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Old 12/01/09, 1:45 PM   #2011
Mesker
Glass Joe
 
Undead Death Knight
 
Twilight's Hammer (EU)
Question about pestilence.

When you refresh the diseases do they refresh to their original power or to your current stats?. Like if you first applied with loads of procs would a refresh apply them to the same state or your current state.

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Old 12/01/09, 2:01 PM   #2012
Tianshaan
Von Kaiser
 
Human Death Knight
 
Terokkar
Originally Posted by Gunner52 View Post
So I was bored today and did some testing on the dummy...
...I did compare CG vs RI and figured out that RI while being stacked up is not as good as CG, so fights with mutiple target switches, in theory CG > RI due to the fact that CG doesn't require the "Build-up" period....

...So in theory CG > RI for fights where you will switch targets...

These numbers where produced off a 10min parse on dummies, same dummy. Health etc was checked, CD's used etc.

This was with the IIT spec given.
It seems you read some posts, but not enough - just go check out the first posts of the other threads.

It is true about target-switching fights not favoring RI...but nothing else beats FC/FC because of increased uptime on the proc.

Originally Posted by Mesker View Post
Question about pestilence.

When you refresh the diseases do they refresh to their original power or to your current stats?. Like if you first applied with loads of procs would a refresh apply them to the same state or your current state.
I don't know if you are referring to the glyph of disease or not here. The practice of "rolling" diseases (mentioned throughout these forums) continuously refreshes your diseases at their ORIGINAL power level. So you can't ever let it drop off the mob, or you will have to re-apply them with new procs or trinket pops or whatever you use.

Without the glyph, diseases simply use your current power to...well, power them.

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Old 12/01/09, 2:03 PM   #2013
Qaenyin
Piston Honda
 
Blood Elf Death Knight
 
Kul Tiras
Originally Posted by Mesker View Post
Question about pestilence.

When you refresh the diseases do they refresh to their original power or to your current stats?. Like if you first applied with loads of procs would a refresh apply them to the same state or your current state.
Same state, if you want to apply diseases with a higher AP then you need to reapply them manually.

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Old 12/01/09, 2:31 PM   #2014
HRAE
Glass Joe
 
Tauren Shaman
 
Kazzak (EU)
Is it worth it to start fights with virulence and swap to awareness after reapplying FF?

IT PS OB BS BS dump
IT PS OB [swap to awareness] OB dump

then just go into a normal GoD frost rotation?

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Old 12/01/09, 4:42 PM   #2015
Lamperouqe
Von Kaiser
 
Lamperouqe's Avatar
 
Troll Death Knight
 
Stormreaver (EU)
Originally Posted by Qaenyin View Post
Maybe he's using...

IT PS BS OB BS
IT OB OB Pest
OB BS OB BS
IT OB OB Pest
etc

Edit:For the record this would actually provide the same RP/20 as a standard rotation, which is 10 less than GoIT, as he said, if I count the RP gen properly.
Oh yes, I never considered not using death runes for OB. That would actually work, using the death runes for IT+Pest and using OB for all the U&F runes. That rotation uses the same amount of OB, BS and IT as the standard rotation and has Pest in there instead of PS.

@Altstarz
If you're doing it like this, forget most of what I said. You're missing the PS damage and 10RP in your rotation, but gaining a buffed BP.

@HRAE
I am doing it, you get a 200str boost for your diseases if SoV procs. If it doesn't, you just lose SoA's worth of damage on the first Obliterates which is nothing major. I use ERW at the start to be able to use more Obliterates (3) for SoV to proc. 15 second buffs which procced at the start of the fight should be just about to drop off when I reapply the diseases. Something like this:
IT PS OB BS BS ERW
OB OB IT PS [swap to awareness] Dump, and continue with the normal GoD rotation.

The time used when the last PS lands is almost 15 seconds, so if some of yours procs drop off before you manage to use PS you can change the castsequence after DRW to OB IT PS OB to make sure you apply them in time, but losing 1/3 chance to get SoV for your diseases.
That's how I like to do it atleast.

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Old 12/02/09, 3:05 AM   #2016
 Darkside
I find your lack of faith disturbing
 
Darkside's Avatar
 
Kroot
Orc Death Knight
 
No WoW Account
Spell hit scales differently than melee hit. 26 points of hit rating are required to get 1% spell hit chance, therefore without a draenei aura you will need 289 hit rating to become spellhit capped, assuming optimal raid buffs and talents.

Originally Posted by Silmeria View Post
See this is how engineers argue! Why the fuck we gotta have 17 page threads on how much Diablo 3 sucks I blame liberal arts majors

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Old 12/02/09, 10:21 AM   #2017
Rofy
Glass Joe
 
Rofy's Avatar
 
Orc Death Knight
 
Sen'jin
17% spell hit is 445.94
14% spell hit is 367.25 (Virulence)
11% spell hit is 288.55 (Virulence + Imp. FF or Misery)
10% spell hit is 262.32 (Virulence + Imp. FF or Misery + Heroic Presence)

The important here is that hit is a bad stat to have after melee hit cap. Between melee and spell hit cap STR and crit will be better, and after spell cap any other stat will be better. Its never really important how good a stat is, but how good it will be compared to other options avaliable. So as long as you have the gear to lose hit and gain something better, it will be an improvement. But if you really can't drop it, it's still adding some dps, even if just a little.

One thing i would like to mention about spell hit cap is, even being inferior to STR and crit in a max theoretical perspective, there are opportunity costs from missing a spell. For an ITT build missed IT's will be an annoyance, as you need to always watch them to be sure you react correctly if you miss. For a GoD build, missing a pestilence and have you boosted diseases fall can be really bad (and if you decide to pest early to avoid it you are losing dps by not using your blood runes right). For unholy DW missing DC's hurts a lot, missing IT is harsh if you are using the 10 sec rotation that is already GCD capped, and if glyphed for GoD it's the same deal as frost GoD.

The gap between 263 (8% melee hit) and 289 (a common spell cap) is not huge and sometimes just swaping gear around a little can put you there without sacrificing much.

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Old 12/02/09, 2:04 PM   #2018
• bartolimu
palpably superior comprehension
 
bartolimu's Avatar
 
Undead Warlock
 
Mal'Ganis
I just deleted ten consecutive posts for becoming what I like to call a "retard chain." That's when one person asks dumb questions and another person feels compelled to answer them even when the answer would be easily available if the first guy had just spent two minutes searching. I'm sure you can all appreciate that kind of posting causes thread bloat, and thread bloat sucks. Let's try to not have any more retard chains for a while, okay guys? I mean, I know you're DKs and all, but even you should have standards.

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Old 12/02/09, 2:36 PM   #2019
thedudeabides
Von Kaiser
 
thedudeabides's Avatar
 
Draenei Paladin
 
Stormrage
Hit: Spell, Melee

Originally Posted by Rofy View Post

The important here is that hit is a bad stat to have after melee hit cap. Between melee and spell hit cap STR and crit will be better, and after spell cap any other stat will be better.
First, can you please explain how you verified this.

I understand the implications of spells missing in regards to altering our rotation or the DPS loss from a HB+KM+Rime missing. Given that our melee damage is the top damage (roughly 25-30% of our total damage), why has there been so much debate on "Spell Hit" when our melee swings are the top damaging attack and are missing 15% of the time? From my own experience (311 hit rating), my log reports my melee swings miss 15-17% of the time in full raid buffs. Searching the world of logs, I found a parse from one of the top DPS Frost DW players, showing melee damage accounting for 27% of his total damage, but despite his 356 hit rating (10.86%), he still missed 12.6%. Simulation data from post #1892 shows a melee miss rate of 17%. In discussing the optimal hit rating, shouldn't we be concerned with decreasing our melee misses in addition to the implications of spell misses?

Last edited by thedudeabides : 12/02/09 at 3:32 PM. Reason: Failure to read the end of the OP, despite reading over it for weeks

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Old 12/02/09, 2:52 PM   #2020
Raptør
Glass Joe
 
Orc Death Knight
 
Laughing Skull
Originally Posted by thedudeabides View Post
In discussing the optimal hit rating, shouldn't we be concerned with decreasing our melee misses in addition to the implications of spell misses?
What you're forgetting is that although melee white damage is a high percentage of our dps, after you hit the spell hit cap melee is the only thing affected by hit. Strength and Crit (Until you hit the melee crit cap) will affect ALL of your damaging abilities.

Originally Posted by thedudeabides View Post
The discussion around melee hit cap, including the OP, continues to emphasize the 8% value. Due to [Nerves of Cold Steel] giving 3%, the actual hit rating we need to reach the hit cap is 5%. In the discussion and the stat weights in the OP can we clarify whether the 8% hit cap includes or is in addition to the 3% from talents.
As far as the special ability hit cap goes, you need 8%. If you have the Nerves of Cold Steel talent, your hit cap from gear would be 5%.

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Old 12/06/09, 6:03 PM   #2021
Pruka
Glass Joe
 
Draenei Death Knight
 
Malfurion
Ive noticed you updated the original post stating last update before 3.3. I was wondering if you planned to update the original post once 3.3 released or if you were remaking a new duel wield post.

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Old 12/06/09, 7:01 PM   #2022
Fargom
Piston Honda
 
Human Death Knight
 
Lightbringer
Originally Posted by Pruka View Post
Ive noticed you updated the original post stating last update before 3.3. I was wondering if you planned to update the original post once 3.3 released or if you were remaking a new duel wield post.
Darkside will be posting a new thread shortly, I've sent a request to a moderator to have this thread locked as there really isn't much else to discuss regarding 3.2.2.

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