That sounds like either a statistical anomaly or a bug. There is no way that makes mathematical sense when you consider that a 50% increase in the damage ouput of an ability (going from 32% average weapon damage to 48%) would result in an overall improvement of the damage from that ability by 1%
My point wasn't that deep wounds damage increased, but rather that it stayed pretty much exactly the same with 2/3 as it did 3/3, most likely from the increased uptime 3/3 incite provides. This wasn't a serious parse however (only 2 sets of 20 million damage with no specials), which is something i'm working on currently.
EDIT:
Originally Posted by Emerassi
He's using percentage of his total damage done, which is a totally useless metric, because any increase in one area will affect the total damage done and change all of the percentages.
It is possible for this to happen however if he got lucky and the increased crit rate on heroic strike gave him more flurries and more deep wounds procs, so they do less damage base, but would be up more often.
Which is, if I am not mistaken, the entire point of my post. Incite 3/3 means DW is up more, but ticks for less. You do about the same damage with DW whether you go 2/3 or 3/3 is what this seems to indicate (again, doing more parses to clarify and account for variance), so the last point looks like Incite is the better place for it at the minute. If anyone has any parses then please post them so we can compare the data.
I have done some looking around on the forums for the official EH value for armor.
I have been relatively unsuccessful on finding a solid number. I think it’s looking around 3-4 points of armor (from what I've been looking around at). Has there been a definate number calculated?
The reason I ask is to determine the benefit of [Unidentifiable Organ] for tanking.
Thank you.
Last edited by Datachanger : 01/02/11 at 2:30 PM.
Reason: Better sounding.
Could someone explain to me why Rude Interruption is better than Executioner please? For Arms of course. I know white damage isn't too big a part of our damage but RI still seems like pretty situational to me
You can't say that one is better than the other, because these talents are very situational. There are many fights where you need burst at <20% without any interrupts (Halfus, Ascendend Council, Chimaron, Maloriak) so at these fights you want to take Executioner because you want to kill the boss quickly. There are a few bosses where you could think about going for RI (Omnitron Defense System, probably Cho'gall because Arms burst is strong vs these tentacles, maybe Nefarian if you want to have a quick phase 2).
If you still run heroics RI is a better option, because you have many things to interrupt and bosses die quickly at 20%.
I'm trying to evaluate prot mastery, can anyone clarify how Critical Block affects my chance to be hit? (preferably in terms of the hit table and 1- or 2- roll theory) If I have 10 Mastery, I gain 15% block and 15% critical block, does that mean I've reduced my chance to take a regular hit by 30%?
From what I believe, no.
Blocking reduces 30% of the damage taken, and a critical block will reduce 60%. Meaning that you have a 15% chance to block, and a 15% chance to get a critical block on that. If i'm wrong correct me, but from seeing another post mentioning this that is how it goes.
You can't say that one is better than the other, because these talents are very situational. There are many fights where you need burst at <20% without any interrupts (Halfus, Ascendend Council, Chimaron, Maloriak) so at these fights you want to take Executioner because you want to kill the boss quickly. There are a few bosses where you could think about going for RI (Omnitron Defense System, probably Cho'gall because Arms burst is strong vs these tentacles, maybe Nefarian if you want to have a quick phase 2).
If you still run heroics RI is a better option, because you have many things to interrupt and bosses die quickly at 20%.
If still running Heroics, you can go for the "third" option of Blood and Thunder instead of Executioner or Rude Interruption. That is, increased AoE capability (Thunderclap to put Rend on all mobs) at the cost of situational damage increases. (Of course, this assumes you have a capable tank to deal with your threat.)
<Subjective opinion> Blood and Thunder is also a hell of a lot of fun.
Actually this concerns basically every masteries in the game:So lets say i have 22.18 mastery rating which translates according to the game 44% chance for SoO strikes.My question is that the 0.18% wasted till i reach 22.5 then it becomes 45% or it adds up just the UI(game) wont show decimals like 44.x% chance for SoO to proc.So my question is that it works like expertise where every x*1.0 mastery counts only so if i have 0.99 then i wasted all 0.99 or it adds up just the UI wont show.
Looking forward for an answer thank u and sorry if this had been posted somwhere already i havent found anything
Actually this concerns basically every masteries in the game:So lets say i have 22.18 mastery rating which translates according to the game 44% chance for SoO strikes.My question is that the 0.18% wasted till i reach 22.5 then it becomes 45% or it adds up just the UI(game) wont show decimals like 44.x% chance for SoO to proc.So my question is that it works like expertise where every x*1.0 mastery counts only so if i have 0.99 then i wasted all 0.99 or it adds up just the UI wont show.
Looking forward for an answer thank u and sorry if this had been posted somwhere already i havent found anything
Where is your question?
I'm going to assume you're asking that - Decimals that don't equal to a full number are wasted?
I'm pretty sure this is true. Like most things In game. Exception is: Hit rating and I wanna say Critical hit chance.
Originally Posted by Alexxcri
Could someone explain to me why Rude Interruption is better than Executioner please? For Arms of course. I know white damage isn't too big a part of our damage but RI still seems like pretty situational to me
PVP: Spell casters have a HUGE adventage versus melee. Assuming you know that Pummel is usable in Battle Stance(4.0), 5% damage for 15/30 seconds can increase the damage of your Overpower or Mortal Strike by a signifcant amount.
Trying a rotation like Rend > Pummel > Mortal Strike > Colossal Smash > Overpower can next to cripple a spell caster and force them to pop a Cooldown.
PVE: It's situational - This will always be the response you get. Some fights you'll need it while others you won't. It's your call if you want to keep running back to the Trainer to respec your arms tree.
The idea and purpose behind Rude Interruption is to give incentive and reward for interrupting a target. That 1 GCD may cost you a HS or MS however, you gain 5% increased damage to all attacks for the next 15/30 seconds.
If you have a situation where you've got RI you can combine damage like Rend > Pummel > MS > CM > OP (or) Rend > Pummel > MS > CM > MS - Requires a delay in use of your abilities but, it is possible and is more PVP likely.
Executioner is for Raid boss fights. The fights last longer and you may need more rage to increase your DPS. This can be extremely useful when fighting an enrage timer, however; requires the target to be at the required amount of HP. And it can drain a lot of your rage spamming Execution. Essentially, Executioner *can* be counter productive.
Originally Posted by Rafale
Warriors receive rage when their attack is dodged or not?
No, Warriors do not.
They do gain an ability to counter a Dodge - Overpower (Only usage after the target dodges)
Has anyone come up with an elegant solution for managing Inner Rage? Macroing it into revenge and cancelling the aura on everything else works as a baseline, but obviously you'd prefer to have it up for free shield slams/all shield slams (or more in high rage situations).
The big culprit is heroic strike, but because it is essentially on it's own gcd - it's hard to ensure that Inner Rage will be off when HS is getting qued. I'm not necessarily looking for an ideal solution, that is accomplished by manually hitting all the time. But as tanks we have a lot to focus on in terms of positioning/leading/cd management. Just looking to find a way for this ball to juggle itself.
I am currently wondering how good the 3rd talent point in Incite really is. In my understanding, from a high-level perspective the talent modifies the attack table so that have an additional 33%/66%/100% chance to crit. These crits then have the penalty assigned that they cannot proc Incite again.
So if I have a HS crit chance of e.g. 20% with Incite 2/3, my next HS after a crit HS would have a crit chance ca. 86%. 20% of this 86% would still be able to proc Incite.
If I have Incite 3/3, my crit chance would increase to 25% and after a crit, my next HS that lands would be a guaranteed crit, but it could never proc Incite.
So my conclusion is that the worth of putting a 3rd talent point into incite is at least much lower than the first two points in this talent. Does this make any sense or am I completely on the wrong track?
Sorry if this is too obvious, but I couldn't really find an answer. Is Arms just as viable as Fury now (for raids/heroics)? Things keep changing, just want to know which is better currently, heh.
Sorry if we aren't allowed to ask these kinds of questions in this post, but I didn't see anything saying we couldn't. I don't mind someone deleting/moving this post.
So incite works like this:If u have only 2/3 and u make a critical hit then every single critical hit which u do besides the talent has a 66% chance to make your next heroic strike a guaranteed crit.
So mathematically in average from 100 critical hits which werent done by incite aproximately 66 will be a guaranteed critical heroic strike the rest will be calculated via the normal hit/crit rules.
Back to my question so if i have 22.18% mastery then the 0.18 is wasted then and wont get converted to like 44.x% chance to proc SoO strikes (which the UI cant/doesnt show)Anybody knows for sure so if that mastery works like hit/crit and just the UI is shit wont show decimals on a mastery like mine or it works like expertise and till i reach 22.5 that 0.18 i have "extra" is wasted and basically a useless stat.
While playing around in org I realized something kind of strange, and was wondering if anyone could enlighten me on this matter. Commanding shout gives 585 stamina, my character health is 140.8k health unbuffed. After I use commanding shout I get up to 150.7k health. That's almost double the amount of health I should be getting? Did they change the amount of health that each point of stamina gives? If not, I should be getting 585x10x1.2 (15% from prot spec and 5% from plate spec) = 7020 + 140.8k = 147.8k, where am I getting this extra 3k health?
PVE: It's situational - This will always be the response you get. Some fights you'll need it while others you won't. It's your call if you want to keep running back to the Trainer to respec your arms tree.
The idea and purpose behind Rude Interruption is to give incentive and reward for interrupting a target. That 1 GCD may cost you a HS or MS however, you gain 5% increased damage to all attacks for the next 15/30 seconds.
Correct me if I'm wrong, but last time I checked pummel and shield bash are off the gcd.
On interrupt fights my guild now has me and our other dps war trade off on the interrupts instead of an enhance shaman or a rogue so that we can get the RI uptime and the extra damage.
I've noticed that the level 80 trinkets with armor on them ([Unidentifiable Organ]) have more armor (actually almost double) than 85 level trinkets with armor.My question is, is [Unidentifiable Organ] overpowered or are items like [Heart of Thunder] totally useless with the reduced armor on them?
I've noticed that the level 80 trinkets with armor on them ([Unidentifiable Organ]) have more armor (actually almost double) than 85 level trinkets with armor.My question is, is [Unidentifiable Organ] overpowered or are items like [Heart of Thunder] totally useless with the reduced armor on them?
I'm not sure if this has been stated anywhere before but I have been working through gearing and gemming my Fury Warrior (I am a JC) and I'm trying to figure out what the best Meta gem would be at this point. The Chaotic (CSR and Damage) seems to be the obvious choice but with needing more blue gems (Hit and Stamina being the only choices) over Reds (Strength) would the Impassive (CSR and Fear reduction) be more viable as it only requires one blue gem and one yellow so as to not limit your Strength gemming.
I'm not sure if I'm completely wrong, I have tried to look through the Fury warrior topics and have not really seen any discussion on gemming or stat priority of late.
I'm not sure if this has been stated anywhere before but I have been working through gearing and gemming my Fury Warrior (I am a JC) and I'm trying to figure out what the best Meta gem would be at this point. The Chaotic (CSR and Damage) seems to be the obvious choice but with needing more blue gems (Hit and Stamina being the only choices) over Reds (Strength) would the Impassive (CSR and Fear reduction) be more viable as it only requires one blue gem and one yellow so as to not limit your Strength gemming.
I'm not sure if I'm completely wrong, I have tried to look through the Fury warrior topics and have not really seen any discussion on gemming or stat priority of late.