Elitist Jerks Blood Simple - The Day The Music Died

06/02/09, 12:40 AM   #46
Darkside
I find your lack of faith disturbing

Kroot
Orc Death Knight

No WoW Account
 Originally Posted by Soilantgreen64 [size="3"]DRW will gain buffs you have before casting it, but will not get things used after, i.e. Hysteria, potions, etc. Your DRW checklist looks something like this, in order of importance.
How certain are we about the truth of this statement? I just did a flurry of tests with different buffs to test their impact on DRW. My results all yeilded the same DRW damage no matter what buffs I had up before casting DRW. The buffs tested include: Hysteria, Blood Fury, Unholy Strength and Grim Toll. Has anyone else seen similar/conflicting results?

[e]: just retested Unholy Strength, it appears to add a marginal amount of damage to DRW.

[e^2]: Pyrite Infuser appears to be adding a considerable amount of DRW damage and I think I was wrong about Blood Fury.

Last edited by Darkside : 06/02/09 at 3:34 AM.

 Originally Posted by Fric ginger booty get on with yo bad self

 06/02/09, 3:23 AM #47 mojo0070 Glass Joe   Tanksinatra Draenei Death Knight   Eonar (EU) Hey guys, Im a massive fan of EJ and have used this site for a long time now. Im very happy with the way blood plays out at the moment as a 10 man raider. However there's 1 thing that's bugging me, I have some 16 expertise gems in my gear and im still not at the expertise cap, i've just been unlucky with obtaining items with expertise on them. Should i just go for 16 str gems and just wait for some expertise items to drop in ulduar or will the dodges and parries that i gain mess up the rotation so much that it becomes a big dps loss?
06/02/09, 5:16 AM   #48
Melchior
Piston Honda

Orc Death Knight

Skywall
 Originally Posted by mojo0070 Hey guys, Im a massive fan of EJ and have used this site for a long time now. Im very happy with the way blood plays out at the moment as a 10 man raider. However there's 1 thing that's bugging me, I have some 16 expertise gems in my gear and im still not at the expertise cap, i've just been unlucky with obtaining items with expertise on them. Should i just go for 16 str gems and just wait for some expertise items to drop in ulduar or will the dodges and parries that i gain mess up the rotation so much that it becomes a big dps loss?
STR has a higher stat weight average than EXP even prior to being capped. This is partly because there are sources of damage that are unaffected by EXP, however 100% of damage is increased by STR.

On the other hand, EXP is still a very strong stat up to the cap, so if you feel more comfortable with your rotation when eliminating dodge chance you may want to just keep the gems until your gear changes.

06/02/09, 6:46 AM   #49
Lollersk8er
Piston Honda

Human Death Knight

Azjol-Nerub (EU)
 Originally Posted by Darkside How certain are we about the truth of this statement? I just did a flurry of tests with different buffs to test their impact on DRW. My results all yeilded the same DRW damage no matter what buffs I had up before casting DRW. The buffs tested include: Hysteria, Blood Fury, Unholy Strength and Grim Toll. Has anyone else seen similar/conflicting results? [e]: just retested Unholy Strength, it appears to add a marginal amount of damage to DRW. [e^2]: Pyrite Infuser appears to be adding a considerable amount of DRW damage and I think I was wrong about Blood Fury.
DRW is most likely just based of AP and Haste, comparable to the Gargoyle. Waiting for FC+Greatness procs is the optimal time to use DRW.

 06/02/09, 8:08 AM #50 Nizari Von Kaiser   Lique Night Elf Death Knight   Saurfang I am an engineer Blood DK and I have noticed that the Pyro Rockets add a solid 1% dps every fight. They benefit from Blood Presence (15%), Blood Gorged (10%) and Curse of Elements (13%). They also have a chance to crit (not sure if it is equal to your spell or melee or whatever chance). They do not benefit from Bloody Vengeance or the passive "spells crit for 200%" skill DK's have. So it's average hit is meant to be 1600 however recount tells me while soloing on a dummy that the average is 2000 (1600 *1.25 = 2000) and then the average in a raid is about 2250ish this is all excluding the crits. assuming no crits 2250 / 45 = 50 DPS I am wondering how this can compare to the Handspeed Accelerator enchant. which works out to be 56.6666 haste rating (340 * 10) / 60. However You can time it in with Hysteria/heroism/potion/DRW..... Also this is a fantastic post, all the little things I was looking for in the old one but not spread across 50 pages >.<. Nice work Orcy
 06/02/09, 8:18 AM #51 noxz Glass Joe   Noxz Orc Death Knight   Mazrigos (EU) Seeing as there is a DRW discussion going on here I might as well put my question up for reading as well I have during the last week noticed something with my dancing runweapon. it's uptime is not correct with the tooltip given. DRW tooltip says a weapon that fights on it's own for 10sec plus 1 sec per 10 runic power. 10+6(if Rp is 100 cost for spell is 40 RP) = 16 sec + 5 second from the glyph =21 sec that is close to the time of my buff atm. my buff when activating DRW starts at 20sec. however I have runic power mastery witch means 30 more runic power equaling to 3 more seconds 10sec (spell activation)+9sec (runic power 130 - 40 for spellcost) + 5 (glyph) 10+9+5=24 when I activate my DRW it starts at 20. did a test on trainign dummies as I spoke to a GM about this and tried 3 times and it always started on 20 seconds unless there is something I have missed me/we are getting robbed out of 4 seconds on our dancing rune weapon
06/02/09, 8:25 AM   #52
Grondarg
Von Kaiser

Orc Death Knight

 Originally Posted by Crewell Starting your first rotation with Death Strike is no different than what we go through every second set of runes when we cast DS - HS - HS - HS - HS - dump. That Death Strike is after a dump and hence we have little runic power at the time to gain the full benefit from the Glyph of Death Strike. Having your opening rotation start with Death Strike won't be a major DPS impact in a boss fight where as getting that 10% AP bonus out to the rest of the raid could be. After all if you wait on your Death Strike until the end of your first rune set you lost out on 6 seconds (four global cooldowns) of the AP boost. The impact of this obviously varies based on raid composition. There really isn't a finite value to how much damage that 10% AP boost equates to over the 6 seconds in comparison to if you stuck with a normal rotation to open with. Now if you have someone else in the raid providing that boost (ie. a Marksman Hunter), then stay with the normal rotations.
You only need 26rp to get full benefit from DS glyph. So dumping from full RP your still getting a 20% bonus from the glyph in later parts of the rotation. There is plenty of discussion on the subject of opening with DS in the 2 Blood Theorycraft threads.

Last edited by Grondarg : 06/02/09 at 8:32 AM.

06/02/09, 8:43 AM   #53
Lollersk8er
Piston Honda

Human Death Knight

Azjol-Nerub (EU)
 Originally Posted by noxz DRW
It's 5 Base + Rp/10 + 5 Glyph. The glyph is added already in the tooltip.

Last edited by Lollersk8er : 06/02/09 at 9:34 AM.

06/02/09, 10:46 AM   #54
crazy dodo
Von Kaiser

Pandaren Monk

Khaz Modan
 Originally Posted by Crewell Now if you have someone else in the raid providing that boost (ie. a Marksman Hunter), then stay with the normal rotations.
I was under the impression that the +10% AP buff is no longer mutualy exclusive between classes (i.e. Abom Might does not stack with Abom Might but will now stack with Trueshot Aura)

if this is not the case then raiding with a static group employing a marksman you really could be putting those talent points to better use, correct?

06/02/09, 11:35 AM   #55
richard
Piston Honda

Human Death Knight

Kazzak (EU)
 Originally Posted by crazy dodo I was under the impression that the +10% AP buff is no longer mutualy exclusive between classes (i.e. Abom Might does not stack with Abom Might but will now stack with Trueshot Aura) if this is not the case then raiding with a static group employing a marksman you really could be putting those talent points to better use, correct?
Of course they don't stack, they're identical buffs. The talent also gives 2% strength so it would be stupid not to spec it, especially since there are no other talents that would give a DPS increase.

 06/02/09, 2:04 PM #56 Eveenah Glass Joe   *ви Blood Elf Death Knight   Подземье (EU) I'm wonder of stats weights, they are very strange. Is it possible to update first post with link on methods stats calculations? For example, Agi affects ~72% (in average) of our damage. So, It's weigth will be: $$1Agi = \frac{{45.91}}{{62.5}}\% Melee\cdot1Crit$$ 1Agi = 45.91/62.5*0,72*1,56 = 0,77 This significally differs from 1,37 listed at first post.
06/02/09, 2:41 PM   #57
AtheistGod
Piston Honda

Orc Death Knight

Zul'Jin
 Originally Posted by Eveenah I'm wonder of stats weights, they are very strange. Is it possible to update first post with link on methods stats calculations? For example, Agi affects ~72% (in average) of our damage. So, It's weigth will be: $$1Agi = \frac{{45.91}}{{62.5}}\% Melee\cdot1Crit$$ 1Agi = 45.91/62.5*0,72*1,56 = 0,77 This significally differs from 1,37 listed at first post.
That 28% spell damage seems high. For me I have about 12% DC 2% IT 3% FF 3 % BP. That adds up to 20%. Add in the fact that BP and FF can't crit anyways. So thats 80/94 or about 85%. Also that formula forgets to add the 10% benefit Agi gets from kings.

06/02/09, 6:00 PM   #58
Eveenah
Glass Joe

Blood Elf Death Knight

Подземье (EU)
 Originally Posted by AtheistGod That 28% spell damage seems high. For me I have about 12% DC 2% IT 3% FF 3 % BP. That adds up to 20%. Add in the fact that BP and FF can't crit anyways. So thats 80/94 or about 85%. Also that formula forgets to add the 10% benefit Agi gets from kings.
%Melee - this number represents all damage that is not affected by Agi. So, in my vision BP and FF should be subscrubed not divided.

Rune Weapon: Death Coil - 1.4%
Bloodworm:Melee - 0.6%
BcB - 4,2%
So, for you number will be even lower than 72%

About Kings you are right, formula should be:
$$1Agi = \frac{{45.91}}{{62.5}}\% Melee\cdot1Crit\cdot1.1$$
So, 1Agi = 0.85
Also, Agi adds armor and in result AP. This easyly calculated to additional ~0.01, so final value will be ~0,86.

I beleive current weights should be recalculated. Could anyone point me on original calculations post? failed to find him.

06/02/09, 6:11 PM   #59
Husnan
Banned

Orc Death Knight

Suramar (EU)
 Originally Posted by Eveenah blabla I beleive current weights should be recalculated. Could anyone point me on original calculations post? failed to find him.
Well, your results are not in contradiction with those in the OP

You say 1 agi = 0.86 crit rating
OP says 1 crit rating = 1.56 APE and 1 agi = 1.37 APE

1.56 x 0.86 = 1.3416