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08/25/09, 11:46 AM
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#1501
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Piston Honda
Blood Elf Death Knight
Bladefist
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Originally Posted by Sakuratei
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.
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Exactly. In many cases, this is another situation in which we have to just chalk it up to personal preference (unless of course you're at 50 hit rating and 5 expertise). If you can manage your rotations well and keep track of misses and dodges, and the occasional miss or dodge don't bug you, then you'll more than likely experience a dps increase by prioritizing str over spell hit and expertise cap.
With the complexity of fights these days, however, keeping track of missed attacks becomes harder and harder, which will almost certainly result in totally fudged rotations and significant dps loss. Fights are sooo much less stressful when you don't have to worry or watch for misses and dodges. But, again, once you approach the caps, it becomes a playstyle issue.
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08/25/09, 2:00 PM
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#1502
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Piston Honda
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One of the main perks of DW is that, in terms of theoretical DPS, sHit is very close to Haste and Crit and not cripplingly behind ArP.
You cannot trade significant amounts of non-Str stats for more Str through gear selection. After you cap Expertise, trade Crit/Haste first and ArP second for sHit through gear selection, then gem one or two Str/Hit where there are yellow DPS socket bonuses if needed to round out the numbers.
You give up very little theoretical DPS that way and the smooth rotations are almost certainly worth more DPS in practice. On the other hand, if your gear selection is limited and you cannot cap sHit without trading down extensively in ilvl or gemming extensively for Hit, then it becomes a personal question of how good you are dealing with misses.
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08/25/09, 2:25 PM
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#1503
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Von Kaiser
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An interesting topic in my mind is where to aim in gearing for Hit. Since we have talents that lower the soft cap for strike hits but have a much higher roof on white damage then 2 hander counterparts.
There are many stat values in this thread and I have seen them all from page one to this point and I myself (not a math person) am still confused. what is the "ideal" range for hit?
I see many long time DK members have a very large range from 180 hit up to 450 range. I myself currently run 320 hit, I miss on average 12% white strikes with no dodges due to exp cap.
Is there any conclusion as to what is the ideal number range to aim for? If I missed the answer in this thread somewhere, please feel free to point me in the right direction. Thank you.
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08/25/09, 2:45 PM
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#1504
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Von Kaiser
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Aside from getting hit capped for specials and spell hit capped, hit beyond those points will lead to a lower DPS than gearing for other stats (STR, ArP). The amount of DPS gained from extra hit is low, since it will only affect your white damage, while STR would affect all your damage, and ArP will affect a higher percentage of your damage.
As stated previously, gearing for specials is a must. Gearing for spell hit leads to a non-variable rotation (ie. personal preference).
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08/25/09, 6:52 PM
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#1505
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Piston Honda
Blood Elf Death Knight
Cenarius
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Originally Posted by Alyse
Aside from getting hit capped for specials and spell hit capped, hit beyond those points will lead to a lower DPS than gearing for other stats (STR, ArP). The amount of DPS gained from extra hit is low, since it will only affect your white damage, while STR would affect all your damage, and ArP will affect a higher percentage of your damage.
As stated previously, gearing for specials is a must. Gearing for spell hit leads to a non-variable rotation (ie. personal preference).
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Well, technicly the DPS gain from hit vs. str is qualitatively different, in that hit raises the floor (but not max) dps you can do, while strength raises both floor and max.
If you really wanted to have a very high top end damage, you could simply ignore hit and expertise altogether, as you could always "luck out" on a run and not miss anyways. The cost of course would be the opposite end of things, when your DPS suffers due to an unusually bad run of misses.
I mention this because we tend to treat one 7000 dps spec/rotation as being equivalent to another, when in fact they are only equivalent over very large sample sizes. We dont always treat behavior over small sample sizes with the necessary respect.
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08/25/09, 10:17 PM
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#1506
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Von Kaiser
Blood Elf Death Knight
Tichondrius
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Mik scrolling combat text is close to it. But none will work with ToT perfectly. ToT works differently than skills like Mut, stormstrike and whirlwind, in that there is sometimes a huge delay between the two strikes. The others I listed always show both strikes at once.
The OH with ToT is usually delayed which leads to delayed combat text and procs for Rime, RI, FC.
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08/26/09, 6:03 AM
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#1507
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Von Kaiser
Blood Elf Paladin
Ясеневый лес (EU)
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Originally Posted by Odii
you could simply ignore hit and expertise altogether, as you could always "luck out" on a run and not miss anyways. The cost of course would be the opposite end of things, when your DPS suffers due to an unusually bad run of misses.
I mention this because we tend to treat one 7000 dps spec/rotation as being equivalent to another, when in fact they are only equivalent over very large sample sizes.
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The complexity of a fight is enough to even need no more than 1 hour (or maybe considerably less) on a simulator or real fight to see that loss of melee hit and loss of soft expertise will drop DPS even in the short term. The whole "I will luck it out" notion is a fallacy in the not-so-grander scheme of things. The DPS drop is so noticeable and the occurrence of misses so often in a complex set of abilities (that occur in rapid succession) in a game like wow, that lucking it out doesn't occur beyond the scope of a single non elite mob or if you're ..lucky, elite trash.
It is worth talking about luck when it goes to spell hit cap though since then the number of abilities being affected by it are really low. An even lower set of them can devastate the rotation which is a short-term DPS loss. Spell hit though comes out in EP calculations to be worse than strength. This will show up in the mid-long run which means, it may be better to ignore spell hit cap if overall maximized DPS is the goal. But because some people may aim for reliability (a good example is for when having a dedicated role to kill buf-giving ads and you want your rotation to work and to work now), it is not always a bad idea to go for spell hit cap but by doing so knowing your overall (long-term) DPS will lower.
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08/26/09, 9:02 AM
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#1508
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Don Flamenco
Blood Elf Death Knight
Moonglade (EU)
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The whole "I will luck it out" notion is a fallacy in the not-so-grander scheme of things. The DPS drop is so noticeable and the occurrence of misses so often in a complex set of abilities (that occur in rapid succession) in a game like wow, that lucking it out doesn't occur beyond the scope of a single non elite mob or if you're ..lucky, elite trash.
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EDIT: Sorry i mistook the quote for it regarding spell hit cap, but the poster was refering to special hit cap and expertise cap.
Either way, the essence of the post still stands. I think that in general a lot of people overestimate the occurance when a couple of percent under the hitcap.
You are overestimating the numbers quite severely here.
We're talking about a 2-3% spell miss chance, not a 20%+ chance to miss your spells.
We're talking about missing 1 icy touch in every 5-6 boss fights, missing 1 rime HB every 2 boss fights, and missing Pestilence every 3 bosses.
This is a general train of thought I see very often, also relating to dual wielding and miss. People are thinking that the effect of not having a cap is huge, yet if you check what the numbers really represent its not so bad after all.
For GoD its already known to be a higher dps loss, but nontheless you can take a shot at a perfect fight without miss.
If you ignore hit (after special cap) and go full for strength you will see a DPS increase in every fight, when you go for hit you won't see a dps loss (this is the difference that Sakuratei talked about on the last page) once every 3 bosses.
And this is where the simulator is right, to put it in crude imaginary numbers (just to make the point). If the strength you gain gives you an extra 100 dps on each boss and the lack of hit drops your dps by 200 every 3th boss. Then ignoring the spell hit cap and aiming for full strength is better.
There are some parts i disagree on though, and that why i personally think getting the spell hit cap is of a higher priority than ignoring it. A bit for the same reason as you mentioned in your second paragraph.
The simulator is the ideal raider. It only needs a milisecond to consider its options after a miss. If i were playing and i would miss my IT i might not notice it before i recast my PS, in which case i have to juggle around a bit with runes, which might lead to a much bigger dps loss than a simulator would have.
Also, I prefer reliability over top dps. I'd rather do 5.5k dps every single fight than 6.0kon 2 fights and 5.0k on the other 2. But again thats a preference call, some might like it the other way around.
However, a maybe even more important question in this regard is: Does it matter much ?
I don't know about your situation but i seem to be well provided in hitgear. A lot of the BiS gear also has hit, and if you need to fill a yellow socket your best option (pre-spell hit cap) is a 10 strength / 10 hit gem.
Even if you tend to ignore prioritizing hit over strength, it still does not take away that pre-hitcap it is the 3th best stat we can get !
I probably couldnt even reach as low as 160 hitrating if i tried.
Last edited by Foxx2405 : 08/26/09 at 10:23 AM.
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08/26/09, 11:12 AM
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#1509
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Piston Honda
Blood Elf Death Knight
Cenarius
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Originally Posted by leladax
The complexity of a fight is enough to even need no more than 1 hour (or maybe considerably less) on a simulator or real fight to see that loss of melee hit and loss of soft expertise will drop DPS even in the short term. The whole "I will luck it out" notion is a fallacy in the not-so-grander scheme of things. The DPS drop is so noticeable and the occurrence of misses so often in a complex set of abilities (that occur in rapid succession) in a game like wow, that lucking it out doesn't occur beyond the scope of a single non elite mob or if you're ..lucky, elite trash.
It is worth talking about luck when it goes to spell hit cap though since then the number of abilities being affected by it are really low. An even lower set of them can devastate the rotation which is a short-term DPS loss. Spell hit though comes out in EP calculations to be worse than strength. This will show up in the mid-long run which means, it may be better to ignore spell hit cap if overall maximized DPS is the goal. But because some people may aim for reliability (a good example is for when having a dedicated role to kill buf-giving ads and you want your rotation to work and to work now), it is not always a bad idea to go for spell hit cap but by doing so knowing your overall (long-term) DPS will lower.
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What?
Prioritizing Str over hit and expertise will result in higher dps in fights when the observed miss rate is sufficiently higher then the average miss rate. Wether this is advisable is another discussion entirely, but if you want the absolute highest dps parse possible for a fight, stack str and prayer will over sufficient time yield the highest dps parse. Your average DPS may go down, and down substantially, but there is that chance you really hit one out of the ballpark.
My point wasn't that this is a smart way to go about your business, but that we dont talk about is that any given boss fight is a small sample, and that certain stats and builds have a greater potential variability, and that variability leads to a different range of possible dps outcomes.
What this could mean in terms of analysis, is instead of simulating 1 500 hour long fight, we could simulate 5000 6 minute fights, and graph the resulting DPS curve in 25 or 50dps increments (ie, counting the number of runs that fall within those small bands of dps). The resulting curves would not only tell us the average DPS per run, but also give a sense of what range of values you might see in a generic patchwerk style boss fight.
Specifically, you would expect large fluctuations of Str and Hit to effect the shape of the curve, not just the average value of the entire run.
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08/26/09, 12:19 PM
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#1510
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Von Kaiser
Human Death Knight
Dalaran
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Originally Posted by Odii
What?
Prioritizing Str over hit and expertise will result in higher dps in fights when the observed miss rate is sufficiently higher then the average miss rate. Wether this is advisable is another discussion entirely, but if you want the absolute highest dps parse possible for a fight, stack str and prayer will over sufficient time yield the highest dps parse. Your average DPS may go down, and down substantially, but there is that chance you really hit one out of the ballpark.
My point wasn't that this is a smart way to go about your business, but that we dont talk about is that any given boss fight is a small sample, and that certain stats and builds have a greater potential variability, and that variability leads to a different range of possible dps outcomes.
What this could mean in terms of analysis, is instead of simulating 1 500 hour long fight, we could simulate 5000 6 minute fights, and graph the resulting DPS curve in 25 or 50dps increments (ie, counting the number of runs that fall within those small bands of dps). The resulting curves would not only tell us the average DPS per run, but also give a sense of what range of values you might see in a generic patchwerk style boss fight.
Specifically, you would expect large fluctuations of Str and Hit to effect the shape of the curve, not just the average value of the entire run.
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In addition to seeing changes in the way str and hit affect the curve, if we ran the simulator for shorter intervals a couple thousand times, specs with cooldowns like blood would probably see significant changes. For example, hysteria's uptime would change drastically because at the end of a 6 minute fight it would JUST be off cooldown but the "fight" would end and you wouldn't be able to use it a 3rd time, only twice in 6 minute fight and would have 16.7% uptime. If the fight was extended by 30 seconds then it would go up to 23.1% uptime.
This does happen in a real raid often, but it happens both ways, sometimes you just miss it, sometimes you get your last one in exactly 30 seconds before the boss dies, and sometimes you even hold it back to stack it with heroism or something else at the end. Maybe have the sim run a 4 min, 5 min, 6 min, 7 min, and 8 min fights a couple thousand times.
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08/27/09, 1:41 AM
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#1511
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Glass Joe
Night Elf Death Knight
Trollbane (EU)
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I have a question.
I have been wielding the [Aledar's Battlestar] togheter with the [Peacekeeper Blade] (As I havent been able to get another decent offhand.) Last night I got my hands on the [Lionhead Slasher]. As I belive its an upgrade over my current weapons, but how long will it hold. As its way to fast to be ideal for an Dual Frost DK.
Would slower weapons of Ulduar 25 man standard, be an upgrade or is the [Lionhead Slasher] one to keep untill ToTC or ICC drops a slower weapon for me ?
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08/27/09, 2:25 AM
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#1512
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Banned
Blood Elf Death Knight
Gorefiend
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Originally Posted by Psysica
I have a question.
I have been wielding the [Aledar's Battlestar] togheter with the [Peacekeeper Blade] (As I havent been able to get another decent offhand.) Last night I got my hands on the [Lionhead Slasher]. As I belive its an upgrade over my current weapons, but how long will it hold. As its way to fast to be ideal for an Dual Frost DK.
Would slower weapons of Ulduar 25 man standard, be an upgrade or is the [Lionhead Slasher] one to keep untill ToTC or ICC drops a slower weapon for me ?
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You could probably switch to an unholy DW build for the time being since you have a nice offhand like that or even one of the other unholy DW builds that doesn't require a slow MH. It's a great weapon to have but you just have to decide on whether you'd like to switch up your spec to really use the weapon effectively.
Tonight our guild did XT hard for the first time along with hodir hard among other bosses. I used this build which gave me great results. Our other frost DW dk was kinetica in the raid. I'd definitely say that using the GoP build/rotation yielded a higher dps for myself compared to when I was supplying IIT. If you get an enhance shammy supplying 20% haste or another DW DK go ahead and try out this build. Here's the WoL report from tonight along with the night before with our ignis speed kill.
XT hard
Ignis Speed Kill
BTW I realize that Ignis is a little skewed due to KM Rime procs also hitting the adds around our tank. We used 1 tank and he tanked the boss along with the adds. We all stood in the water while the boss was facing away from us while also standing in the water. Hopefully these logs can give you all an idea of how GoD build is performing vs IIT builds.
Here's my armory and yes I'm aware I have too much hit but I'm waiting for some new boots to drop before I decide to reenchant my boots.
Also something to note was I typically would start the fight by getting greatness to proc + FC and then I'd pop UA and disease the boss so that I'd be at my max for dot damage during the fight.
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08/27/09, 5:16 AM
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#1513
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Don Flamenco
Blood Elf Death Knight
Moonglade (EU)
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Originally Posted by Psysica
I have a question.
I have been wielding the [Aledar's Battlestar] togheter with the [Peacekeeper Blade] (As I havent been able to get another decent offhand.) Last night I got my hands on the [Lionhead Slasher]. As I belive its an upgrade over my current weapons, but how long will it hold. As its way to fast to be ideal for an Dual Frost DK.
Would slower weapons of Ulduar 25 man standard, be an upgrade or is the [Lionhead Slasher] one to keep untill ToTC or ICC drops a slower weapon for me ?
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Not only slow ulduar weapons would be an upgrade. That weapon is about as good as a slow blue reptuation weapon (like [Reaper of Dark Souls]) . If i remember correctly from my deduction a few posts back going from 2.6 speed to 1.5 speed is only worth it if the faster weapon has about 60 DPS more. That means that Lionhead Slasher is upgraded by anything from naxx and beyond with a speed of 2.6 and slower.
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08/27/09, 10:58 AM
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#1514
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Glass Joe
Orc Death Knight
Chamber of Aspects (EU)
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I have been playing as Blood Spec on my DK since WoTLK Launch, but recently I felt like trying out Dual Wield Frost with the addition of ToT in 3.2. I wanted to find out a few things, but to be perfectly honest, I don't have the willpower to trudge through a 61 page thread looking for information, so if someone could answer a couple of questions for me, I'd greatly appreciate it.
1. I assumed that since I'd be using 2x2.6 speed weapons and all my strikes hit with both weapons, that RoTFC would have the same uptime if it was on my offhand weapon, so I should us RI on my main hand for higher damage, is this correct?
2. I really don't like the idea of playing without Subversion, I've been playing with it all this time I'm not sure I could manage my threat without it, are there any viable Frost DW specs that include this talent? I came up with a spec on my own, but I'm not sure how it would perform.
3/52/16
3. Quick question I forgot to add, sorry if it is really obvious, but BP or UP?
Thanks in advance.
Last edited by Ruik : 08/27/09 at 12:09 PM.
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08/27/09, 11:09 AM
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#1515
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Glass Joe
Blood Elf Death Knight
Terenas
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Originally Posted by Foxx2405
Not only slow ulduar weapons would be an upgrade. That weapon is about as good as a slow blue reptuation weapon (like [Reaper of Dark Souls])
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[Grimhorn Crusher] is easy access too since it only costs 25 [Champion's Seal].
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