Originally Posted by Cathela
Seal of Vengeance/Corruption (SoV): This is generally considered the premier tanking seal, since a full stack deals more damage than SoR, and it can be kept active on multiple targets at the same time, especially with HotR.
The DoT will continue to tick for 15 seconds after the last time it was refreshed (melee hit). This can be very useful for mobs that have a threat-wiping ability. It also means that you don't lose any substantial dps/threat from the seal when your melee attacks are avoided. On the downside, the DoT nature of the damage means that Reckoning will have very little effect on SoV damage.
The Glyph of Seal of Vengeance adds 10 expertise when SoV is active (-2.5% chance to be dodged or parried).
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Seal of Blood/of the Martyr (SoB): Rarely used for tanking due to low threat and the recoil effect. Can be handy for tanking instances you outgear since the extra mana from healing SoB recoil will be helpful.
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Has this been revisited (from a threat perspective) since the 3.0 changes, or is this part a carryover from 2.x? I'm curious, because from the formulas on Wowhead it seems like SoB/SotM comes out a lot closer than it used to. To be honest, I'm not 100% sure I know what all the Wowhead formula variables are, but let's try some math anyway using their formulas:
mw = Minimum weapon damage (?)
MW = Maximum weapon damage (?)
SPH = Spellpower
AP = Attack power
Defining our own formulas...
wDPS = Weapon DPS
wSPD = Weapon Speed
(mw + MW)/2 = average weapon damage, which is...
wDPS*wSPD + (AP/14)*wSPD
(I think... someone check my math on that last bit.)
Vengeance / Corruption
Seal
At a five stack...
DMG = 5 * ( 6 * (0.013 * SPH + 0.025 * AP) ) = 0.39*SPH + 0.75*AP
...over 15 seconds, or
0.026*SPH + 0.05*AP as DPS
Judgement
At a five stack...
DMG = 1.5 * ( 1 + 0.22*SPH + 0.14*AP ) = 1 + 0.33*SPH + 0.21*AP
Blood / Martyr
Seal
DMG = (0.22 * mw) to (0.22 * MW) = 0.22 * wSPD * (AP/14 + wDPS)
DMG = 0.22*wSPD*wDPS + 0.016*wSPD*AP
if we divide by wSPD we get a DPS value (excluding Hammer of the Righteous), so...
0.22*wDPS + 0.016*AP as DPS
Including hammer brings this DPS value up a bit.
Judgement
DMG = (0.36 * mw + 0.16 * AP + 0.25 * SPH) to (0.36 * MW + 0.16 * AP + 0.25 * SPH) = 0.36*wSPD*(AP/14 + wDPS) + 0.25*SPH + 0.16*AP
DMG = 0.36*wSPD*wDPS + 0.25*SPH + (0.026*wSPD + 0.16)*AP
It's also worth remembering that while both judgements can crit, only one seal can: Blood/Martyr. So that increases its DPS value by (1+critrate). It looks to me like Vengeance/Corruption scales better, but Blood/Martyr might start off better if you have a high DPS weapon? Plugging in my personal current numbers (at level 71, which may not be worth much):
Vengeance
Seal = 0.026*360 + 0.05*1227 = 70.71 DPS
Judgement = 1 + 0.33*360 + 0.21*1227 = 377.47, or ~434 average after taking into account my ~15% crit rate
Martyr
Seal = 0.22*88.0 + 0.016*1227 = 38.992 DPS, or ~ 44.8 average after taking into account my 15% crit rate. (Excludes the DPS from seal procs on Hammer of the Righteous)
Judgement = 0.36*2.6*88.0 + 0.25*360 + (0.026*2.6 + 0.16)*1227 = 451.6, or ~519 average after crit rate
(Note: for the above I pretended that I had touched by the light, which I currently don't have in my build.)
This is assuming white swings only, which occur at a rate of 1/wSPD. Adding in Hammer gives procs equal to 1/6, so the total proc rate is 1/wSPD + 1/6 = (6 + wSPD) / 6*wSPD. The factor to multiply by is then ((6 + wSPD) / 6*wSPD) / (1/wSPD) = (6 + wSPD)/6 , so that increases Blood/Martyr DPS by between 30% and 44% depending on your weapon speed. For me in my current gear, that puts it almost on par with Vengeance, but with the added benefits of no stack-up time and some mana return when grinding mobs with my resto shaman friend.
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In summary, I'm just checking to see if this has been reexamined since the seal/judgement mechanics changed in the expansion.