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Old 10/08/09, 11:56 AM   #796
Bonecaller
Banned
 
Human Death Knight
 
Zuluhed (EU)
Originally Posted by Kithus View Post
Even without the new GoIT it was OP. They probably figured out the new T10 set bonuses for DKs and realized there was no way we'd upgrade away from 4pT9. The way 4pT9 was working with wandering plague and crypt fever (as well as the new GoIT glyph) it was an absurd DPS increase. The fact that it was nerfed shouldn't be a real surprise to anyone.
And thats just one point. On Anub Hard, diseases make uo to 40% of my damage so that the set bonus gives me (with 43% crit for both diseases) a boost of 16% so you might still wanna take 4pT9 on AOE heavy fights, even after the nerf.

I think the changes are made to make us go back to 2/2 Epidemic und and 3/3 Reaping, buffing SS in PVE. We will have to see, if the magic damage already is mitigated through armor or not.

I suspect we are going to see a nerf to disease damage either later in the built. On AOE, it's much better than any other specc.

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Old 10/08/09, 12:27 PM   #797
puupi
Von Kaiser
 
Undead Death Knight
 
Al'Akir (EU)
I did some dummy testing on PTR and Live, considering the SS changes. SS is bugged, only the physical portion of the damage is proccing, and it hits roughly 8-10% more damage than a single BS. If the shadow damage portion is 75% of that physical damage done, then SS damage will stay approximately same that it is on live at the moment. But if that 75% shadow damage from physical damage done gets some additional multiplications, it might be a buff.

I got a few scenarios on my mind for the shadow damage portion:

Will the shadow damage portion be scaled by some additional multipliers (for example, Ebon Plaguebringer), or is it flat damage like Necrosis?

Can the shadow damage portion critically hit? (basically like double critting, comparable to Retribution Paladin's Righteous Vengeance with their t9 bonus; procs from critical hit, based on critical damage and can crit itself)

Hopefully they fix SS on the PTR as soon as possible so we can start the real testing on it

Screenshots from the test:
PTR:
Imageshack - wowscrnshot100809044241
PTR:
Imageshack - wowscrnshot100809044251
Live:
Imageshack - wowscrnshot100809060926
Live:
Imageshack - wowscrnshot100809060931

PS: As you can see from the screenshots, my base stats are different for PTR and Live, even though my gear is the same. I think it has something to do with the new racial attributes, but it feels a bit buggy. Losing lots of STR STA and gaining loads of INT SPI :P

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Old 10/08/09, 12:37 PM   #798
Grigori
Piston Honda
 
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Human Paladin
 
Medivh
Originally Posted by Bonecaller View Post
And thats just one point. On Anub Hard, diseases make uo to 40% of my damage so that the set bonus gives me (with 43% crit for both diseases) a boost of 16% so you might still wanna take 4pT9 on AOE heavy fights, even after the nerf.

I think the changes are made to make us go back to 2/2 Epidemic und and 3/3 Reaping, buffing SS in PVE. We will have to see, if the magic damage already is mitigated through armor or not.

I suspect we are going to see a nerf to disease damage either later in the built. On AOE, it's much better than any other specc.
Personally, I would have preferred that Blizzard worked out the PvE-versus-PvP environmental issues through crit, thus maintaining the flavor of SS mechanics. Crit chance is substantially decreased with limited raid buff/debuffs and Resilience in a PvP environment. Blizzard could have easily increased SS's raid-buff/debuff damage while keeping its limited-buff/debuff damage under control through crit-based tweaks (for example, changing Unholy Blight to work off SS and DC crits and give GoSS some kind of Hotstreak mechanics, say, landing two consecutive SS crits in a row applies a debuff that counts as a 4th disease for X sec).

Making SS work off armor like some glorified mock-shadow OB feels like the game design equivalent of calling a quarterback draw on 3rd-and-18: Even if it works it's still a lame call for a give-up play.

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Old 10/08/09, 2:33 PM   #799
Foxx2405
Don Flamenco
 
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Blood Elf Death Knight
 
Moonglade (EU)
Originally Posted by ShinKosh View Post
I kinda feel like the harbinger of woe with all the doom and gloom Im posting here but something else just crossed my mind. Scourge Strike damage will now be split, part physical and part shadow. Does that mean you press SS and see 2 sets of damage numbers flashing up? Due to armour and spell resistance I cant see them trying to tie them together.

So does this mean for each Scourge Strike, we have to roll a double crit to see a full critical strike? One for each part of the strike?
Shouldn't affect PvE that much, unless the shadow component is tapping out of the spell crit compartment.
Lower chance for double crits, but a higher chance to have a part of SS crit.

For PvP this is a disadvantage though, since crit burst is mostly gone if that is true.

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Old 10/08/09, 2:39 PM   #800
Kyosujin
Glass Joe
 
Blood Elf Mage
 
Bleeding Hollow
Seems like they are altering SS to similar lines along seal of Corruption.

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Old 10/08/09, 4:43 PM   #801
Jesabelle
Glass Joe
 
Human Death Knight
 
Hellscream
Scourge Strike doesn't work like Necrosis. There is no need to draw inferences from one to the other. If Scourge Strike benefits from EP and Black Ice on live, then the Shadow portion of it will in 3.3.

All we did was change part of the attack to physical damage, which lets us increase the amount that it hits for overall. This means it should do more damage against lightly armored or fully sundered targets but less damage against heavily armored targets (assuming no armor pen). Magic attacks (even melee weapon swings) typically hit for less since they ignore armor. Switching some of the damage to physical let us inflate the number.

Our goals were to make armor pen slightly more valuable to Unholy DKs and just make Scourge Strike and Reaping valuable to Unholy DKs. I understand many of you just wanted us to boost the numbers because you wanted for it to hit more, but under the way we balance it isn't fair for a magical attack to hit for as much as a physical attack.

The nerf to Unholy Blight was in part because we think SS will be contributing to more damage overall.
World of Warcraft - English (NA) Forums -> New Scourge Strike

Good to know! Does this succeed in bringing back reaping, though?

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Old 10/08/09, 6:22 PM   #802
sweberry
Von Kaiser
 
Orc Death Knight
 
Darksorrow (EU)
About the crit-question and double-crits, did you think about the fact that it just may be so that the shadow portion draws it's 75% of the first hit or crits damage, and then has it's own roll. This would make it possible for a semi triple-crit, so to speak.

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Old 10/08/09, 6:31 PM   #803
Consider
King Hippo
 
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Draenei Death Knight
 
Dragonblight
Interesting.

Will the shadow portion benefit from everything, even modifiers (Ferocious Inspiration, Blood Presence, etc) which affected the physical portion already? If so, then it essentially double dips, and it's probably going to be strong. Really, really strong. Yes, probably enough to make Reaping worthwhile. Even if it doesn't manage that, it will still be enough to make Obliterate/GF using/Etc builds undesirable.

If it double dips, Desolation, Bone Shield, Outbreak, Dark Conviction, (Crit from) EP, Blood Presence, Viscous Strikes (if the shadow portion can crit), Rage of Rivendare - it would double dip in all of these. One could also add 2P T10 and 4P T10 to that last, as they would count too.

Or, on the other hand, will the shadow portion only benefit from talents/buffs/debuffs which affect shadow damage but not physical/both? If so, then it becomes iffy, because all that fits into that category is Black Ice and EP (and Scorch/Winter's Chill/ISB, if it works off of spell crit, and if it can crit at all). Although it would give SS a small boost in damage overall, it wouldn't give it the chunk it needs to make Reaping worth it.

The quote doesn't quite clarify which of the two it is. I would assume the first, but there's simply no way of currently knowing which. The reason I consider the second is simply because double dipping is very difficult to balance, potentially.

Last edited by Consider : 10/08/09 at 6:40 PM.

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Old 10/08/09, 6:32 PM   #804
 frmorrison
Protector
 
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Ashstrike
Human Paladin
 
No WoW Account
Originally Posted by Jesabelle View Post
World of Warcraft - English (NA) Forums -> New Scourge Strike

Good to know! Does this succeed in bringing back reaping, though?
First off, the PTR SS needs to work properly before people can tell if Reaping is worth it. Assuming SS does the physical + magic damage in one hit like the tooltip says, then picking up Reaping as a dps boost is the design intention.

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Old 10/08/09, 7:42 PM   #805
Devloc
Von Kaiser
 
Human Death Knight
 
Spinebreaker
I imagine Blizzard figured out they don't like double dipping and will try to make sure everything affects it once. I picture that being a safe bet.

Re-reading GC's post, specifically the "Scourge Strike doesn't work like Necrosis" part with "All we did was change part of the attack to physical damage" part, perhaps the intention is SS predetermines how much damage it's going to hit for before mitigation/resists/whatever. Meaning Phys = X and Shadow = Y is calculated before it ever strikes the target, so regardless of what happens to X via armor, armor pen, etc, Y still hits for Y (which could then be affected by EP, etc).

On the otherhand, all this speculation is probably worthless until we actually see a functioning version on the PTR lol.

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Old 10/09/09, 3:04 AM   #806
Foxx2405
Don Flamenco
 
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Blood Elf Death Knight
 
Moonglade (EU)
Originally Posted by Consider View Post
Interesting.

Will the shadow portion benefit from everything, even modifiers (Ferocious Inspiration, Blood Presence, etc) which affected the physical portion already? If so, then it essentially double dips, and it's probably going to be strong. Really, really strong. Yes, probably enough to make Reaping worthwhile. Even if it doesn't manage that, it will still be enough to make Obliterate/GF using/Etc builds undesirable.

If it double dips, Desolation, Bone Shield, Outbreak, Dark Conviction, (Crit from) EP, Blood Presence, Viscous Strikes (if the shadow portion can crit), Rage of Rivendare - it would double dip in all of these. One could also add 2P T10 and 4P T10 to that last, as they would count too.

Or, on the other hand, will the shadow portion only benefit from talents/buffs/debuffs which affect shadow damage but not physical/both? If so, then it becomes iffy, because all that fits into that category is Black Ice and EP (and Scorch/Winter's Chill/ISB, if it works off of spell crit, and if it can crit at all). Although it would give SS a small boost in damage overall, it wouldn't give it the chunk it needs to make Reaping worth it.

The quote doesn't quite clarify which of the two it is. I would assume the first, but there's simply no way of currently knowing which. The reason I consider the second is simply because double dipping is very difficult to balance, potentially.
It's not double dipping. I think this kind of proves Bensch was right.

The way the new SS will work is that the shadow damage is NOT dependant on the damage you did with the physical component.

The damage will be calculated like this most likely:

50% * weapon damage * physical modifiers * SS modifiers + 50% * ( 0.25 * number of diseases ) * spell modifiers * SS modifiers

Physical modifiers include armor reduction.
Spell modifiers include Ebon Plaguebringer, Black Ice, etc.
Global SS modifiers include Outbreak, RoR, Bone Shield, Blood Presence

Basically you can normalize the strike to this (assuming no black ice, but with EPB / RoR / Boneshield and 3 diseases):

SS damage = (( 50% * strike damage * armor reduction ) + ( 50% * weapon damage * 75% * 1.13)) * 1.2 * 1.1 * 1.15 * 1.03

SS damage = 78.18% of strike damage * armor reduction + 66.26% of strike damage.

What i'm trying to say is that all the general damage modifiers still effect each segment of the strike, but the shadow damage is independant from the damage you do on the physical part. So it will not double dip, nor will it be left out.

The biggest question is, how is crit handled. I assume the shadow part will remain to use melee crit, but that is the question.

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Old 10/09/09, 3:52 AM   #807
Bensch78
Von Kaiser
 
Orc Death Knight
 
Zirkel des Cenarius (EU)
The shadowpart will be 25% times the number of diseases times the actual physical dmg before mitigation times multipliers, that only apply to magical dmg. (only EP and BI)

Looking like this:

Shadow SS Component = Physical SS Component x 0.25 x 3 x 1.13 (EP) x 1.1 (BI)

I just think it will be that easy.


If you get a hit for 1000 physical, the shadow component will be 847.5 (with EP only) or 932.25 (with BI)

If you get a crit for 2000 physical dmg, the shadow component will be 1695 (with EP only) or 1864.5 (with BI)


I think this is the reason, why they choose to say, that it depends on the physical damage done. If you get a crit, just double the shadow portion.

After that the phys. dmg component will be reduced by armor.

--------------------------------------------

World of Warcraft - English (NA) Forums -> New Scourge Strike

Looking at this comment of GC, every word of it supports my theory.

-------------------------------------------

Originally Posted by Consider View Post
Interesting.

Will the shadow portion benefit from everything, even modifiers (Ferocious Inspiration, Blood Presence, etc) which affected the physical portion already? If so, then it essentially double dips, and it's probably going to be strong. Really, really strong. Yes, probably enough to make Reaping worthwhile. Even if it doesn't manage that, it will still be enough to make Obliterate/GF using/Etc builds undesirable.
[...]
As my math showed before, the damage of SS against a sundered target with 30% physical damage reduction will rise by roundabout 30% without any form of double dipping.

Look at this post

This will be more than enough to make reaping and epidemic worthwile again.

Last edited by Bensch78 : 10/09/09 at 4:20 AM. Reason: Grammar

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Old 10/09/09, 4:23 AM   #808
Foxx2405
Don Flamenco
 
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Blood Elf Death Knight
 
Moonglade (EU)
Originally Posted by Bensch78 View Post
The shadowpart will be 25% times the number of diseases times the actual physical dmg before mitigation times multipliers, that only apply to magical dmg. (only EP and BI)

Looking like this:

Shadow SS Component = Physical SS Component x 0.25 x 3 x 1.13 (EP) x 1.1 (BI)

I just think it will be that easy.


If you get a hit for 1000 physical, the shadow component will be 847.5 (with EP only) or 932.25 (with BI)

If you get a crit for 2000 physical dmg, the shadow component will be 1695 (with EP only) or 1864.5 (with BI)


I think this is the reason, why they choose to say, that it depends on the physical damage done. If you get a crit, just double the shadow portion.

After that the phys. dmg component will be reduced by armor.

--------------------------------------------

World of Warcraft - English (NA) Forums -> New Scourge Strike

Looking at this comment of GC, every word of it supports my theory.
It's pretty much the same as I said except that in this case the shadow damage is exactly the same as the physical damage (pre-armor reduction). Which indeed makes both the tooltip and GC's words work out.

This would indeed also solve the crit issue. (If they were seperated it would be an odd way to calculate crit).

This does seem overly complicated though. Which seems a bit of a sideturn in blizzards objective to make all mechanics easier to understand.

I guess that changes my calculation into:

SS damage = (( X * armor reduction ) + ( X * 75% * 1.13)) * 1.2 * 1.1 * 1.15 * 1.03

SS damage = 1.56X * armor reduction + 1.33X

Where X is the damage of the physical strike damage, which is: 50% * ( weapon dmg + AP/14 * 3.3 )

So in this case the shadow component is NOT independent from the physical component, however it does not get reduced by armor reduction and it does not double dip from abilities.

Guess it's a bit of a middle way between the two discussed ways.

It would be a good solution, it would make sense as well.

[edit]:

As my math showed before, the damage of SS against a sundered target with 30% physical damage reduction will rise by roundabout 30% without any form of double dipping.

Look at this post

This will be more than enough to make reaping and epidemic worthwile again.
Don't forget that the T10 2 set now gives another 10% dmg increase on SS as well. I think all changes together we might see the old style unholy rotation making a return, although it's somewhat soon to tell.

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Old 10/09/09, 6:23 AM   #809
Kalitari
Von Kaiser
 
Human Death Knight
 
Defias Brotherhood (EU)
It would seem that in patch 3.3 the 2-hander Unholy (16/0/55) should be clearly better than Dual-Wield Unholy (3/13/55). I don't have time to make the full math on it, but I am basing this assumption on following:

- Scourge Strike is more substantial part of 2-Hander Unholy DPS than Dual-Wield Unholy DPS. *If* Scourge Strike receives an X% buff the 2-Hander spec will gain respectively more from it than DW spec.

- DW Unholy spec has Black Ice talent which currently works on Scourge Strike accross the full value. *If* in 3.3 Black Ice will only work on Scourge Strike shadow-damage part, then the Dual-Wield Scourge Strike will actually receive a nerf.

- DW Unholy spec loses more from Unholy Blight nerf due to Unholy Blight contributing more to overall DPS in DW than in 2-Hander spec.

Of course this is all highly hypothetical at this point, and I really wish I could simulate it just to test the assumptions.

Last edited by Kalitari : 10/09/09 at 6:28 AM.

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Old 10/09/09, 7:42 AM   #810
Drexxi80
Glass Joe
 
Blood Elf Death Knight
 
Outland (EU)
I plugged in my template and did some sims with the latest version:
I only ran some quick sims and tried some different speccs. To me it seems like 16-0-55 (epidemic, no reaping) is the way to go and using a fixed 20s rotation. You can gain a few fps if you go with 1 point in morbidity and max necrosis. I also did a 400h Ep calculation with the following values:

AttackPower | 1
Strength | 3,03
Agility | 1,24
CritRating | 1,88
HasteRating | 1,3
ArmorPenetrationRating | 1,24
ExpertiseRating | 1,61
BeforeMeleeHitCap<8% | 2,76
SpellHitRating | 1,22
WeaponDPS | 6,36
WeaponSpeed | 333,33
2T9 | 147,62
4T9 | 417,46
2T10 | 166,67
4T10 | 293,65
| Template | unholy-epidemic
| Rotation | unholy-epidemic
| Presence | Blood
| Sigil | Virulence
| RuneEnchant | FallenCrusader /
| RuneEnchant | FallenCrusader
| Pet Calculation | True

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