I tried to stack it without taking too many items with AP. So with 85% Arp I got this result (the other stats weren't interesting):
EP:50 Strength 284
EP:50 ArmorPenetrationRating 394
As a reference I created a set by taking the best items and stacking Str. I added an Arp proc trinket and got with 43% (100% procced):
EP:50 Strength 285
EP:50 ArmorPenetrationRating 320
Summary: Arp seems to scale very well.

I'm curious about your thoughts and especially results.
(In the simulator, go to the EP options and just check Str+Arp. That makes it a lot faster.)


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Old 08/20/09, 3:58 AM   #559
Kalitari
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Human Death Knight
 
Defias Brotherhood (EU)
Oh yes, one little point. My earlier testing where 50/0/21 was slightly better than 51/0/20 had following glyphs:

50/0/21 Death Strike, Dark Death, Unholy Blight
51/0/20 Death Strike, Dark Death, Dancing Rune Weapon

This would explain why my Deathcoils account for massive 13% of my damage and Unholy Blight for yet another 3%. If I'd lose Dark Death and replace it with Disease the rotation might actually shift enough to favor DRW over UB... Hmmm... I think I'll have to test THAT next time.

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Old 08/20/09, 9:29 AM   #560
Teyrocar
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Human Death Knight
 
Bloodhoof
Originally Posted by Soilantgreen64 View Post
Your logs were, well, interesting. In the 51/0/20 fight you cast IT 14 times, and PS 7 times.
Not sure why WoL likes to tell me I cast IT so many times, since I'm 99% sure I never cast one more than the other.

He nailed it completely- while ingame tests are always great, they aren't the proper way to figure out which spec can put out the most theoretical dps. This will throttle you based on latency, timing, random factors of the fight (For Jaraxxus, did you get Legion Flame one time and not the other, etc) and sometimes just a plain bad day where you aren't up to par.

To be honest 1-200 dps difference to me is well within the realm of just normal disparity on a boss, it isn't a clear runaway winner.
I realize that, which is why I deferred to the bonus of DRW being a controlled burst when needed, which IMO is very useful for a lot of fights.

I've since been trying to get the DK Simulator to parse out the different spec and glyph options for my gear, but I don't know if it still calculates GoDisease completely accurately.

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Old 08/20/09, 11:35 AM   #561
Bungie
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Hellscream
Originally Posted by Teyrocar View Post
I realize that, which is why I deferred to the bonus of DRW being a controlled burst when needed, which IMO is very useful for a lot of fights.
Which is the reason at least for myself personally I won't ever be running a UB based spec, the utility of having so many powerful burst CD's that can be popped at once is what sets blood apart from the other two DK specs and makes it really powerful in a lot of hard modes.

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Old 08/20/09, 11:53 AM   #562
DaveA50
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Tichondrius
Originally Posted by Teyrocar View Post
Not sure why WoL likes to tell me I cast IT so many times, since I'm 99% sure I never cast one more than the other.


I realize that, which is why I deferred to the bonus of DRW being a controlled burst when needed, which IMO is very useful for a lot of fights.

I've since been trying to get the DK Simulator to parse out the different spec and glyph options for my gear, but I don't know if it still calculates GoDisease completely accurately.
Well, you really didn't cast IT more. In the first log, you did hit with both 4 times. You also crit with both 3 times. In the second log, PS hit 7 times, crit 8 times, and was blocked once, totaling 16. Your IT hit 14 times, and crit 2 times, totaling 16.

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Old 08/25/09, 12:00 PM   #563
el-es-dee
Glass Joe
 
Tauren Druid
 
Stormreaver
So, here is what I found for blood DPS.

Droping GoDark Death and replacing it with GoDisease was a signifigant increase. I ran with different variations and Saw a 500-1k dps increase by throwing a pest at the end of the rotation and using 1 rune rather then throwing the dots back up. The increased dot damage makes it much higher priority then it was before. Then it becomes sort of a priority rotation. Pest > HS > DS ~ DC once around 80 RP. With this rotation, Sigil of Death Strike might be more beneficial as you're hitting it twice as much as before. Haven't done the math yet.

Also, the beneifit of going GoDisease is an extra Deathstrike and the ability to Heart Strike up to 6 times. I was thinking about doing this before the patch just because of the extra strikes = more dps then IT/PS.. but the dots were less damage.

Also, I've noticed a HUGE Difference with a 20 ARP increase...perhaps i've hit some sort of curve with my ArP but im wondering if gemming ArP would ever be beneficial? I would test it, but that's an expensive fix =x

Last edited by el-es-dee : 08/25/09 at 12:12 PM.

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Old 08/25/09, 1:11 PM   #564
tetracycloide
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Human Warlock
 
Quel'dorei
How does GoDisease give an extra DS?

Without the glyph the rotation would be:
PS IT HS HS DS
DS HS HS HS HS

for 6xHS 2xDS PS and IT

With the glyph the rotation would be:

First time:
PS IT HS HS DS
DS HS HS HS P

Nth time:
HS HS HS HS DS
DS HS HS HS P

for 7xHS 2xDS 1xP

So what's really happening is PS and IT are being traded for P and HS. There are no additional DS to be gained.

My vanity is justified.

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Old 08/25/09, 1:31 PM   #565
el-es-dee
Glass Joe
 
Tauren Druid
 
Stormreaver
You're constantly hitting Pest on a blood rune if you do it right and instead of hitting IT/PS/DS you're hitting a DS/DS every time. You never hit IT PS so there is more DS over time. I Was refering to the over all rotation once you get your diseases up. It's a very big DPS increase.

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Old 08/25/09, 2:16 PM   #566
tetracycloide
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Quel'dorei
That doesn't make any sense.

Let's look at a full rotation's available runes:

4xUnholy
4xFrost
4xBlood

Now with 2 DS, the number in the standard rotation, a full rotation's available runes becomes:

2xUnholy
2xFrost
4xBlood
4xDeath

This means that 2xDS is the maximum number of DS that can be cast in a rotation before death runes are used on death strike which is a DPS loss. GoDisease changes nothing about this fact and it should be obvious from the standard rotation that PS and IT are being used on death runes. When diseases don't have to be reapplied these runes are treated like any other death rune, as BS fodder.

So no, IT/PS/DS is not DS/DS every time with the glyph it's actually BS/P/DS. You gain rolling diseases and one BS and you loose IT, PS, and a major glyph.

My vanity is justified.

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Old 08/25/09, 2:20 PM   #567
Foxx2405
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Blood Elf Death Knight
 
Moonglade (EU)
Originally Posted by el-es-dee View Post
You're constantly hitting Pest on a blood rune if you do it right and instead of hitting IT/PS/DS you're hitting a DS/DS every time. You never hit IT PS so there is more DS over time. I Was refering to the over all rotation once you get your diseases up. It's a very big DPS increase.
You forget that the runes you use for IT and PS are 2 death runes, so instead of a DS you use 2x HS to replace them.

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Old 08/25/09, 2:24 PM   #568
tetracycloide
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Quel'dorei
Technically you loose a HS somewhere in the rotation to cast Pest so it's better to think, in terms of net changes, that IT and PS are being replaced with HS and Pest.

My vanity is justified.

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Old 08/25/09, 4:02 PM   #569
el-es-dee
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Tauren Druid
 
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It's not a set rotation every time cuz it's not IT PS and you're consuming 2 bloods over 1 unholy 1 frost. Just try it, you will know what i mean, it ends up being a priority queue type of system. Especialy when you empower. Also depends on your disease times as well. IT's very easy to manage with magic runes mod.

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Old 08/25/09, 4:10 PM   #570
Meygaera
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Human Death Knight
 
Dalaran
I ran the simulator with the 51/0/20 blood spec (1/2 epidemic, 3/3 morbidity), blood priority, 2h Ulduar.xml file, etc etc just to generate some numbers to use to calculate the gains and losses of GoD and GoDD. Per rotation, based on runic power generation, you can do about 2.6 death coils.

GoDD: (glyph of dark death)
ITx1 = 1,965.0 dmg
PSx1 = 2,836.1 dmg
DCx2.6 = 13,982.8 dmg

total: 18,783.9 dmg

GoD: (glyph of disease)
Pestx1 = 0 dmg
HSx1 = 6,086.4 dmg
DCx2.6 = 11652.3 dmg (remember 15% less because you lose GoDD, GoD spec is 2/2 epidemic but 2/3 morbidity, so an additional 5% off 13,982.8/1.20 = 11652.3 [someone double-check if this is the right way to calculate that])

now adding the chance to proc a DC
11652.3/2.6 = 4481.7 dmg per DC
4481.7*0.15 = 672.3 dmg

total: 18411.0 dmg



However, I can't really take into account the effect of rolling disease, which would help GoD. I guess I could take the number of avg disease ticks per rotation from the simulator and total those up for GoDD, then guestimate or find the max disease ticks, which would represent the GoD when rolling with maximum trinket/FC procs. I also don't think the simulator accurately uses GoD, so that's why I couldn't just plug both specs into the simulator and run both to figure out which was higher on a whole cycle.

[edit, final remarks]
I do have experience in using GoD in a frost rotation, and it isn't as hard as one would think to keep diseases rolling from when you had the highest possible AP. I have a trinket's AP proc and FC up together often and early enough into the fight to keep them on the target for many cycles. So unless there's something else we are missing, once again it probably does come down to personal preference as Soilantgreen64 mentioned below.

Last edited by Meygaera : 08/25/09 at 5:54 PM. Reason: Soilantgreen64 and tetracycloide's remarks, had to fix numbers

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Old 08/25/09, 4:11 PM   #571
Soilantgreen64
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Dethecus
Originally Posted by el-es-dee View Post
It's not a set rotation every time cuz it's not IT PS and you're consuming 2 bloods over 1 unholy 1 frost. Just try it, you will know what i mean, it ends up being a priority queue type of system. Especialy when you empower. Also depends on your disease times as well. IT's very easy to manage with magic runes mod.
It is a set rotation still.

No Glyph
(1)
IT PS HS HS DS
DS HS HS HS HS
repeat (1)

With Glyph of Disease
(1)
IT PS HS HS DS
DS HS HS HS Pest
(2)
HS HS HS HS DS
DS HS HS HS Pest
repeat (2)

[e] @ the post above me, you need 2/2 epidemic for GoDisease, using the same spec for both glyphs would bias your results towards GoDD. You should be running 2/2 epi + 2/3 morb with GoDisease vs 1/2 epi + 3/3 morb with GoDD.

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Old 08/25/09, 5:02 PM   #572
Meygaera
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Human Death Knight
 
Dalaran
I don't see how it would favor GoDD spec. If GoD uses 2/2 epidemic then it would lose a point in morbidity and its DC damage should actually be lower in my calculations, thus favoring GoDD even more. However, if I take into account the additional disease tick from BP and FF that would be gained from 2/2 epidemic, GoD's calculations would surpass GoDD. But then I would need to take into account GoDD being a faster rotation...and then I think I just lost myself right there. I could probably just use a 2/2 epidemic 2/3 morbidity with GoDD and use the simulator to get a different set of numbers. I think that would still prove GoDD to be higher than GoD still.

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Old 08/25/09, 5:30 PM   #573
tetracycloide
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Quel'dorei
Where in your calculations do you account for the extra percentage of a DC that's added via sudden doom by HSing one additional time? It doesn't look like they take rolling diseases into account either but that's a very difficult thing to do anyway. It would be interesting to know if there is a BP in proc or on use abilities that makes rolling diseases worth glyphing for even ignoring the HS vs IT+PS portion of the equation.

My vanity is justified.

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Old 08/25/09, 5:34 PM   #574
Soilantgreen64
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Dethecus
Originally Posted by tetracycloide View Post
Where in your calculations do you account for the extra percentage of a DC that's added via sudden doom by HSing one additional time? It doesn't look like they take rolling diseases into account either but that's a very difficult thing to do anyway. It would be interesting to know if there is a BP in proc or on use abilities that makes rolling diseases worth glyphing for even ignoring the HS vs IT+PS portion of the equation.
I tossed my spreadsheet on this, but the extra DC procs from Sudden Doom are very significant, much more so then people tend to realize. They come very close to (if not slightly exceeding) the damage provided by the GoDD. In combination, the damage gained from HS over IT+PS (remember your still get the disease dmg, so it just a comparison of strike damage) along with the extra SD procs, gives GoDisease the edge.

[e]: There was a pretty good post about the rolling diseases that showed it would take something like 3 or 4 cycles for the damage gained from rolling diseases to start to catch up to the GoDD damage. Part of the problem evaluating GoDisease properly is there are so many variables to take into consideration, and people usually fudge one or two.

[ex2]: The 4 pc tier 9 bonus will make GoDisease even better.

Last edited by Soilantgreen64 : 08/26/09 at 2:34 PM.

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Old 08/26/09, 4:09 PM   #575
Meygaera
Von Kaiser
 
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Human Death Knight
 
Dalaran
Originally Posted by Fajr View Post
Hey Tetracycloide, I've been practicing the rotation:

IT PS HS HS DS
DS HS HS HS Pest
(2)
HS HS HS HS DS
DS HS HS HS Pest
repeat (2)

And i'm having problems Dumping RP, sometimes i see my self having topped my RP and no room to dump it.
Any lights here plz?
Well the rotation's dump phases should still show up in the same spots as the standard blood rotation, which is between your death strikes, and at the end of the rotation. The rotation (2) still has the exact same number of GCD's as well, so the openings for DC/ghoul/HoW etc should be the same, unless your GCD's are getting eaten by misses/dodges.

Should look like this then:

(1)
IT PS HS HS DS DUMP DS HS HS HS PEST DUMP

(2)
HS HS HS HS DS DUMP DS HS HS HS PEST DUMP

Last edited by Meygaera : 08/26/09 at 4:11 PM. Reason: clarity

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