 |
08/24/09, 5:06 AM
|
#1486
|
|
Von Kaiser
Orc Death Knight
Darksorrow (EU)
|
@Meygaera: You can check my armory-link here to the left for such a build, personally i went with 1 points from KM but I guess necrosis would be about the same.
|
|
|
|
|
08/24/09, 5:15 AM
|
#1487
|
|
Von Kaiser
Human Death Knight
Dalaran
|
Ok, yea I tried the armory link but it was an EU server and for some reason wasn't loading properly, thanks anyways.
|
|
|
|
|
08/24/09, 7:29 AM
|
#1488
|
|
Piston Honda
Night Elf Rogue
Frostmane (EU)
|
Originally Posted by Syrellia
I tried simulators and it suggested that dropping 1 point from CotG to put into UBA is superior than dropping 1 point from either KM or BCB. The DPS difference is about 100 dps, so it's really up to personal choice.
Regarding GCD starvation by dropping 1 point in CotG, the first rotation will still be complete..
|
I tested a spec with 1/2 CotG for about 15 minutes on a dummy to test the rotation, and I agree that it is definately workable when you factor in HoW. You can use HoW and/or regular Rime procs to fill in an eventual vacant GCD which meansa bit of lost damage, but the talent point spent elsewhere (KM, BCB, Subversion, depends on where you stole a point for UA) should cover the loss in terms of DPS. This is also without factoring in AMS soak and RP regenerating procs from healers.
|
|
|
|
|
08/24/09, 7:47 AM
|
#1489
|
|
TEH DEEPZ!!!
Blood Elf Death Knight
Mal'Ganis
|
Originally Posted by Meygaera
If you're talking about Kahorie's DK simulator, it says in the read me file that
"* Merciless Combat is active 35% of the time simulation"
So the simulator doesn't calculate any type of diminishing returns on that.
@Foxx2405 the 3/53/15 spec you suggested, does it include improved icy talons? or deathchill/UA? If I wanted to pickup improved icy talons and UA what would be the best talent to drop for UA, probably 1 pt in necrosis?
|
Alright, so what I said was true.
The simulator creates an absolutely maximized personal raid DPS environment where you actually have a full 35% of the simulation with execute, but it doesn't take into consideration the execute range of other classes thus the shorter duration of your'e actual execute range. Since this is the case, and BCB already showed to be better DPS above, that would mean the only reason to take MC over BCB is if its a mobile fight or if the execute range is an important factor to the fight (Algalon / Yogg). I would imagine proper use of UA would assist MC more than BCB, however, as I said, I don't use UA and thus I don't include it in my calculations.
|
|
|
|
|
08/24/09, 11:20 AM
|
#1490
|
|
Von Kaiser
Orc Death Knight
Darksorrow (EU)
|
@Asphyxia: Didn't your calculations show BCB was inferior though, you mentioned 2.0X% for 2/2 MC and 1.8 for 2/3 BCB. The execute-phases also tend to be important burn phases on alot of bosses (i.e. Steelbreaker) and alot of guilds opt for using Heroism/Bloodlust at around this percentage.
If anything we can call this a personal preference too. We should refrain from calling what's the "true" best DPS per point until actual simming and proper calculations have been done, since you usually aren't objective enough to be the one guy calling it out. For example _alot_ of people DO use UA.
|
|
|
|
|
08/24/09, 11:29 AM
|
#1491
|
|
TEH DEEPZ!!!
Blood Elf Death Knight
Mal'Ganis
|
I mentioned that as part of my actual log (the Jaraxxus log), which differs quite a bit considering I am GoDisease spec and not IIT as I was going over the simulations and math for above. Obviously MC will be a bigger bonus to GoDisease setup than IIT as the use of OB / FS is significantly higher. In the simulations of an IIT build the BCB and MC numbers alter, and provided the encounter is perfect the entire time that BCB out performed MC by ~35 dps (with MC having a higher up time than it would in a raid setting, making actual raid data show that MC should be worth less) of sustained.
As mentioned in the above posts, who really cares about 35 dps when you're pushing 7100+ on most stand still and blow everything up kind of fights, RNG alone can cause a larger effect on DPS than that. Also, in addition to that, the point of MC is to be available during times where extra damage is more vital (the most common example being Yogg and Algalon). Also, how many fights are there where you can remain on your target 100% and not miss a single melee strike via movement, target swapping, etc.? Pretty much no current fights.
Really, it comes down to preference. I personally ran 3/53/15 longer than 3/51/17, but I didn't notice a difference in DPS between parses outside OB / FS / HB doing slightly more damage to compensate for the lack of BCB.
|
|
|
|
|
08/24/09, 2:39 PM
|
#1492
|
|
Don Flamenco
Blood Elf Death Knight
Moonglade (EU)
|
I think it's really time to drop the subject of where to put a random 5 points that might make 0.1-0.3% dps difference. If my KM procs an extra time i already got that dps difference out of there.
I think most of the stuff that has to be said on the subject has been said. The general consensus is that Subversion is better than BCB due to the secondary benefit (threat reduction). DPS wise the difference between pulling points from Subv / BCB / MC / KM is less than getting an unlucky streak on a boss. These difference fade away in the random RNG that you will encounter on a boss.
As for UA. I think it is save to say that it IS a dps boost, but only if you:
a) Know at what time in your rotation to pop it. If you use it at the wrong moment, it could be dps decrease.
b) Know when to save UA for burst moments or chain it whenever the cooldown comes up.
Again we're talking small dps differences though, simulators (which pretty much is best case scenario) showed something like 100 dps gain if i remember correctly.
When doing 7k dps that is still only about 1.5% dps. That's nice, but again if you mess up your rotation by popping UA in the wrong moment you might nullify that gain.
I think we should close the subject of these small preference changes though, and shift our focus to the CC gear combinations. And drop the talent issue unless it's about a big differences (blood / unholy subspec; even though a lot of that has been discussed as well).
|
|
|
|
|
08/24/09, 3:31 PM
|
#1493
|
|
Glass Joe
Draenei Death Knight
Uther
|
Points of Clarification
Just wanted to get a sanity check on one item with the GoDisease spec rotation.
In the OP, the suggested rotation "once diseases are up" is:
OB,OB,BS,Pest,RP,RP
OB,OB,RP,OB,RP,RP
The item I'm looking for a sanity check on is the, "once disease are up" portion of the post. In order to produce a state where you can proceed with the actual GoDisease rotation, you must have FFUUBB runes available and 0 Death Runes active while FF and BP are both up on the target. If your opener round is:
IT,PS,OB,BS,Pest,RP
OB,OB,RP,OB,RP
It would create a situation where you have FFUUBB available and 0 Death Runes active while both diseases are up on the target. This is the only viable method of producing the required state for the GoDisease rotation round that I can see within the disease duration time constraints (assuming 200ms of latency at 1.7s per GCD). Is there some other rotation that is used as an opener?
|
|
|
|
|
08/24/09, 3:57 PM
|
#1494
|
|
TEH DEEPZ!!!
Blood Elf Death Knight
Mal'Ganis
|
Originally Posted by khironthir
Just wanted to get a sanity check on one item with the GoDisease spec rotation.
In the OP, the suggested rotation "once diseases are up" is:
OB,OB,BS,Pest,RP,RP
OB,OB,RP,OB,RP,RP
The item I'm looking for a sanity check on is the, "once disease are up" portion of the post. In order to produce a state where you can proceed with the actual GoDisease rotation, you must have FFUUBB runes available and 0 Death Runes active while FF and BP are both up on the target. If your opener round is:
IT,PS,OB,BS,Pest,RP
OB,OB,RP,OB,RP
It would create a situation where you have FFUUBB available and 0 Death Runes active while both diseases are up on the target. This is the only viable method of producing the required state for the GoDisease rotation round that I can see within the disease duration time constraints (assuming 200ms of latency at 1.7s per GCD). Is there some other rotation that is used as an opener?
|
Your starter rotation goes like this:
IT PS OB Dump BS Pest
Then it continues like this:
OB OB Dump OB
OB OB Dump BS Pest
Somewhere during the fight (pref early on) you want to replace 1 OB with an IT / PS combo with your procs up so that your diseases then carry on the entire fight at maximum possible damage output.
|
|
|
|
|
08/24/09, 4:33 PM
|
#1495
|
|
Von Kaiser
Human Death Knight
Dalaran
|
Since I have a trinket with an AP proc which usually procs within the first 5 to 10 seconds of a fight, I usually start with an obliterate, blood strike, blood strike, frost strike to get it to proc, then with my left over U/F runes I do the IT PS. Usually it will proc off the initial obliterate and I can throw them up there. Sometimes I get lucky and the trinket procs and FC. Usually its just the trinket, and later when I see my trinket and FC up, I find a spot to throw UA in safely and redo my IT PS.
|
|
|
|
|
08/25/09, 8:50 AM
|
#1496
|
|
Glass Joe
Troll Death Knight
Shandris
|
I've seen this question asked numerous times, but never have I seen a clear answer (one that doesn't spam me with all sorts of numbers -- because I'm terrible at math -- which are appreciated, but mean very little to me. All I see are hieroglyphics) as to the gem stat priority for a DW Frost DPS. Should I ever gem for hit or expertise? Is 9% hit dangerously low in the case of DW Frost, or should I just hold it to gear to get me through and gem strictly for strength as I've always done?
|
|
|
|
|
08/25/09, 9:09 AM
|
#1497
|
|
Glass Joe
|
Originally Posted by Sabellian
I've seen this question asked numerous times, but never have I seen a clear answer (one that doesn't spam me with all sorts of numbers -- because I'm terrible at math -- which are appreciated, but mean very little to me. All I see are hieroglyphics) as to the gem stat priority for a DW Frost DPS. Should I ever gem for hit or expertise? Is 9% hit dangerously low in the case of DW Frost, or should I just hold it to gear to get me through and gem strictly for strength as I've always done?
|
I gem for expertise to ensure I remain at the dodge cap, but I haven't really noticed any shortage of hit on Ulduar gear, and am spell hit capped as it stands without gemming at all, so I've never really been in a situation where I've been that low on hit, not since I started DWing in 3.2.
|
|
|
|
|
08/25/09, 10:50 AM
|
#1498
|
|
Von Kaiser
Orc Death Knight
Darksorrow (EU)
|
@Sabellian: It HAS been answered before without "math", not without numbers though, since thats the only way to answer it! Both the expertise softcap and the special hit cap (5% for frost DW cause of NoCS) are worth more than strength and "should" be gemmed for. The spell hit cap is still worth quite a lot (compared to what we guessed it would be) but not on top of strength.
|
|
|
|
|
08/25/09, 11:09 AM
|
#1499
|
|
Von Kaiser
Blood Elf Paladin
Ясеневый лес (EU)
|
The spell hit cap being lower than strength in EP has raised some objections that are related to its utility advantage of leaving rotations intact that I'd like to address. The devastation of a single rotation at a random point in time will drop DPS at that time but that is something that the simulator does take into account. It does devastate its simulated rotation and it does start over again. Therefore one would assume that the logical conclusion is that indeed spell hit capping is worse than strength stacking in the overall DPS.
However, one can see the opposite making sense is in a 'reliability' scenario: "I want a rotation now and I want it to work".
Therefore we have two paths that can be followed:
a) Maximized overall DPS with less reliability in the short term (by ignoring spell hit cap and gemming strength after hit and expertise soft caps)
b) Short term reliability with less overall DPS (by hitting spell hit cap before stacking strength)
edit:
c) A middle road, covering some points towards spell hit capping but not quite reaching it, to have higher but not absolute rotational reliability and higher, but not maximized, overall DPS. This I suppose is what many do by accident (especially with many not knowing 8% is not the soft cap in DW) therefore 'why did I not beat him in this boss when he doesn't pay attention to theory?'.
Last edited by leladax : 08/25/09 at 11:34 AM.
|
|
|
|
|
08/25/09, 11:22 AM
|
#1500
|
|
Piston Honda
Night Elf Rogue
Frostmane (EU)
|
The easiest way to approach Expertise and Hit in relation to a rotation is that they aren't actually increasing your DPS, rather they are reducing the chance that you suffer a DPS loss. The closer you get to the caps, the smaller the chance is for a miss or dodge, but if a miss or dodge occurs it's as big of a DPS loss no matter if you have 0 expertise or .5% to cap.
The closer to cap you get, the smaller the chance of getting a dodge or a miss is. If you have 1% miss chance, you will theoretically miss 1% of your abilities. But the actual number of misses could be 2 or 3 out of 100 specials, or 0 on 200 specials due to the 1% being applied to each attack separately. In case A, capping Expertise would have increased your DPS more than Strength. In case B, the extra Expertise would have done nothing.
Overall, capping Spell hit and Expertise ensures that you will never lose any damage because of your rotation breaking, but it's impossible to set an accurate point worth for the stats as the effectiveness of the stats all rely on chance.
|
|
|
|
|
|