New EP values, without reaping, and all that jazz:
As predicted, ArP went up by almost exactly 15% in value (/pats self on back). Everything else was roughly the same (or if it was different, the difference was explainable - such as with the t7 set bonuses) except for expertise and hit - they both went down (slightly) in value, and I'm not completely sure why. If anything I would have expected the opposite, as you have less free gcds. I'll run the numbers again to see if it was just some sort of fluke, I suppose, but still; I don't think it is - these numbers should be pretty accurate - but I just can't think of an explanation for it.
So, I'm wondering, if 17/0/54 without reaping is the new way to play Unholy in 3.2.2 (assuming nothing changes) How would the Glyph of BS compare to UB (I think its the weakest one?) assuming you raid with a FF Mage?
Yes, Glyph of BS is superior. Not hugely so, but superior indeed. I don't keep up on mages but, at least judging by my guilds own mages, I'm under the impression FF is not optimal? The gain you would get from GoBS would be less than 50 dps, so the mage is much better off just actually speccing fire (or arcane or whatever is best in 3.2.2).
If they're FFB anyways, then yeah, it is worthwhile.
As far as relevancy to Unholy DPS, this could mean some DPS loss from being obliged to refresh your Bone Shield much sooner than you otherwise would.
Not really. Even without Reaping, you still have a free GCD a minute, so it's actually a buff if you aren't getting extra RP from AMS/Revitalize/etc, as BT + BS does generate 20 RP (and 20 RP + 0 damage > 0 damage!). If you are getting extra RP from one of those various sources, you would still be better off BT + BSing over HoWing (as 20 RP > 10 RP). Unless you are getting so much RP that you can drop every Horn from your rotation, it's a buff. A slight one, but definitely a buff.
Not that it was probably intended as such. Not that it was probably intended as a dps nerf, either. I'm sure it was a purely tanking-oriented change, and they figured it would have so slight an effect on dps (if one at all) that it wouldn't matter. And it hardly does. But that oh so slight effect was positive, no doubt.
They also changed the wording on GoSS, but I think it's simply a tooltip clarification to show that it will extend Ebon Plague as well.
Just to clarify, this is a DPS increase relative to Live 3.2 because of the extra 10 RP per minute, but is not an increase relative to the previous build because Bone Shield's cooldown was still 1 minute yesterday?
Looking at this numbers you are gaining roughly 50 dps... don´t have any trouble with Blood Tap destroying your rotation... ARP will be a little bit more valuable... 2PCT9 will proc more often...
Perhaps someone can do the sims on his own to prove my statements or to show me, how foolish i am...
Edit: Put in Rotation
I don't know if anybody still remembers the 13-GCD rotations discussion from way back. The gist of it is, unlike Frost, Unholy can realistically have 2 free GCDs when raid-buffed if you design your rotation properly and you do not have high effective latency. When I manually modeled Reapingless builds like the one you posted, I found them to be around 150~200 DPS loss compared to GoIT 17-0-54 type builds running 2xIT rotations along the line of:
The use frequency of the final DC is close to 100%, because the rotation is able to carry a full DC worth of RP in reserve to drain 2 RP at a time without going over.
Timing tests on dummies from way back showed that, with 150 haste rating and raid buffs, the effective latency threshold for executing 7-strike-6-spell rotations was around 155-160 ms. However, I have yet to see an existing tool capable of modeling this correctly. For example, I don't know if it's a rune timing/rotation modeling issue or something else I am missing, but Kalorie's sim calculates the effective latency threshold for executing 13-GCD Unholy rotations to be about 25-30 ms as far as I can tell.
You can get around that problem by simply setting the sim to run at 25-30 ms latency or lower. However, there is an additional problem with the way it models disease tick timing. When I used the sim as a cross-check for my own numbers, the sim would inexplicably lose ~3-4% of disease ticks when running 13-GCD rotations even when set to below the threahold (50-60 ms effective latency is about as low as I can go personally in practice, and even at that effective latency I am nowhere near the point where I can go below 6 ticks per 20 sec).
I can't think of an easy way to get aruond the second problem when using the sim; figuring the phantom disease tick loss in manually puts the sim about 60-70 DPS off of my numbers.
Last edited by Grigori : 09/16/09 at 4:10 AM.
The Unholy single-target rotation, as it stands now, has a recurring free GCD in which the DK uses Horn of Winter to generate 10 RP.
Come 3.2.2, instead of a HoW, the DK can slot-in a Blood Tap+Bone Shield combo, which generates 20 RP instead of 10 RP.
This is a DPS gain, since you're spending just as many GCDs, meaning your rotation does not change, but you gain an extra 10 RP per minute by replacing the HoW with the BT+BS.
Since the idea is to cast Bone Shield every minute, even if you already have the Bone Shield running with 4 minutes left on the duration, then losing the extra duration is an effective neutral change.
We seem to be having this discussion on 2 forums now.
But on live, right now, I use that Blood tap and that free GCD to slot in an extra Blood Strike on single mobs, or a BB on an AOE pack. That also generates 20 RP.
So now I have to waste 5 runes every 5 minutes instead of 1 rune every 5 minutes. 4 unholy runes = 4 PS which is at least 4k damage lost every 5 minutes. 4 death runes lost every 5 minutes is much worse. At least it is 4 Blood Strike lost, which is closer to 8k damage lost every 5 minutes.
I am going to ask again. for all those folks that are using Blood Tap and Bone shield to generate 20 RP. Why the hell wouldn't you use that Blood Tap death rune to Blood strike? Please explain.
Clark, remember that Bone Shield grants a 2% damage buff while active, and while I don't know how much that would add up to on average, I'm fairly sure it's 2k or more over the course of a fight per minute. If you never used the Blood Tap to use it, you'd lose that or else lose damage keeping it up without the extra blood Tap rune (via destroying a SS cast).
Granted if Bone shield ends very fast in a specific fight with lots of AoE, possibly the Blood Strike would be higher. But if that is the case, perhaps something could be said for the low maintenance you are in that kind of scenario.