I've been looking over the source code for some of our simulators and checking to see how much the agree on how our mechanics work. In general, the mechanics they use can differ in a lot of small ways from each other, and probably from the game itself.
Thus I'd like to start a discussion on our mechanics, focusing on (but not limited to) the unique things that DKs have. My aim here is to eventually develop a reference that people can use to improve the accuracy of their modelling of DKs. Once we have some agreement on how on a particular mechanic works I'll update this first post with the details.
Current questions of interest
4)
How do diseases determine their damage? In particular, how do they interact with the GoD and Pestilence,
I assume that after the most recent GoD change they work like this. The damage multiplier is set when you apply the diseases (and the GoD effect doesn't actually reapply them to the main target). The tick base damage is calculated when you apply or refresh the diseases. The crit rate is set on application (for 4 pc T9). Is wandering plague calculated using your current crit rate or the disease's crit rate? Is there still a 1 second cooldown on wandering plague?
5)
How does the Rune grace period work? Current working theory is if you use a rune within a short period of it coming available (after the "10" second refresh time) then it will consider that the next refresh time starts from when the rune was first available rather than when it was used. This grace period you have to use the rune is usually considered to be 2 seconds. Is that the correct duration? Does it change in unholy presence or with the imp unholy presence talent?
6)
How do death runes work? In particular is it still as the theorycraft thinktank article suggest?
Death Knight: PvE DPS
7)
How do attacks choose which runes to use? Attacks use there actual matching runes before using Death Runes. But if two runes of the same type are available how do they determine which one to use? Do they use one within the grace period if it's available, the longest available rune or is it simple random?
8)
How does blood tap work? We know that it activates a blood rune, and also puts up a buff such that one of the blood runes is considered a death rune for 20 seconds. They don't have to be the same rune however. And it doesn't always choose the best rune. How does cancelling the buff interact with Reaping/BotN.
Working Knowledge
Stat Multipliers
While base stats and ratings all stack additively, stat boosting talents and buffs usually stack multiplicatively. This rule applies to stats like strength and stamina, derived values like haste and AP, and even damage multipliers for abilities.
To calculate your haste convert your haste rating to a haste value then multiply by the buffs.
The shadow damage part of Scourge Strike is one exception to this rule where the multipliers appear to stack additively.
Examples:
Let's assume i'm a Frost Specced DK with Improved Icy Talons, 200 Haste rating and 2000 base strength. I get 1% melee haste per 25.21 rating, so I have 7.93% haste from that. Assuming I've got frost fever up then I get 20% haste from Icy Talons and 5% from Imp Icy Talons which all stack multiplicatively to give me 1.0793 * 1.2 * 1.05 = 1.36 times quicker attacks or the equivalent of 36% haste from a single source.
If I have the talent Ravanous Dead, then I get 3% more strength so will actually have 2060 unbuffed.
Let's say my Fallen Crusader runeforge procs for 15% more strength, and I hit unbreakable armor for another 10% (soon to be 20%) strength. Then I will have a total of 2000*1.03*1.15*1.1 = 2605.9 strength. which rounds up for display purposes.
Finally, let my offhand have a Razorice runeforge which is fully stacked on the target (+10% frost damage). If I have the Tundra Stalker (+15% damage against targets with frost fever) and Black Ice (+10% frost/shadow damage) and am in Blood Presence (+15% damage). Then my Howling Blast will have an effective damage multiplier of 1.1*1.15*1.1*1.15 = 1.60 or do 60% more damage than the base damage.
Ability misses
If a frost strike fails to hit, then you get back 90% of the runic power cost. If a death coil misses you do not.
If a rune using ability fails to hit you get the rune back. (Still need to check whether the grace period changes)
Runeforges
Runeforges with a PPM appear to have the same PPM when used in the offhand. Using the same Runeforge on both weapons while dual weilding still only applies a single buff.
Cinderglacier is a 1.5 PPM enchant. It puts up 30 second buff with the same name and 2 charges. Blood Boil, Icy Touch, Death Coil and any Scourge Strike will consume a charge of the buff. Death and Decay, diseases and appropriate weapon procs will be buffed by the damage but not consume a charge. Icy Touch using the last charge will still buff the ensuing frost fever.
Razorice is either a high PPM enchant or has a flat rate. In 3.3.3 it will be applied by every attack. It has 2 effects, one called Razor Frost that does 2% of your mainhand weapon damage as frost damage (around 10 damage), the other provides a stacking buff called Frost Vulnerability that buffs your frost damage by up to 10% for 20 seconds. In 3.3.3 it will stack 5 times at 2% which currently it's 10 times at 1%.
Fallen Crusader is a 2.0 PPM enchant. The buff is called Unholy Strength buffs your strength by 15% and lasts 15 seconds.