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Old 08/11/09, 11:52 AM   #1176
Souli
Glass Joe
 
Orc Death Knight
 
Dentarg (EU)
one question regarding Nerves of Cold Steel which improves our hit by 3%. Does that mean I only need 5% hit from gear to be capped or is it still important to get the hit higher because of white hits from the OH?


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Old 08/11/09, 12:01 PM   #1177
Sakuratei
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Originally Posted by Foxx2405 View Post

How to go further from here is even harder.

It's not simply a matter of giving up 1 IT and gaining (0.48*HBdmg + 0.18*ITdmg + 0.34*BSdmg) because the normal rotation still uses HB as well. If the normal rotation uses a HB they give up a FS instead.

So I'm not 100% but i guess the correct comparison would be something along the lines of:

Normal rotation:
0.48 * ( IT damage + HB damage )
0.52 * ( IT damage + FS damage )

HB glyph rotation:
0.48 * ( HB damage + FS damage )
0.18 * ( IT damage + FS damage )
0.34 * ( BS damage + FS damage )

However this is not considering KM. A normal rotation will only use rime-HB when KM is also up. As the HB glyph rotation does not lose a FS but a IT or BS (both inferior to HB) you theoretically always use HB if rime is up.
Therefor the normal rotation's does not have 48% chance to use IT+HB but somewhat less, and that HB will have a 100% crit rate.
However i dont have time to consider that as well.
To figure out the real chance of IT+HB in the normal rotation, we would need to know the % chance per hit to proc KM, and integrate it with Rime proc chance. Do we have a percentage value for KM proc chance?

Also, for the XX part of the rotation, wouldn't the chance for XX to be a BS be 50%, as half of you XX will be with >10 sec on FF still up, and therefore be BS?

One thing I'd like to add though is that you gradually lose RP for the fourth FS in the rotation (12th GCD). If we assume that the first rotation to be IT PS OB BS BS, dump, OB OB XX YY (and continue to be that) we would have (1-0,725^3 = 0,619) roughly 62% chance that XX is HB and rotation ends with 24 RP spare(+0,75 FS), and 38% chance that XX is IT and ends with 34 RP spare (+1,0625 FS).

After that, you have (assuming my second paragraph) (1-0,725^4=0,734) roughly 73,4% chance for XX to be HB and "use" 13 RP of the reserve (-0,4025 FS), and respectively 16,6% chance for XX to be IT and "use" 3 RP of the reserve (-0,09375 FS).

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Old 08/11/09, 12:03 PM   #1178
Sakuratei
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Originally Posted by Souli View Post
one question regarding Nerves of Cold Steel which improves our hit by 3%. Does that mean I only need 5% hit from gear to be capped or is it still important to get the hit higher because of white hits from the OH?
Hit is still fairly high value until you reach spell hit cap. How valuable hit is after the spell hit cap, we cannot know until we can figure out the all stat weightings.

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Old 08/11/09, 12:20 PM   #1179
Fargom
Piston Honda
 
Human Death Knight
 
Lightbringer
@ Hit rating

It looks like 5% + the 3% from nerves does in fact cap special attacks, but honestly with how tight the frost rotations are I really think the spellhit cap (or close) should be the goal. If you miss an Icy touch, obviously you need to cast it again as you can't operate without. Any time you waste a GCD like this, you are loosing damage because you are trading a FS, or OB or KM rime for that extra Icy touch.


As for hit after the spell cap, for DW unholy it was in the range of 1.21 APE. I can see frosts being slightly lower due to a less valuable BCB, but then again Frost has KM so it might be a wash. Overall, we do need to calculate other statwieghts first, but my assumption based on previous knowledge is that hit even after spell cap will be more valuable than AP. Not worth stacking, but the freedom to go above without it being a waste is pretty fantastic.

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Old 08/11/09, 1:36 PM   #1180
Foxx2405
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Moonglade (EU)
Originally Posted by Sakuratei View Post
To figure out the real chance of IT+HB in the normal rotation, we would need to know the % chance per hit to proc KM, and integrate it with Rime proc chance. Do we have a percentage value for KM proc chance?

Also, for the XX part of the rotation, wouldn't the chance for XX to be a BS be 50%, as half of you XX will be with >10 sec on FF still up, and therefore be BS?

One thing I'd like to add though is that you gradually lose RP for the fourth FS in the rotation (12th GCD). If we assume that the first rotation to be IT PS OB BS BS, dump, OB OB XX YY (and continue to be that) we would have (1-0,725^3 = 0,619) roughly 62% chance that XX is HB and rotation ends with 24 RP spare(+0,75 FS), and 38% chance that XX is IT and ends with 34 RP spare (+1,0625 FS).

After that, you have (assuming my second paragraph) (1-0,725^4=0,734) roughly 73,4% chance for XX to be HB and "use" 13 RP of the reserve (-0,4025 FS), and respectively 16,6% chance for XX to be IT and "use" 3 RP of the reserve (-0,09375 FS).
Well KM is a ppm. It is 1 ppm per point, so for 5 points you'd get 5 ppm.

With 2.60 speed weapons that would turn out to be 21.7% chance to proc per hit (white hit / yellow hit / BCB hit / everything).

BS isn't 50% as you could also gain another rime proc on the 2nd part of your 20 second rotation, in which case you'll use HB again.
If you are insanely lucky you'll chain this:
OB>OB>HB>BS
OB>OB>HB>PS
repeat

However i doubt we ever get that lucky.

In general it goes like this (read proc HB as rime proc):
You get a HB on the first rotation.
If the next doesn't proc HB you get a BS, if it does you get a HB again
If the 2nd procced HB, then the 3nd either gets a BS (no rime) or a HB (rime) again, if the 2nd didnt proc a HB then the 3th is an IT (no rime FF runs out) or a HB (rime, refreshes FF).

It pretty much comes down that you use BS about twice as often as IT, which the percentages show (18% vs 34%)

You are right about the generation of less RP.

On average you should get:
20 + 20 + X + 10 RP per rotation.
X = 0.48 * 5 RP + 0.18 * 15 RP + 0.34 * 10 RP = 8.5 RP

20 + 20 + 8.5 + 10 = 58.5 RP on average per rotation.

Which indeed is a bit short on RP for 4 FS per 20 sec.

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Old 08/11/09, 2:55 PM   #1181
bluedragon
Glass Joe
 
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Draenei Death Knight
 
Frostwolf
Originally Posted by Foxx2405 View Post
On average you should get:
20 + 20 + X + 10 RP per rotation.
X = 0.48 * 5 RP + 0.18 * 15 RP + 0.34 * 10 RP = 8.5 RP

20 + 20 + 8.5 + 10 = 58.5 RP on average per rotation.

Which indeed is a bit short on RP for 4 FS per 20 sec.
There are revitalize procs to think about. If you're needing 11 extra per 20second rotation to fit the 4th FS in every time then 1 tick in that 20seconds would provide more than enough. I'm not sure if that works out well in practice or not, because it's reliant on your druid.

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Old 08/11/09, 3:20 PM   #1182
Sakuratei
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Originally Posted by bluedragon View Post
There are revitalize procs to think about. If you're needing 11 extra per 20second rotation to fit the 4th FS in every time then 1 tick in that 20seconds would provide more than enough. I'm not sure if that works out well in practice or not, because it's reliant on your druid.
It is also reliant on taking damage, and a proc chance on the spell itself.

Foxx: yeah, that makes sense. I can do some more maths once I'm done with my raid.

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Old 08/11/09, 3:24 PM   #1183
Drakenar
Glass Joe
 
Human Death Knight
 
Tanaris
Glyph of Blood Strike

So, since Glyph of Disease doesn't refresh Icy Talons. I started thinking about a glyph to replace it. I was looking at Glyph of Blood Strike but then started thinking about how to snare mobs. Since Frost Fever doesn't count as a snare (atelast I don't think it does) and we can't afford to waste a rune on Chains of Ice.

I plan on moving 1 point from Blood Caked Strike or Killing Machine to put it in Chilblains to "Snare" the mob so I can get the 20% Damage increase from Blood Strike. I'll post my findings when I test tonight.

Anybody has thoughts on that?

Last edited by Drakenar : 08/11/09 at 3:30 PM.

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Old 08/11/09, 3:29 PM   #1184
bluedragon
Glass Joe
 
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Draenei Death Knight
 
Frostwolf
Originally Posted by Sakuratei View Post
It is also reliant on taking damage, and a proc chance on the spell itself.
Not since the change this patch that made druid hots tick for 0. It can still give RP even without heals.

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Old 08/11/09, 3:35 PM   #1185
 Darkside
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Kroot
Orc Death Knight
 
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Originally Posted by bluedragon View Post
Not since the change this patch that made druid hots tick for 0. It can still give RP even without heals.
Revitalize has always worked this way.

Three steps to a better EJB experience: Step One, Step Two, Step Three

And remember:
Originally Posted by Zeroblack View Post
The Ignore functionality doesn't work if you guys keep quoting him.

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Old 08/11/09, 4:25 PM   #1186
doser
Glass Joe
 
Blood Elf Death Knight
 
Illidan
Originally Posted by Drakenar View Post
So, since Glyph of Disease doesn't refresh Icy Talons. I started thinking about a glyph to replace it. I was looking at Glyph of Blood Strike but then started thinking about how to snare mobs. Since Frost Fever doesn't count as a snare (atelast I don't think it does) and we can't afford to waste a rune on Chains of Ice.

I plan on moving 1 point from Blood Caked Strike or Killing Machine to put it in Chilblains to "Snare" the mob so I can get the 20% Damage increase from Blood Strike. I'll post my findings when I test tonight.

Anybody has thoughts on that?

People who use GoD don't spec for IIT. That is the point of the whole glyph, it lets you take other DPS talents and you simply rely on Shamans for 20% haste buff.

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Old 08/11/09, 4:44 PM   #1187
Drakenar
Glass Joe
 
Human Death Knight
 
Tanaris
Originally Posted by doser View Post
People who use GoD don't spec for IIT. That is the point of the whole glyph, it lets you take other DPS talents and you simply rely on Shamans for 20% haste buff.
What I'm trying to accomplish is total utility for personal DPS. I may not always be able to get a Windfury in my raid.

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Old 08/11/09, 5:58 PM   #1188
Bryne
The Treachery of Forums
 
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Orc Warrior
 
Mal'Ganis
Originally Posted by doser View Post
That is the point of the whole glyph, it lets you take other DPS talents and you simply rely on Shamans for 20% haste buff.
If by "other DPS talents" you mean "utility talents of dubious value such as Endless Winter, Lichborne, Chilblains, or Imp. Frost Presence", then yes, that is what it lets you do.

If you don't have Windfury, you need IIT in your spec. It's not rocket surgery. If you're not using the Glyph of Disease, Howling Blast or Icy Touch are still probably better glyphs for that slot than Blood Strike.

Originally Posted by Apate View Post
Yeah, I'm barely OK with myself being in the room while I have sex

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Old 08/11/09, 6:41 PM   #1189
Kiku
Glass Joe
 
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Night Elf Druid
 
Darkspear
Originally Posted by Foxx2405 View Post
Well KM is a ppm. It is 1 ppm per point, so for 5 points you'd get 5 ppm.

With 2.60 speed weapons that would turn out to be 21.7% chance to proc per hit (white hit / yellow hit / BCB hit / everything).
Has anyone run new data to show that KM was changed to proc off more than just your main hand white attacks?

The first page of this thread discusses that KM doesn't proc more than 5ppm. From what I remember Bliz didn't want dual wield to get an advantage over 2handers. This is also the consensus on TankSpot (Satorri's post).

There was also work done to show that KM can't proc off FS (... have to quote wowhead here, can't find any of the old links to EJ threads).

Wow, I failed at supporting links, I'll try to dig more up when I have time and edit this, but fairly certain KM only procs off your main hand, and only procs off white attacks.


Edits:
GC saying KM doesn't proc from off hand: Killing machine bugged (GC plz review) | DPS | WoW Blue Tracker | World of Raids

And an in game fix note saying that some weapon procs won't cause KM to proc: MMO-Champion BlueTracker - Recent In-Game Fixes - 4/16/09

Again, these posts are fairly old, but should still be true.

Last edited by Kiku : 08/11/09 at 6:46 PM.

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Old 08/11/09, 6:42 PM   #1190
Intropy
Von Kaiser
 
Dwarf Priest
 
Spirestone
Originally Posted by doser View Post
People who use GoD don't spec for IIT. That is the point of the whole glyph, it lets you take other DPS talents and you simply rely on Shamans for 20% haste buff.
You have that backwards. The glyph doesn't "let" you take the other abilities. The glyph is a dps increase because you trade BS+IT+PS for pest + OB and can keep diseases up that are inflated by procs.

You can use the glyph and keep the same IIT spec, or you could use the glyph spec and not use the glyph. The only reason there is a separate spec for use with the glyph is that by using pest, you can't keep IIT up anyway, so you may as well spend those points elsewhere.

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Old 08/11/09, 6:45 PM   #1191
Konata
Von Kaiser
 
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Blood Elf Death Knight
 
Tichondrius
KM only procs on white attacks, since the first DW nerf a while back

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Old 08/11/09, 6:48 PM   #1192
 Darkside
I find your lack of faith disturbing
 
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Kroot
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Originally Posted by Kiku View Post
Has anyone run new data to show that KM was changed to proc off more than just your main hand white attacks?

The first page of this thread discusses that KM doesn't proc more than 5ppm. From what I remember Bliz didn't want dual wield to get an advantage over 2handers. This is also the consensus on TankSpot (Satorri's post).

There was also work done to show that KM can't proc off FS (... have to quote wowhead here, can't find any of the old links to EJ threads).

Wow, I failed at supporting links, I'll try to dig more up when I have time and edit this, but fairly certain KM only procs off your main hand, and only procs off white attacks.


Edits:
GC saying KM doesn't proc from off hand: Killing machine bugged (GC plz review) | DPS | WoW Blue Tracker | World of Raids

And an in game fix note saying that some weapon procs won't cause KM to proc: MMO-Champion BlueTracker - Recent In-Game Fixes - 4/16/09

Again, these posts are fairly old, but should still be true.
You are correct. KM has never procced of anything but white hits and hasn't procced off of OH hits since pre-3.1.

Three steps to a better EJB experience: Step One, Step Two, Step Three

And remember:
Originally Posted by Zeroblack View Post
The Ignore functionality doesn't work if you guys keep quoting him.

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Old 08/11/09, 7:17 PM   #1193
 vank
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Voland
Orc Death Knight
 
No WoW Account
I ran a 5,000 hour EP valuation last night and thought I'd share my results. My gear and build can be found in my profile to the left. I used 150 ms latency on version 0.10.1. All buffs were selected except Draeni. Results:

AP 100
Strength 261
Agility 114
Crit 144
Haste 126
Armor Pen 185
Expertise 347
Hit 388
Spell Hit 120
Weapon DPS 691
Weapon Speed 36029
2T8 12000
4T8 13076
2T9 26615
DPS 6506 

I still have no idea how to interpret the Weapon Speed value and hold that an EP value for Hit after the Spell cap would be very useful.

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Old 08/11/09, 7:26 PM   #1194
Foxx2405
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Blood Elf Death Knight
 
Moonglade (EU)
Ah right that's true.

Doesn't change the percentage though.

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Old 08/11/09, 7:27 PM   #1195
Asphyxialol
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Dalvengyr
I simply have been using the weights for the other stats and using the current frost 2h OB hit / exp personally. The rotation is essentially identical, and, with the exception of Frost Strike and OB, the damage breakdown on abilities is nearly identical as well.

For what it is worth, your EP calculator is very close to the calculator I came up with as well (also a 5,000 sim).

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Old 08/11/09, 7:42 PM   #1196
 vank
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Voland
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I'm wondering, at what point do you throw out Slow/Slow in favor of Slow/Fast. For example, your two off-hand choices are [Vulmir, the Northern Tempest] and Blood Fury. I believe we had established that a full tier jump was required for a Fast weapon to overtake a Slow one. Does this still hold true?

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Old 08/11/09, 7:45 PM   #1197
 Darkside
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I don't have the math on hand, but it's been shown that the DPS gain in a higher ilevel fast weapon is trivial when compared with the enormous loss in weapon damage. Essentially, there is no realistic scenario where you will have a fast weapon that beats out a slow weapon, no matter what the ilvl/tier difference.

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The Ignore functionality doesn't work if you guys keep quoting him.

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Old 08/11/09, 7:46 PM   #1198
Foxx2405
Don Flamenco
 
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Blood Elf Death Knight
 
Moonglade (EU)
Originally Posted by vank View Post
I ran a 5,000 hour EP valuation last night and thought I'd share my results. My gear and build can be found in my profile to the left. I used 150 ms latency on version 0.10.1. All buffs were selected except Draeni. Results:

AP 100
Strength 261
Agility 114
Crit 144
Haste 126
Armor Pen 185
Expertise 347
Hit 388
Spell Hit 120
Weapon DPS 691
Weapon Speed 36029
2T8 12000
4T8 13076
2T9 26615
DPS 6506 

I still have no idea how to interpret the Weapon Speed value and hold that an EP value for Hit after the Spell cap would be very useful.
I guess the weapon speed just says: 1.00 speed extra gives 36000 EP

So for a 2.6 weapon to be as good as a 2.7 weapon it needs to do about 5 dps more.
r a 1.5 weapon to be as good as a 2.7 weapon it needs to do : (1.2 * 36029) / 691 = 62.6 dps more.

If the number isn't wrong, than that's what I interpret from the number

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Old 08/11/09, 7:57 PM   #1199
dr_AllCOM3
Great Tiger
 
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Orc Death Knight
 
Blutkessel (EU)
Originally Posted by vank View Post
I ran a 5,000 hour EP valuation last night and thought I'd share my results.
My EP are similar. I have 3/3 BCB, so the side-stats like Haste and ArP are slightly higher.


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Old 08/11/09, 8:10 PM   #1200
AtheistGod
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Zul'Jin
Originally Posted by vank View Post
I'm wondering, at what point do you throw out Slow/Slow in favor of Slow/Fast. For example, your two off-hand choices are [Vulmir, the Northern Tempest] and Blood Fury. I believe we had established that a full tier jump was required for a Fast weapon to overtake a Slow one. Does this still hold true?
Why wouldn't you just use Hellscream Slicer? It is not unique so you would be able to dual wield it.

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