Divine sacrifice is limited to 150% of the paladins health for the damage shared per player, it can absorb 24 times 150% of the paladins health in a heroic raid. On XT002 130K absorbtion during the tantrum is normal.
The original post states:
Divine Sacrifice
A retooled version of Divine Guardian added in 3.1. You will almost always need to use this spell while bubbling to not risk dying. This can be some nice utility especially in 10 man raids, but in 25mans it will only absorb ~1.5k hp per person before expiring due to the damage cap.
So which is it - per person or total? From the description of the ability I would assume it is a total value. If it is per person, that makes Divine Sacrifice an amazingly effective mitigation talent.
Also, from what I have read the 150% cap was/is based on not having Divine Shield up. What is the final verdict on this? Is it uncapped based on Divine Shield being up and thus damage not being taken by the player, hence why the 150% cap is never reached during the duration? Let's update the page to reflect those mechanics if that is indeed the case.
The total damage redirected is capped by the paladin's health. Therefore, in a 25 man raid, you would be able to redirect only about 1.5k damage per person (25*1.5k = 37.5k and that's talking about a prot paladin using it). The 150% cap has been confirmed to kick in regardless of bubble being up or down. Bubble being up simply means you don't get insta-gibbed.
'...but making us fight the same boss 30 times with new "exciting" changes like doing it with our pants below our ankles for one kill, tying one hand behind our back for another, and blindfolding ourselves for the next kill...loses its "epic"ness for me.'
"Peace is a lie, there is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory, my chains are broken. The Force shall free me."
Divine Sacrifice's damage cap behaved oddly with Divine Shield when 3.1 came out. Sometimes it would fall off early, sometimes it wouldn't, but it seems like 3.1.1 fixed the irregularities.
What I said in the first post was assuming the whole raid was taking spread out consistent damage. To help illustrate how much it would absorb per person during something like Ignis' Flame Jets or Hodir's Frozen Blows, which seems to be the most popular time for people to use it. If the raid is not taking uniform damage, it can absorb more from the players who take more damage.
# Paladins
* Divine Sacrifice: Damage done to the Paladin while this is active will no longer cause the effect to break early, and if it is dispelled or cancelled early, the damage counter will reset correctly the next time the spell is cast.
Found on wowraid.com, I don't know if it can be believed since the patch notes are not on the official wow website yet.
Found on wowraid.com, I don't know if it can be believed since the patch notes are not on the official wow website yet.
That was also posted on mmo-champion as well...
Regarding DS, it's common practice to bubble at the same time to prevent instant gibbing of the paladin. However, I have not seen information on these forums regarding the paladin casting Hand of Protection on himself to prevent the damage. Is the damage physical? If so, this would be an excellent way to increase the utility of this talent by allowing the paladin to use it every 2-3 minutes instead of every 5.
Regarding DS, it's common practice to bubble at the same time to prevent instant gibbing of the paladin. However, I have not seen information on these forums regarding the paladin casting Hand of Protection on himself to prevent the damage. Is the damage physical? If so, this would be an excellent way to increase the utility of this talent by allowing the paladin to use it every 2-3 minutes instead of every 5.
DiSac redirects the same damage type, so for example on the Cat Lady boss pull you can HoP + DiSac to prevent the damage. However, you may want to cast DiSac a few seconds pre-pull so you don't lose HoP while DiSac is up (both 10 second buffs).
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
The total damage redirected is capped by the paladin's health. Therefore, in a 25 man raid, you would be able to redirect only about 1.5k damage per person (25*1.5k = 37.5k and that's talking about a prot paladin using it). The 150% cap has been confirmed to kick in regardless of bubble being up or down. Bubble being up simply means you don't get insta-gibbed.
The total damage DS can absorb is not limited to 1.5 times the paladins health. I loaded some logfiles in excel and i find it can absorb much more, therefore I conclude that its 1.5 times the paladins health per player.
Just pop it during the tympanic Tantrum from XT-002 while standing in range of most players. I can post the logs to show this, you probably can simulate it easy by jumping with a group from a high place
The total damage DS can absorb is not limited to 1.5 times the paladins health. I loaded some logfiles in excel and i find it can absorb much more, therefore I conclude that its 1.5 times the paladins health per player.
This conclusion is nonsensical, like saying apples aren't purple therefore they must be blue. Find some data to support it absorbing that much (1.5 times your hp per player, tantrum is a good place to test). Just because it fails to match one model doesn't necessarily mean it has to follow another, it could very easily be a bug.
There aren't many ways to implement a skill like Divine Sacrifice and the big issue with all the ways of implementing such a skill is that events that effect Divine Sacrifice tend to happen simultaneously. This implies that regardless of latency (which I will get to later), Divine Sacrifice will ALWAYS absorb more than 150% of the Paladin's health. Latency means that even after Divine Sacrifice has absorbed more than 150% of the caster's health, the buff might still remain on some players, affecting the amount of damage they take (and hence, what is recorded in the combat log).
Divine Sacrifice Algorithms
There are a few ways to implement a skill like Divine Sacrifice, but most of them probably look like the one I'm about to describe. When the Paladin casts the spell Divine Sacrifice, he becomes the focal point of an aura centred on himself that affects all people in a 30 yard radius. These people gain a buff that negates 30% of the damage they would have taken without the buff (in other words, it is applied last). Prior to 3.1.0, this damage was simply applied to the Paladin. If the Paladin died, the aura dissipated and combat proceeded as normal. This skill largely resembled Soul Link, but for the entire raid with the Paladin as the HP sink. In 3.1, the developers, seeking to nerf the efficacy of this skill imposed a cap on the amount of damage redirected.
There are a number of ways to implement this. They are likely to be variants on these two forms:
1. One could assign a "HP bank" with 150% of the Paladin's HP, sort of like Power Word:Shield. Every time someone takes damage, 30% of the damage is taken out of the bank, up to the point where the bank is empty. This damage is applied to the Paladin. When the HP bank is depleted, (that is, someone tries to draw out more than is in the bank) then only the remainder of the HP is redirected out and the buff is removed.
2. One redirects the HP as in 3.1.0, but keeps a running total of HP redirected. When amount of HP redirected exceeds 150% of the Paladin's HP, the buff is removed.
Method 1 is accurate. Method 2, however, is simpler (that is faster) and has the advantage of being able to be built on top of existing code. Also, given the available evidence (has anyone ever seen a parse where "odd" amounts of damage were absorbed?) it's strongly likely that Method 2 was used. In fact, odds are that at one point, the running total was maintained by checking the amount of damage Divine Sacrifice did to the Paladin, but then, the developers realized that Divine Shield was negating the damage entirely.
Simultaneity
Each person's total HP is likely maintained by one or more threads that don't have anything to do with other peoples' HP. Each thread independently tracks a shared resource shared by all the other threads (either the status of the HP bank or the running total of HP absorbed). So, when simultaneous events occur, each thread performs the operation on the HP total they are tracking and then they reconcile it using a different process. This process gives rise to a race condition.
For instance, let's assume that you have a raid of 26 people (for nice, easy numbers) with the same amount of HP and zero latency. The boss they are fighting has a skill that removes 10% of everybody's maximum HP every second for 12 seconds. The Paladin, seeing this, casts Divine Shield followed by Divine Sacrifice before the first tick. It's pretty obvious what should happen here: every second, the Paladin redirects 3% x 25 = 75% of his maximum HP; after two seconds, everyone has taken 14% of their maximum HP while the Paladin has negated 150% of his own maximum HP worth of damage, so Divine Sacrifice ends. This is true regardless of what algorithm is used to track Divine Sacrifice.
Now assume the same raid above, but that the Paladin has one more hitpoint than the other people in the raid. After two seconds, the paladin has redirected (150%-1) of his HP, so there is still 1.5 more HP to be absorbed.
Under Method 1 of implementing Divine Sacrifice, each thread has a copy of the HP bank saying that there is 1.5 HP left to be absorbed, so when the third tick happens, everyone takes 10% of their maximum health less 1.5 HP. Everyone draws 1.5 HP out of the "HP bank", they reconcile and there's a negative amount of HP in the bank. Ideally, you'd reconcile this too, and reassign damage to whoever's in the raid, but this is a real time application and there are more important things to keep track of. Besides, such a reconciliation would have to show up in the combat log and you'd look bad when HP levels start fluctuating due to "reconciliation". So you let it go. In the end, the Paladin casting Divine Sacrifice has redirected 150% of his HP plus an additional 36 HP.
Under Method 2 of implementing Divine Sacrifice, each thread has their copy of the running total of HP as being less than the maximum amount to be absorbed. They redirect 30% of the damage taken to the running total. When the running total is next reconciled, the total amount of HP redirected has exceeded 150% of the HP of the Paladin. Divine Sacrifice is removed and the Paladin has effectively absorbed 225% of his total HP (less one).
As you can see, under either method of doing this the Paladin has redirected more HP than the skill says it will.
Latency
It's fairly well known how WoW handles buff removal. In the case of Divine Sacrifice, it's most likely implemented as an aura centred on the casting Paladin. When Divine Sacrifice is removed by damage, the server "dispels" the buff from the Paladin. Without the aura, the buff is removed from everyone else in the raid. This means that a message saying "remove Divine Sacrifice" gets sent from the server to the Paladin's client removing the aura, which generates an acknowledgement from the Paladin's client to the server, who then sends a message to all the other people in the raid telling them to remove Divine Sacrifice, which they acknowledge, after which no more damage is being redirected by Divine Sacrifice. This process can take a while depending on latency. In the meantime, the Divine Sacrifice buff is still up.
If Method 1 of implementing Divine Sacrifice is used, then you get periods where the Divine Sacrifice buff is present, but no damage is redirected. This shows up in combat logs and you look bad.
If Method 2 of implementing Divine Sacrifice is used, damage is redirected until this process is complete. (Much) more damage is absorbed than implied by the tooltip and you get lots of speculative posts on forums about how Divine Sacrifice works...
Conclusion
Snark aside, it is difficult to conceive of a method by which the folks at Blizzard came up with a way to perfectly implement a skill like Divine Sacrifice (at least with the technology they have today). Regardless of how it was implemented, it would nearly always redirect more HP than advertised while at the same time being sort of a resource hog and generating bizarre looking combat logs for us users to pore over.
Your post is entirely baseless conjecture on how Divine Sacrifice could work. It is possible that DS could absorb more then its damage cap because of simultaneous damage, it also just as possible for it not absorb extra amounts (it isn't that difficult for threads to use shared resources). We have no way of know how Blizzard coded Divine Sacrifice, we need to determine how exactly it works from analysis of in game experiments.
The total damage DS can absorb is not limited to 1.5 times the paladins health. I loaded some logfiles in excel and i find it can absorb much more, therefore I conclude that its 1.5 times the paladins health per player.
Just pop it during the tympanic Tantrum from XT-002 while standing in range of most players. I can post the logs to show this, you probably can simulate it easy by jumping with a group from a high place
Tested several times tonight as well on Mimiron and Yogg-Saron, Divine Sacrifice dropped instantly on Mimiron and after about 6 seconds on Yogg-Saron.
If it absorbed 150% of the paladins hp per player, it means every player in the raid would have taken 93,750 damage in about 1 second. There is no way that can happen.
HP raid buffed: ~25k
150% of hp: 37.5k
Damage Transferred: 40% (With Divine Guardian)
40 / 100 = 37.5k / X
X = 93,750
That theory is to be excluded. As other people have pointed out, you will be absorbing more damage because of simultaneous damage and lag between the clients and the server.
Your post is entirely baseless conjecture on how Divine Sacrifice could work. It is possible that DS could absorb more then its damage cap because of simultaneous damage, it also just as possible for it not absorb extra amounts (it isn't that difficult for threads to use shared resources). We have no way of know how Blizzard coded Divine Sacrifice, we need to determine how exactly it works from analysis of in game experiments.
Show me one instance where Divine Sacrifice has absorbed less than 150% of a Paladin's HP. This log establishes that the baseline absorption of Divine Guardian is less than 180% of the paladin's maximum HP (from this post in the Ret forum).
Taking note of the fact that the combat log sometimes seems to prioritize some absorption effects over others (this log demonstrates this effect quite well with the "6558 absorbed" messages overriding the Divine Sacrifice absorptions), show me one instance of Divine Sacrifice absorbing some amount that's less than 30% or 40% of the total damage. Particularly just before it ends.
Show me one log where Divine Sacrifice ends in the middle of a group of people taking damage simultaneously. That is, show me a log where, when a bunch of people take damage from AoE, some people get absorbs from Divine Sacrifice while others don't due to the buff expiring.
There are hundreds of logs out there, surely some of these things are happening if I'm entirely off-base. If you can't show me any of those things, then I'd say my conjectures are pretty damn well-founded.
On an interesting note tonight I found that Spiritual Attunement is not impacted by the Generals mana-regen-crippling aura.
The build previously mentioned by myself, is terrible in usage. We dropped a healer and the builds reactivity was just too slow to use. Can't imagine that would get any better till you get to ridiculous levels of haste. Cheers
There are hundreds of logs out there, surely some of these things are happening if I'm entirely off-base. If you can't show me any of those things, then I'd say my conjectures are pretty damn well-founded.
When you offer up (or support) a new theory, a much better argument is to showcase logs exhibiting your expected behavior. Instead of stating it is true until someone disproves you. You also stated two possible ways Divine Sacrifice could behave, so how can you say they are well founded when you don't even agree with yourself on which way it works.
I did agree it was possible for Divine Sacrifice to absorb a little bit more then its Damage Cap because of simultaneous damage and lag. What your post was trying to explain is exactly how much more and under what circumstances. Which is much more difficult to determine from a combat log, because of inability to recreate raid circumstances (simultaneous damage) and difficulty to tell the reasoning for people not absorbing damage in a non controlled environment (a raid) from the combat log. For instance they might of went out of range, or what the exact hp of the Paladin was when DS was cast. Here is a WWS of some people absorbing damage from Divine Sacrifice and some people not which all occurred at the same time.
Show me one log where Divine Sacrifice ends in the middle of a group of people taking damage simultaneously. That is, show me a log where, when a bunch of people take damage from AoE, some people get absorbs from Divine Sacrifice while others don't due to the buff expiring.
I'm not really sure how you can reinforce a point by saying it's true unless someone proves your point false. That's kind of backwards logic.
I mean, it's an interesting theory, but that's about it.
As you can see, the Divine Sacrifice buff was up for the entire 10 second duration rather than falling off prematurely.
I bubbled before the tantrum hit, but had to wait for the GCD to cycle before getting Divine Sacrifice up, so the first tick has no absorption. For example:
2009-04-30 19:44:32.500 XT-002 Deconstructor's Tympanic Tantrum hit Aranacule for 2222 damage.
2009-04-30 19:44:32.500 XT-002 Deconstructor's Tympanic Tantrum hit Badangel for 2327 damage.
2009-04-30 19:44:33.703 XT-002 Deconstructor's Tympanic Tantrum hit Aranacule for 1333 damage.
2009-04-30 19:44:33.703 XT-002 Deconstructor's Tympanic Tantrum hit Badangel for 1397 damage.
1333/2222 = 0.5999
1397/2327 = 0.6003
So 40% damage reduction as expected.
The people who seem to be in range of me for several ticks of tantrum are:
Aranacule (base tick 2222, 1333 after sac) - 889 absorbed
Badangel (base tick 2327, 1397 after sac) - 930 absorbed
Billynomates (base tick 1901, 1140 after sac) - 761 absorbed
Aiora (base tick 2143, 1286 after sac) - 857 absorbed
Shifthappens (base tick 2306, 1384 after sac) - 822 absorbed
Sythe (base tick 2524, 1514 after sac) - 1010 absorbed
Rohtgar (base tick 2328, 978 after shamanistic rage + sac) - worst case 652 per tick absorbed due to sacrifice
Agamenon (pet) (base tick 479, 287 after sac) - 192
Scruffy (pet) (base tick 519, 311 after sac) - 208
Pebblecruncher (pet) (base tick 794, 476 after sac) - 318
Kzorch (base tick 2787, 1672 after sac, 1337 after sac + IF) - worst case 892 per tick absorbed due to sacrifice
Morrt (base tick 3151, 1891 after sac) - 1260
Noceodat (base tick 2768, 1661 after sac) - 1107
Syrida (pet) (base tick 374, 218 after sac) - 156
Bonerobber (pet) (base tick 805, 484 after sac) - 321
Palemaster (base tick 2113, 1268 after sac) - 845
Tekana (base tick 2331, 700 after sac + feint) - worst case 466 per tick absorbed due to sacrifice
Kareha (base tick 2272, 1363 after sac) - 909
Findecano (base tick 2264, 1359 after sac) - 905
Highlife (base tick 2850, 1710 after sac) - 1140
Echo (skewed by shield wall, so ignore)
Musgoso (base tick 2437, 731 after sac + feint) - worst case 487 per tick absorbed due to sacrifice
Some people move in and out of range of my sacrifice during tantrum, so not everyone who has it at the start has it at the end, and vice versa, but this should be good enough to get an indication.
Estimate of damage absorbed by divine sacrifice per tick: 15,127
Looking at one person, it seems the last tick was just as effective as the first:
2009-04-30 19:44:32.500 XT-002 Deconstructor's Tympanic Tantrum hit Aranacule for 2222 damage.
2009-04-30 19:44:33.343 Aranacule gains Rhiannon's Divine Sacrifice.
2009-04-30 19:44:33.703 XT-002 Deconstructor's Tympanic Tantrum hit Aranacule for 1333 damage.
2009-04-30 19:44:34.578 XT-002 Deconstructor's Tympanic Tantrum hit Aranacule for 1334 damage.
2009-04-30 19:44:35.750 XT-002 Deconstructor's Tympanic Tantrum hit Aranacule for 1334 damage.
2009-04-30 19:44:36.625 XT-002 Deconstructor's Tympanic Tantrum hit Aranacule for 1334 damage.
2009-04-30 19:44:37.765 XT-002 Deconstructor's Tympanic Tantrum hit Aranacule for 1333 damage.
2009-04-30 19:44:38.593 XT-002 Deconstructor's Tympanic Tantrum hit Aranacule for 1334 damage.
2009-04-30 19:44:39.828 XT-002 Deconstructor's Tympanic Tantrum hit Aranacule for 1334 damage.
2009-04-30 19:44:43.390 Aranacule's Divine Sacrifice ( Rhiannon's buffer ) is removed.
2009-04-30 19:44:43.859 Aranacule's Tympanic Tantrum ( XT-002 Deconstructor's debuffer ) is removed. <- curious that when they shortened the duration of tantrum, they let the debuff tick for its original duration, it just stops dealing damage.
So, 7 ticks of tantrum that are being partially absorbed by my divine sacrifice, estimating 15k absorption per tick, means 105k total absorption. Raid buffed in the gear set I was using I had maybe 42k hp, so the 150% cap would be at 63k.
Looking later through the log to the second tantrum, which a holy paladin (~22k hp) used sacrifice on:
When you offer up (or support) a new theory, a much better argument is to showcase logs exhibiting your expected behavior. Instead of stating it is true until someone disproves you. You also stated two possible ways Divine Sacrifice could behave, so how can you say they are well founded when you don't even agree with yourself on which way it works.
No, I said there were two general ways they could implement this: a pooled Power Word Shield that transferred damage to the Paladin or a Soul Link that had a limit. The preponderance of evidence is for a Soul Link type buff that has a limit (a running total) because the amount absorbed is always 40% in just about every log I've read. The amount absorbed before it ends is hard to calculate and there doesn't seem to be rhyme nor reason for when it ends except that I've never seen it end close to being below 150% of the caster's HP, bugs aside.
I did agree it was possible for Divine Sacrifice to absorb a little bit more then its Damage Cap because of simultaneous damage and lag. What your post was trying to explain is exactly how much more and under what circumstances. Which is much more difficult to determine from a combat log, because of inability to recreate raid circumstances (simultaneous damage) and difficulty to tell the reasoning for people not absorbing damage in a non controlled environment (a raid) from the combat log. For instance they might of went out of range, or what the exact hp of the Paladin was when DS was cast. Here is a WWS of some people absorbing damage from Divine Sacrifice and some people not which all occurred at the same time.
Well, the people who didn't get absorption from Divine Sacrifice (Coria, Scabb, Edeneye, Minnielock, Zepnip, Darigazz) weren't affected by it in the first place. Coria gains the buff later in the fight and none of the others have it.
Of the (twenty or so) sets of logs I've flipped through, the majority of the time, Divine Sacrifice lasts the whole 10 seconds, regardless of the damage taken. This speaks to some kind of implementation issue. For the ones that don't (and I go hunting for the exceptions, really), when Divine Sacrifice ends, it never ends in the middle of a bunch of people taking mass damage. It always ends after.
As you can see, the Divine Sacrifice buff was up for the entire 10 second duration rather than falling off prematurely.
I bubbled before the tantrum hit, but had to wait for the GCD to cycle before getting Divine Sacrifice up, so the first tick has no absorption. For example:
So again, her divine sacrifice seems to run its full course with no concerns for a cap.
Interesting. So DS would act differently depending on the fight and circumstances. Here is a sample of our raw combat log from last night's Mimiron attempts and kill.
As you can see, the first time Divine Sacrifice dropped after 7 seconds, 3 seconds the second time and the last time it didn't even take a second. However, the damage kept being transfered even after Divine Sacrifice dropped from me on that last time, which is probably because the other players' buff dropped a little after mine. Additionally, some damage was transferred to me at the exact moment Divine Sacrifice dropped from me (19:44:12.211), and some was transfered after (19:44:12.282).
The Divine Sacrifice dropped from me at 19:44:12.211 and dropped from the raid at 19:44:12.570.
It's the same as with Hand of Sacrifice, performs the check if the buff is active after the damage is done.
You can absorb much more than you should if all the damage comes "at the same time".
5/1 01:24:22.026 SWING_DAMAGE,0xF13000808A0498C1,"Freya",0x20a48,0x02000000014E615E,"Mozzie",0x10512,95506,54082,1,0,2045,2104,nil,nil,nil
5/1 01:24:22.731 DAMAGE_SPLIT,0x02000000014E615E,"Mozzie",0x512,0x0200000001E118EA,"Calcute",0x511,6940,"Hand of Sacrifice",0x2,28651,10118,1,0,0,0,nil,nil,nil
28k hp HoS dmg, I have like 22-23k hp buffed, HoS is not improved.
Hi, just out of curiosity, can you mention a boss encounter where you had time & need to approach the boss and melee for mana? Through my, not as extended as others on this forum, raiding experience most of encounters I had either no time or no need to do that.
Auriaya I'm pretty much in melee range the entire fight since we ALL stand on the tank (excepting about 3-5 people in the raid dealing with Feral Defenders). XT where we have everyone DPSing the heart, since we've lately been running very healer heavy (due to lack of DPSers as opposed to a desire to bring more healers). I usually do on Council also. 90% of the time I'm healing the tank (also a paladin) on umm the middle guy (names are not my forte) and standing in melee range for Phase 1 means I can heal him myself, keep beacon on me, and have pretty much full mana going into Phase 2 where most of the damage happens. For Auriaya and XT, it's a very nice side-benefit that generally means I don't need DP during the fight - though I usually pop DP right before DPS on the heart anyway since consecrating little robot scrapbot dudes to help out consumes more mana than I'd like it to.
In Naxx, it was Thaddius and Gluth. These weren't needs to get mana back - but it was just how we did boss positioning anyway.
It's not like you're running around purposely moving to get in position to hit the boss so you can get mana back - but it's a slick side benefit. If I can heal and not get destroyed in melee range of the boss (i.e., the boss doesn't do anything nasty to melee), then I don't see any reason not to stand there and get random bits of mana on the off chance I stop casting for a moment.
You will have the same amount of intel, be as more some sta and other stats...
The only loss will be that not "even after dying"
Even if two Elixirs work better than a Flask, it's still worth listing the Flask in the OP because they last through death. A hardcore guild working on a tough hard mode five nights a week could easily get through 150 elixirs per raider in one reset. The value of using ten Flasks across the same period cannot be ignored.
(You also get a fraction less Int with the two elixirs, though of course this is offset by a small increase in SP, mana regen and health.)
Even if two Elixirs work better than a Flask, it's still worth listing the Flask in the OP because they last through death. A hardcore guild working on a tough hard mode five nights a week could easily get through 150 elixirs per raider in one reset. The value of using ten Flasks across the same period cannot be ignored.
(You also get a fraction less Int with the two elixirs, though of course this is offset by a small increase in SP, mana regen and health.)
Nobody said its not worth listing the flask in the original post. These two elixirs are better than Flask of Distilled Wisdom in almost every situation. And speaking from experience, you do go through many elixirs a week, but that is what separates the raiders from everyone else.
I removed from absorbtion list everything what absorbed more than 40% (like priests PW:S). I also removed other unnecessary informations and veified, that no other pally cast DS at the same time. I don't know if Blizzard changed something last days, but here my Sacrifice absorbed around 91k damage. I am holy, raid buffed at around 23k HP.
The absorption was discussed thoroughly on the Retribution thread. Here's one post of mine which shows it wearing off as expected, with divine shield up: 3.1 Retribution Paladin Thread . Anecdotal evidence (i.e. it looks like it does) does point me to thinking that if there's a lot of damage happening at once/in a short interval to all the raid, you might get more absorption. (The buff takes a while to fade, that kind of stuff)