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Old 11/05/08, 5:09 PM   2 links from elsewhere to this Post. Click to view. #3501
Rishkkin
Glass Joe
 
Undead Warrior
 
Area 52
The bugs that plagued DWs are supposedly fixed :


We should get it in a patch before 3.1

World of Warcraft - English (NA) Forums -> GC: Deep Wounds is bugged. ETA on fix?
 
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Old 11/05/08, 5:39 PM   #3502
Darian_TruBlade
King Hippo
 
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Undead Warrior
 
<Zen>
Ravencrest
Originally Posted by Shha View Post
Honestly if you look earlier in this thread I mentioned it already. The penalty was there, and it was about perfect one - the haste one. Reasons why it was correct approach:

- Currently TG scales the best of all specs/classes. A flat nerf on a stat like hit that doesnt really suffer from "diminishing returns" (well it does but very slightly), until cap, just gives ANOTHER way to scale. As in it will simply nerf initial damage while boosting scaling.

- Nerf on haste "scales" with gear. Its more and more severe the more haste there is on your gear. Nerf to hit can be basically said as a flat rating nerf - 5% hit = ~79 hit rating flat penalty. A 5% haste nerf would be a 79haste rating * 1+haste rating boost ). If you had enough haste for 20% speed increase the 5% flat speed nerf would change into a 95 rating etc etc.

- Nerf on haste lowers the white swing/heroic damage, which makes more interesting fury rotation. One thing about TG that has no "mathematical" consequence, but it makes it somewhat boring is the low appeal of the instants. Arms has fun big crits with SD - with TG basically your BT crit often are lower then your autoattack crits/heroic crits.

- A solid nerf on haste makes Slam a viable addition to Fury dps - a NON Bloodsurged Slam to be exact. That makes TG somewhat more entertaining again


Couple a haste nerf within realm of 15%, with a boost to unending fury to 15% damage/10% lower CD on BT/WW/Slam (so BT/WW end up being 4.5/9 sec cds or 3/6 gcds for more smooth rotations) and you have more interesting TG playstyle.

5% like Blizzard said doesnt even make much sense - I got there by gemming ONE 10 hit gem and using hit food over str.
I remember your arguments for the haste penalty, but to be frank I think they're dated. A lot has changed since we first moved from the haste penalty to no penalty to the varying degrees of a hit penalty. While your arguments were accurate at the time, so much has changed since then that I'm skeptical whether it remains accurate to claim that TG scales better than everything else.

If TG scales better and this translates into outpacing other DPS in T7+ then a haste penalty may be in order. That said, I disagree with a couple of your assessments.

I don't believe a haste penalty makes Fury Rotations any more interesting. Your weapons will hit as hard as before, just not as fast. If BT, WW and/or Slam hitting for less than a white hit or Heroic Strike is boring for you a haste penalty won't change anything.

I also disagree about Slam being a viable part of a TG Fury rotation beyond Bloodsurge. Improved Slam is out of reach for Fury, meaning normal Slams will stop your white DPS for 1.5 seconds. Therefore, the damage of Slam must be greater than the combined damage of 1.5 seconds of DPS from both weapons, the loss in rage generation and the spent rage. I did a rough calculation using my current gear and in order for Slam to break even with my raw white DPS requires a haste penalty of ~10%. Even if you doubled that the rage cost, and awareness/mobility cost, are unlikely to be worth it. If we had access to Improved Slam it would be very different, but we don't.

For me, TG is perfectly entertaining as is. Maybe it's different at the T6 level, but I'm enjoying it.

Last edited by Darian_TruBlade : 11/06/08 at 4:09 PM.

"A man's IQ, yearly income, sexual prowess, ingenuity, physical appearance and generally every other aspect of his character can be condensed down to four digits: his Arena rating." - Zechsy [70 Rogue - Skullcrusher (EU) - 10/23/2007]
 
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Old 11/06/08, 1:28 AM   #3503
Finkill
Glass Joe
 
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Tauren Warrior
 
Dark Iron
I am not positive if anybody has yet to post the percentages and numbers for hit cap, defense cap, and expertise raiting required yet on any of these posts as far as warriors go. I can't seem to get my recount to function properly on beta so i can't come up with stable nubmers myself. If anyone could help me out i would appreciate it very much.
 
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Old 11/11/08, 3:59 PM   #3504
cypher66
Glass Joe
 
Tauren Warrior
 
Dentarg
I wanted to know if anyone has tried dw arms, beside me. Before the patch last week I was capping around 3.7k dps on brut and now I am doing just under 3k do to the sudden death nerf. There are also a complete lack of spreadsheets for dw arms, which makes it even harder for me to get some numbers for cacl dps of my gear for a dw arms spec.

I have tried tg and saw so real dps increase or decrease from dw arms, and if anything I saw a sligh decrease (but it was ever so slight) on KJ, but that might be a factor because of bladestorm and sweeping striking the clones over just ww.

Also I wanted to know if Mace spec was currently bugged.. After wacking a druid in bear form for several minutes I did not see an increase in my average white hit MAX damage (tested in mainhand ,offhand, and tested using a dw vs a comparable sword).
 
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Old 11/12/08, 8:34 AM   #3505
Furrymaker
Von Kaiser
 
Undead Warrior
 
Drenden
Originally Posted by cypher66 View Post
Also I wanted to know if Mace spec was currently bugged.. After wacking a druid in bear form for several minutes I did not see an increase in my average white hit MAX damage (tested in mainhand ,offhand, and tested using a dw vs a comparable sword).
Not sure if it's a bug or not but I've found since the last patch 1h weapons do not gain the weapon specializations in arms, only 2h weapons.
 
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Old 11/12/08, 11:15 AM   #3506
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
Originally Posted by Finkill View Post
I am not positive if anybody has yet to post the percentages and numbers for hit cap, defense cap, and expertise raiting required yet on any of these posts as far as warriors go. I can't seem to get my recount to function properly on beta so i can't come up with stable nubmers myself. If anyone could help me out i would appreciate it very much.
At level 80, against a level 83 mob:

Defense cap: 689 defense rating to be uncrittable

Single-wielding hit cap without Precision: 296 hit rating to remove the 9% miss rate.

Single-wielding hit cap with Precision: 197 hit rating to remove the 6% miss rate.

*Note that these two above caps will apply to single-wielding Prot Warriors, two-handed-wielding Arms Warriors, and the yellow hit cap of non-Titan's-Grip Fury Warriors

Dual-wielding white hit cap without Precision: 919 hit rating to remove the 28% miss rate.

Dual-wielding white hit cap with 3/3 Precision: 820 hit rating to remove the 25% miss rate.

Titan's Grip yellow hit cap without Precision: 460 hit rating to remove the 14% miss rate.

Titan's Grip yellow hit cap with Precision: 361 hit rating to remove the 11% miss rate.

EDIT: For expertise caps, assuming the cap is still a 6.5% dodge rate:

Without Weapon Mastery: 214 expertise rating to remove the 6.5% dodge rate (equal to 26 expertise skill)

With 2/2 Weapon Mastery: 148 expertise rating to remove the 4.5% dodge rate (equal to 18 expertise skill)

Follow-up question: Can Vitality's 6 expertise skill actually come up in a DPS build? I intentionally did not compute for this since it did not seem relevant.

Last edited by Prinsesa : 11/12/08 at 11:31 AM.

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Old 11/12/08, 12:08 PM   #3507
rejdakon
Von Kaiser
 
Human Warrior
 
Der Rat von Dalaran (EU)
Originally Posted by Prinsesa View Post
EDIT: For expertise caps, assuming the cap is still a 6.5% dodge rate:
Just a small deviation, but as far as I remember correctly, Dodge was found to be at 6.2% for bosses.


Follow-up question: Can Vitality's 6 expertise skill actually come up in a DPS build? I intentionally did not compute for this since it did not seem relevant.
That would force you to invest at least 38 points in protection. While One-handed Specialization, Incite, Focused Rage and Vitality do help your DpS, I seriously doubt that any build going that far down the prot tree would be able to do do close to competitive DpS.

6 Expertise is only 49 expertise rating at 80. Going 38 protection just for 50 stat points would probably not be too reasonable if DpS is your main role.
 
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Old 11/12/08, 7:59 PM   #3508
cypher66
Glass Joe
 
Tauren Warrior
 
Dentarg
Originally Posted by Furrymaker View Post
Not sure if it's a bug or not but I've found since the last patch 1h weapons do not gain the weapon specializations in arms, only 2h weapons.
nono the axe spec 1 def works, but havent tested the sword spec
 
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Old 11/13/08, 9:09 AM   #3509
Tankietka
Piston Honda
 
Human Warrior
 
Shadowsong (EU)
Originally Posted by Prinsesa View Post
EDIT: For expertise caps, assuming the cap is still a 6.5% dodge rate:

Without Weapon Mastery: 214 expertise rating to remove the 6.5% dodge rate (equal to 26 expertise skill)

With 2/2 Weapon Mastery: 148 expertise rating to remove the 4.5% dodge rate (equal to 18 expertise skill)
Don't forget about Strength of Arms which gives (2/2) 4 Expertise (at least for Arms warriors :-)).
 
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