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09/16/09, 7:52 AM
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#241
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Piston Honda
Worgen Death Knight
Medivh
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Originally Posted by oAllElseFailo
This is offtopic but i've tried that macro on the first page for raise ally:
/cast [target=party1,exists,dead] Raise Ally; [target=party2,exists,dead] Raise Ally; [target=party3,exists,dead] Raise Ally; [target=party4,exists,dead] Raise Ally
But it doesn't seem to work, people are saying "Macros CANNOT target <Player X> automatically anymore" true/false?
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Has anyone found a macro that makes Raise Ally work right anymore? Cause rezzing someone midfight was one of my favorite things to do pre-3.1 and I have no idea why they can't fix it like it used to be.
Maybe I'll make a post in the suggestions forum =/
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09/16/09, 8:45 AM
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#242
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King Hippo
Draenei Death Knight
Dragonblight
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The Epidemic-less results are interesting, but the problem is AoE. On a single target, it's essentially a matter of PS + IT verse SS, and similar to 2x BS, although the SS wins out, it isn't by much, and the extra talent points/RP apparently push the first option over. But on multiple targets? No epidemic also comes at the cost of additional pestilences as well, pestilences which could be blood boils or parts of DnDs.
For clarification, the problem isn't the same problem as with GoSS and no epidemic. There, on top of this issue, you also had GoSS becoming useless. GoIT obviously still functions when AoEing.
Like anything regarding AoE, it's a pain to actually work the numbers, since it all comes down to how many targets. That said, if your numbers are accurate (which I'm not questioning, simply haven't done it for myself yet) it might be worth the trade off as the gain is larger than the miniscule 11/0/60 gain. Although, speaking of such, the more points you take out of stuff like Epidemic and Reaping, the more identical the two builds become. The difference between 11/0/60 and 17/0/54, assuming Epidemic and Reaping become no-gos, is a single talent point. There becomes almost no point in differentiating the two.
Then again, perhaps the two builds of choice won't be 11/0/60 or 17/0/54 but, instead, 17/0/54 with Epidemic and 16/0/55 without Epidemic. You take the latter and you gain 60ish dps on single targets at whatever the AoE cost is or you take the former. Might be the best way to present the choice in the OP. Decisions, decisions.
Any which way, such a rotation also has the side benefit of being the shortest - which means that stuff like switching targets, having to run out/back in, so on and so forth become less painful as there's a smaller window for it to mess things up (and if you have to restart your rotation from scratch, there's less dps loss since the rotation is smaller).
Also, despite using the most GCDs, the spec is probably the most latency/error/etc friendly since the disease duration is longest relative to how often they're applied.
Does hurt the value of SoV a bit more than the lack of Reaping did, but that doesn't matter that much.
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I didn't realize that macro no longer worked, my apologies. I simply took it straight from the previous thread. Consider it removed.
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Edit:
Running the sims, the gap I got between the two specs was actually somewhat larger (I used my own current gear as opposed to the default 2H set, which could explain some sort of scaling difference between the two, which would actually be a good thing. I dislike the default 2H set due to the high amount of AP and low amount of Str, personally, which is why I usually don't use it. Not to mention the fact that most people are getting more and more TotC gear by the week, so basing spec choices on a previous tier's gear level is kinda silly. Although it's odd that you're numbers are individually higher than mine. /shrug).
17/0/54 without Reaping, with Epidemic, with Glyph of Unholy Blight: 7860 DPS
17/0/54 without Reaping, without Epidemic, with Glyph of Icy Touch: 7952 DPS
Closer to a 100 dps difference. Worth the 1 BB per 20 seconds you lose on AoE? A personal choice but, the more I think about it, and the more I look at my various parses, I'm going to have to go with yes. There's only one fight in CC where you even use Blood Boil - hard Anub - and even then, you aren't using it constantly. Looking at my 30ish wipes on the fight last week, BB seemed to average between 2.5% and 5% of my overall damage. If no epidemic cuts the number of Blood Boils you do in half (which it very nearly does), that's 1.25% to 2.5% of one's damage on an AoE fight like that lost. In return you gain ~100ish dps which is an approximate 1.5% gain on a single target and a 1%ish gain on an AoE encounter. So you gain ~100ish dps on a single target and lose ~100ish dps on an AoE encounter. Seems worth the trade off to me.
Also, irrelevant but amusing - without Epidemic and Reaping, Scourge Strike drops to less of our overall damage than Blood Strike.
Actually, looking at it, 2x BS does outdamage 1x SS, in either spec. I'm not sure if that's because of the different weapon (when I previously did the sims I was using an ilvl 232 - Aesir's Edge - now I'm using an ilvl 245 - Lothar's Edge - which is quite a gap in weapon damage) and BS simply scales better or what. Odd. So much for Reaping simply being a small dps gain as to a dps loss.
For those curious about the specifics, 1 BS was 3367-3377 damage, on average, between the various parses of the various specs. 1 SS, on the other hand, was ~6634 (almost exactly every time).
Last edited by Consider : 09/16/09 at 9:41 AM.
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09/16/09, 9:40 AM
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#243
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Von Kaiser
Orc Death Knight
Zirkel des Cenarius (EU)
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Hm...
Let´s look at the possible AoE-dps-loss without epidemic.
Let´s look at 5 Targets... possibly a good example, because of Anub´arak 25 Heroic. There are 4 adds and anub himself.
Napkin Math:
Would you only do one pestilence in 20 Seconds like you do now, you just lose one tick one every target. (the 18th second-tick). Because of that, you would lose 8 ticks (4xFF, 4xBP) and the Raid would loose the 13%. Not an Option.
Now let´s do a pestilence every 10 Seconds... you would lose one BB on 5 Targets... would be roundabout 10k dmg... 500 dps loss in an AoE Encounter like Anub. That´s a pretty static AoE Encounter.
But when you face a AoE Encounter like Thorim, you would have to use Pest more often. You won´t lose anything while dropping epidemic. You would have to switch target very often. Perhabs it would even be a dps gain.
I think it all comes down to personal preference.
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09/16/09, 9:48 AM
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#244
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King Hippo
Draenei Death Knight
Dragonblight
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HM Anub actually isn't all that static of an AoE encounter. You won't be AoEing during burrow phases, yet you will be dpsing then (scarabs). As well, assuming your dps is as it should be, there will probably be gaps between when one set of adds die and the next get in range, during which time you obviously won't be BBing. It is certainly an AoE centric fight, but it's not merely AoEing from 100% -> 0%.
Yogg+0 is probably the best AoE fight in the game - the most mobs, the mobs never die, you never have to move (as a melee dpser), etc - and even there, looking at the top parse on wmo, Blood Boil is only 5% of the guy's total damage, which was the upperbound of my estimate. /shrug
I do agree on it being personal preference although, for me, I'm thinking it's an easy decision ^^.
Any which way, I'll update the OP once again, as soon as I decide how to present the different specs.
Last edited by Consider : 09/16/09 at 10:03 AM.
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09/16/09, 10:06 AM
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#245
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Von Kaiser
Orc Death Knight
Zirkel des Cenarius (EU)
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I think the decision will be easy for everyone.
You won´t lose that much AoE-Power while dropping Epidemic, but you will have a single-target dps increase, simplicity of the rotation and much room for error.
Edit: With Anub stationary i just pointed out, that you have to AoE for a while. (The Adds outlast 10 seconds). Just forgot about Yogg + 0
Edit2:
Just another sim. 2H Ulduar - 4PCT9 - +200STR
17-0-54 2/3 Morbidity, 5/5 Desolation - 7998 dps
17-0-54 3/3 Morbidity, 4/5 Desolation - 7986 dps
Rotation: PS-IT-SS-BS-BS-Dump
This would be another Single-Target-dps increase.
The question however is, do you really use D&D every 15 seconds in AoE-Encounters, then it would be a AoE-dps-loss.
Or do you use D&D every 20 seconds to fit better into your rotation? Then you would notice no difference in AoE at all.
Edit3:
Simmed under LIVE conditions
2H Ulduar - 4PCT9 - +200STR
3-13-55 UnholyOB - Priority: UnholyOB - 7865 dps
17-0-54 2/3 Morbidity, 5/5 Desolation - Rotation: PS-IT-SS-BS-BS-Dump - 7948 dps
This new 17-0-54 spec does about 80 dps more than the 0-17-54 Oblit or 3-13-55 Oblit on live servers. (I just simmed 10 rp gain in 10 sec to redo the changes made to dirge in the sim for 3.2.2 and recalculated the SS-Crit-Ratio, which yields a 0.5 decrease in dmg in 3.2 cause of the lack of 9% crit from subversion)
If my sims are correct, we could change our spec right now, without waiting for 3.2.2.
Last edited by Bensch78 : 09/16/09 at 11:44 AM.
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09/16/09, 11:09 AM
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#246
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Glass Joe
Human Death Knight
Crushridge
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It seems to me that players who tend to get a lot of RP from revitalize/rapture and those who use AMS frequently (there are plenty of opportunities in TOC, just like ulduar) will find less of a dps discrepancy between an Icy Touch-no epidemic build than those who don't. The RP from outside sources when I raid seems to fill about half of my rotations with enough RP to skip HOW and fill in a DC in its place, and if I manage to AMS soak it can actually take a minute or so to bleed off the extra RP in our free GCDs.
When that is taken into consideration, it seems that the extra RP in an epidemic-free IT glyph *almost* becomes moot. However, that is my experience, the mileage this setup provides may vary.
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09/16/09, 12:15 PM
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#247
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Great Tiger
Troll Death Knight
Mal'Ganis
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Originally Posted by Mild Confusion
Has anyone found a macro that makes Raise Ally work right anymore? Cause rezzing someone midfight was one of my favorite things to do pre-3.1 and I have no idea why they can't fix it like it used to be.
Maybe I'll make a post in the suggestions forum =/
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I found the easiest way to deal with Raise Ally is to forget it exists because it has a 15 minute cooldown now.
Er, wait, I mean use raid frames. Ever since Freya's Detonating Lasher adds, I've had the default UI raid frames out on one side of my screen so I could see the health of everyone else in the raid in case I have some sort of influence over their survival. With raid frames up it's easy to click on whoever is dead and use Raise Ally, assuming the frames don't bug out and not let me select players like they do sometimes.
I'm not a big fan of how they dealt with Raise Ally in arena by giving it a 15 minute cooldown rather than just flagging it as unusable in arena. It really impacted the fun of the spell by the frequency it could be used in PvE. The 5 minute duration of the ghoul doesn't much make up for it because in most situations they don't live that long. Faction Champions in the only fight I can think of where someone I've ghoul'd has lived to the end of the fight (rather, they Corpse Exploded on the last champion left up).
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Uulwi ifis halahs gag erh'ongg w'ssh.
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09/16/09, 12:39 PM
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#248
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Piston Honda
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Originally Posted by Bensch78
Doing the Sims without epidemic as mentioned above:
Predefined 2H Ulduar Set + 4PCT9 + 200 Str - 150ms Latency
17-0-54 NoReaping, UB-Glyph
Rotation: No - Priority: Unholy - 7930 dps
17-0-54 Reaping, NoEpidemic, IT-Glyph
Rotation: PS-IT-SS-BS-BS-Dump-PS-IT-SS-SS-Dump (repeat) - Priority: No - 7984 dps
17-0-54 NoReaping, No Epidemic, IT-Glyph
Rotation: PS-IT-SS-BS-BS-Dump (repeat) - Priority: No - 7986 dps
If my sims are not really way off, the simpliest Rotation offers the most dps (by a small margin)
Just do: PS-IT-SS-BS-BS-DUMP until the end... i didn´t let the sims retry my DC, but the sim did retry all Rune-Abilities in my Rotation.
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If you are running Kalorie's sim, remember that it underestimates the DPS of the 13-GCD Reaping/GoIT build at those settings. In practice, a properly designed 13-GCD Unholy rotations will only incur a time loss the first time it goes over 12 GCDs under the above conditions (standard Ulduar haste rating, 150 ms effective latency, and raid buffs). After that, the rotation will continue to run at no time loss. This effect was tested and confirmed to work when we had the 13-GCD Unholy rotation discussion way back.
As far as I can tell, Kalorie's sim imposes the first-time loss on every rotation, not just the first. You can get a good idea of what the rotation can do if the sim could model the rotation properly by setting the latency below 25-30 ms. You need to be careful, though, because at that effective latency setting the sim will inflate the numbers for the "no-Reaping/no-Epidemic" spec/rotation you simulated beyond what it can actually do (14-GCD rotations won't compress to lossless under realistic conditions except when under Bloodlust).
- - -
The spec I linked in my previous post has 1/2 Epidemic. I find that to be the best general option.
In extended AE situations, the second point in Epidemic doesn't really do much for you. Running D&D on a 15-sec cycle and PE on a 20-sec cycle for extended AE, you will run into collisions where both D&D and PE needs to be refreshed on the same half rune set, and you will lose uptime on one or the other. The solution is to run PE on a 15-sec cycle (of alternating long-short refreshes with the long refresh being 16 to 17.5 sec and short being 30 to 31 sec minus the long depending on the rotation design). This does not require a second point in Epidemic.
With the 1/2 Epidemic Reaping build you can switch to 4xSS with only RoR loss for 1 disease and 1 PS in situations where you have RP coming in from external sources. With 0/2 Epidemic Reaping/GoIT, you will lose 2 disease ticks if you go 4xSS, which incurs more than 3x the DPS loss of the 1/2 Epidemic build (of course, if you don't have Reaping, you don't have the option of getting a GCD back in those situations at all). While going 0/2 Epidemic is a small single-target DPS gain, personally I think the advantages of 1/2 Epidemic far outweighs that gain.
Last edited by Grigori : 09/16/09 at 12:41 PM.
Reason: Grammar
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09/16/09, 3:34 PM
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#249
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Glass Joe
Human Death Knight
Lightbringer
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Originally Posted by Illu
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.
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I do remember that Bone shield grants that 2% buff while active, but it does that on live with a 5 minute duration. It isn't as if I were losing that 2% buff to blood strike. I only use that rune to recast Bone shield once every 5 minutes.
On live, I get that 2% damage buff but I use only 1 rune every 5 minutes, as a DPS with nothing beating on me.
With a 1 minute duration, you have to spend 5 runes every 5 minutes.
That is a net loss of 4 runes/5 minutes.
The point is that people are mistaken saying dropping the duration to 1 minute is a DPS gain. It is definitely a DPS loss over Live.
And please stop saying you would cast Bone shield with Blood tap every 1 minute on live to generate 20RP as if it were a good idea. That Blood Tap death rune could be used to cast Blood Strike or any other single rune damage ability and Blood tap + 1 strike would still generate 20 RP for the exact same global cooldown.
I can see how someone might think that lowering Bone shield cooldown is a net RP gain, but it isn't, because that U rune, or death rune that you used to cast Bone shield could just as easily be used to cast blood boil or Blood Strike for the same RP gain.
Anyone who is recasting Bone shield 1/minute on live by using Blood tap is generating the exactly the same RP as casting Blood tap+Blood Strike 1/minute. You get 20RP per minute. I get 20RP +2k damage/ minute.
TLDR VERSION: Blood TAP + Blood Strike >> Blood Tap + Bone shield. Nerfing the duration to 1 minute is a DPS LOSS.
again, if I am wrong, please tell me how. Aren't your Blood Strikes and Blood Boils macroed with Blood tap for that extra attack once a minute?
Last edited by Clark : 09/16/09 at 3:47 PM.
Reason: clarification
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09/16/09, 3:58 PM
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#250
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Von Kaiser
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You make a valid point Clark
I think where the difference in opinions comes from is that currently most people (correct me if I am wrong) do not use Blood Tap regularly in their rotation as it tends to throw things off balance. With the recently proposed changes to the rotation however it could easily become part of the rotation.
So while yes it definitely is a dps nerf to Bone Shield, the new rotation will more than compensate for it (or at least that's what the last page or 2 of posts sugests) resulting in a net DPS increase over the old rotation. Of course we won't know for sure untill the patch goes live as there might be more changes on the way.
Personaly I wish they changed Bone Shield to consume 1 Blood rune instead of Unholy which will make our lives a lot easier, but that's another story.
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Originally Posted by Mike Booth (TF2)
We have you surrounded, at least from this side.
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09/16/09, 4:14 PM
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#251
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Glass Joe
Human Death Knight
Lightbringer
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Originally Posted by crazy dodo
You make a valid point Clark
I think where the difference in opinions comes from is that currently most people (correct me if I am wrong) do not use Blood Tap regularly in their rotation as it tends to throw things off balance. With the recently proposed changes to the rotation however it could easily become part of the rotation.
So while yes it definitely is a dps nerf to Bone Shield, the new rotation will more than compensate for it (or at least that's what the last page or 2 of posts sugests) resulting in a net DPS increase over the old rotation. Of course we won't know for sure untill the patch goes live as there might be more changes on the way.
Personaly I wish they changed Bone Shield to consume 1 Blood rune instead of Unholy which will make our lives a lot easier, but that's another story.
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My point is that the new rotation would still work if Bone shield lasted 5 minutes, and then you could use those runes to damage, which would be an ever greater DPS gain.
And everyone should use blood tap every cooldown to throw in an extra strike or blood boil.
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09/16/09, 4:35 PM
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#252
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Glass Joe
Human Death Knight
Stormreaver (EU)
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Clark, if you're doing ~7k dps then 2% of that is 8.4k damage per minute, compared to ~3k for a blood strike, which is a large amount more. You also get the -20% AoE damage reduction which can help a lot in many of the fights. So bone shield is a dps increase (fight dependent possibly)
Last edited by Farno : 09/16/09 at 4:40 PM.
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09/16/09, 4:51 PM
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#253
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Glass Joe
Human Death Knight
Hellscream
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Originally Posted by Farno
Clark, if you're doing ~7k dps then 2% of that is 8.4k damage per minute, compared to ~3k for a blood strike, which is a large amount more. You also get the -20% AoE damage reduction which can help a lot in many of the fights. So bone shield is a dps increase (fight dependent possibly)
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No, his point is if Bone Shield were to stay up for a full 5 minutes, you could then use Blood Tap on another ability such as Blood Strike for 4 of those 5 minutes. Instead you now have yo use blood tap for bone shield every time just to keep up bone shield for your 2% damage increase.
Now, if your bone shield doesn't last 1 minute, then yes, the duration change doesn't affect you, but if it lasts 2 minutes or longer, Clark is correct in that this is a DPS loss. Again, this is assuming you use Blood Tap for something other than bone shield, and that bone shield isn't knocked off in less than 1 minute due to Boss AoE.
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09/16/09, 4:53 PM
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#254
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Von Kaiser
Gnome Death Knight
Deathwing
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I think a lot of people are missing Clark's point. He's not saying not to use bone shield in favor of blood strike, just once BS becomes 1 min, it has to be cast a lot more frequently, assuming no damage removes it, which requires runes to be spent.
In a perfect scenario, Bone Shield will last the full 5 mins and only needs to be cast 1 time.
When it goes to 1 min, it now has to be cast 5 times in that same 5 min time period.
Instead of casting bone shield those extra 4 times, you could use blood tap to get an extra Blood Strike 4 times. Assuming you'd want to use the tap on the bone shield for the 2% boost, it's effectively a dps loss, because you have to use Bone Shield instead of Blood Strike.
Now, whether it is better to use tap + bone shiled or tap + blood strike is something that requires a bit more thought, because you'd have to assume you get the full benefit of the bone shield. If we're using Farno's numbers, then it's 8.4k damage a minute, so over 5 mins it would be 42k damage for tap + bone shield. For tap + blood strike, it would be a 3.2k blood strike 5 times or 16k over the 5 mins, easily putting tap and bone shield in the lead.
I'm pretty sure he's just trying to say that in live vs 3.2.2, there is a loss of rune usage that could be put to better use, not that he's comparing tap + shield to tap + blood strike once 3.2.2 hits.
Lemme know if I'm off Clark 
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09/16/09, 4:59 PM
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#255
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Glass Joe
Orc Death Knight
Dentarg (EU)
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don't forget that if you use BT+BS and not use Boneshield than you also free up 1 more talent point. So it is not only the 2% dam from Boneshield compared to an average BS but you also have to count the bonus dps you get if you put that 1 talent points somewhere else
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