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Old 03/24/09, 3:29 AM   #481
Golbez20
Glass Joe
 
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Undead Warrior
 
Sargeras
Originally Posted by hellord View Post
The more crit you have the more important becomes the 5% crit bonus on top of it.
Right but lets say you hit the cap and the extra 5% doesn't matter. I'm talking in raid with full buffs.

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Old 03/24/09, 3:33 AM   #482
Ctan
Glass Joe
 
Undead Warrior
 
Emerald Dream
Originally Posted by Golbez20 View Post
Right but lets say you hit the cap and the extra 5% doesn't matter. I'm talking in raid with full buffs.
He is referring to the 5% extra crit damage, not the 5% extra chance to crit.

Or do you mean the 5% chance from sword spec will be better than the 5% extra crit damage because it gives SD more chances to proc?

Last edited by Ctan : 03/24/09 at 3:40 AM.

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Old 03/24/09, 5:26 AM   #483
hellord
Absolute Arms
 
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Orc Warrior
 
Hellscream (EU)
Originally Posted by Golbez20 View Post
Right but lets say you hit the cap and the extra 5% doesn't matter. I'm talking in raid with full buffs.
The crit cap is 75% for white and 100% for yellow damage.
It is reasonable to think you won't cap it even raidbuffed, considering crit is not your best stat, so you gem for str, crit/str or arp and use ap/str/arp food and elixirs.

Anyway 5% crit by itself has diminishing returns in therms of damage increase, but the 5% crit damage bonus is more effective the more crit you have. At 50% crit it is an average 2.5% damage bonus, at 75% it is a 3.25% damage bonus etc.

Sword spec has only 5% chance to give 1 more hit (white hit with same crit chances) but has a 6s cd that cripples it.
While the number of specials is fixed in a 6s timeframe, the number of white hits can increase or decrease depending on haste and slam usage. The damage contribution doesn't scale, and it is fairly low even once you reach a point where you use every gcd.

Depending on itemization swords can still be very good weapons, but the spec itself is under par compared to mace and axe, that scale much better.

ArP Whore

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Old 03/24/09, 5:32 AM   #484
Tzul
Banned
 
Undead Death Knight
 
Feathermoon
What %5 Crit Damage bonus are we talking about here?

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Old 03/24/09, 5:39 AM   #485
Axl_Stukov
Piston Honda
 
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Night Elf Warrior
 
Winterhoof
Poleaxe Specialization(Poleaxe Specialization - Spell - World of Warcraft), makes our critical hits do 5% more damage in addition to giving us the 5% crit, as long as we are using axes or polearms.

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Old 03/24/09, 5:40 AM   #486
Tzul
Banned
 
Undead Death Knight
 
Feathermoon
Amazingly i never noticed the second part of that talent. The %5 crit alone i think is still yards better than Sword spec.

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Old 03/24/09, 8:32 AM   #487
Rurik
Von Kaiser
 
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Human Warrior
 
Arathor (EU)
I'm not very good at maths, so let me ask you people who are:

How strong will mace spec be compared to poleaxe spec in 3.1?

I have Death's Bite and The Jawbone and disregarding weapon type the bone with it's speed is obv. the stronger choice, but I'm curious how good mace spec is now with the changes to armor penetration.

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Old 03/24/09, 9:20 AM   #488
hellord
Absolute Arms
 
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Orc Warrior
 
Hellscream (EU)
Originally Posted by Rurik View Post
I'm not very good at maths, so let me ask you people who are:

How strong will mace spec be compared to poleaxe spec in 3.1?

I have Death's Bite and The Jawbone and disregarding weapon type the bone with it's speed is obv. the stronger choice, but I'm curious how good mace spec is now with the changes to armor penetration.
It's not so easy to state it until we are sure how ArP buffs stack.
We can speculate anyway how good it can be in certain situations.

Supposing the buffs will stack additively, you have 20% sunder, 5% ff, 10% battlestance.
With mace spec you reach 50% ArP and you cap arp on gear at 50%.
The relative increase in DPS is tied to your weapon damage and AP, and with good gear (let's say half Bis plate at current gear level) it's around 3%Arp ~+1% damage done.

The main difference imho is that 15% Arp is possible to reach with gear, what poleaxe spec has that isn't in any way reachable is that 5% crit damage.
In therms of itemization 5% crit is more or less 15% arp, but on top of it axe spec has that crit damage bonus.
With the 25% increase of ArP rating value 15% ArP should even cost less than 5% crit, but the returns in therms of damage increase rather than diminish.
Still, the reason to go axe spec is 5% crit damage.

The only reason why you would lose poleaxe is due to better ilvl of mace and swords, that actually we don't know for sure it will happen since we're still missing best loottable from hard-mode final bosses.

This is what is available atm on wowhead
Weapons - Items - World of Warcraft

ArP Whore

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Old 03/24/09, 12:48 PM   #489
ArmsWarriorFTW
Glass Joe
 
Night Elf Warrior
 
Lightbringer
I have noticed some of the talent builds posted have points in tactical mastery. This seems to be a waste of talent points to me. Are you really stance dancing that much. I don't see how its worth it to dance over to berserker for recklessness, just to get the 3 of your next swings to crit. It just seems that dancing btwn stances would become too cumbersome, causing you to miss a proc or two. (TfB or SD). Maybe I'm wrong, but it just seems stance dancing would just complicate things. I do realize that they are changing the rage lost when switchinbg stances in 3.1, and I have not been able to get on the PTR to see it in action. IMO

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Old 03/24/09, 12:55 PM   #490
Croaker
Von Kaiser
 
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Orc Warrior
 
Drak'Tharon
Originally Posted by ArmsWarriorFTW View Post
I do realize that they are changing the rage lost when switchinbg stances in 3.1, and I have not been able to get on the PTR to see it in action. IMO
Last I heard, that was taken off the table for 3.1 and they're looking into a different method/methods of changing the stance system.

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Old 03/24/09, 2:11 PM   #491
Finkill
Glass Joe
 
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Tauren Warrior
 
Dark Iron
I was looking at the lastest PTR build and was trying to figure out my spec with the new tree changes and I'm fairly certain I know what I'm going to do however, it never hurts to double check my math. With the weapon mastery and intercept changes that means that there is 2 possible points that could be put in the Arms tree, however by putting the two points in that means that you would either have to get rid of points elsewhere in the tree or what my main concern was is taking points out of fury down to execute. Basically what I'm trying to figure out is specing into juggernaut and weapon mastery a stronger dps increase than the 2 points in execute would be.

A few pros for that I feel are mobility which is never bad I know that from moving to mob to mob provides for a stonger overall dps increase because of that ability, less time spent running equals more time to dps and get in position faster. Now this is just me predicting that these changes will remain the same, but i always like to prepare.

The cons I am worried about are with taking the 2 points out of execute would that throw back the rotation and the need to use SD procs when they come up, because without that extra dmg u gain from reduced rage cost that might provide for slam to be used which might provide more dps, and if in fact after a charge you will gain a guarantee slam crit.

Feedback and help would be great!

http://talent.mmo-champion.com/?warr...0&version=9722

That is one possible spec I was debating. Which is still pretty much the standard as of now, however with the changes I can't figure out the numbers that would account for a stronger dps spec than that.

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Old 03/24/09, 3:16 PM   #492
ArmsWarriorFTW
Glass Joe
 
Night Elf Warrior
 
Lightbringer
Weapon mastery seems to me to be more of a pvp talent. I'm wondering maybe if you took one point out of improved execute in order to get the Juggernaut. Like mentioned before the faster you can get in to melee range the more dps you can put out. Although you would lose 1 point in imp exe, I would imagine it would not be too detrimental to your dps, being that you can charge in combat. Something to at least think about.

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Old 03/24/09, 3:46 PM   #493
Buentoe
Glass Joe
 
Human Warrior
 
Anvilmar
As far as i know imp execute does not increase the damage of execute like glyph of execute does, it only reduces its rage cost. So unless you have big problems with rage for some reason i dont think it is much to miss out on.

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Old 03/24/09, 8:22 PM   #494
tmacismagic
Glass Joe
 
Tauren Warrior
 
The Venture Co (EU)
I always thought that improved execute did improved the damage since instead of 15 you can use at 10 so those 5 rage will be converted in more points of damage. I was thinking maybe instead of Anger Management put that point into Juggernaut. Especially with the new T8 2 set bonus this could be useful however i'm not entirely sure how much you would actually be charging around all over the place.

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Old 03/24/09, 11:57 PM   #495
Finkill
Glass Joe
 
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Tauren Warrior
 
Dark Iron
Originally Posted by Buentoe View Post
As far as i know imp execute does not increase the damage of execute like glyph of execute does, it only reduces its rage cost. So unless you have big problems with rage for some reason i dont think it is much to miss out on.
If in fact that is true then it seems like taking 2 points out of imp execute wouldn't be to much of a dps loss. Any other sources on such fact?

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