Tag Archives: NUMBERS

Blood DK Gear Talk (Also – HoF/TES drops)

2 Nov

Originally this started out as a simple gearlist, but it has evolved into something much more as I was writing it. That tends to happen a lot sometimes, but there are some things I just can’t go without saying. I mean… I think some of you blood DKs out there DEPEND on me for vital info, and I’M HERE TO BRING IT TO YOU.

/ahem. Anyway!

Heart of Fear opened this past tuesday, and Terrace of Endless Spring opens in another week and a half, so I will kill two birds with one stone and get the gearlists for both of them going here. Just like I did for Mogu’shan Vaults, I will do them by boss instead of by slot. It tends to make things easier, so you can look at whichever boss you’re on and see what he may have, and if it’s of any use to you or not.

Heart of Fear

Imperial Vizier Zor’lok

Vizier’s Ruby Signet – Ring. Parry/Expertise, no socket.

Articulated Legplates - Legs. Parry/Hit, Red/Blue socket (+120 Str)

Blade Lord Ta’yak

Pauldrons of the Broken Blade – Shoulders. Parry/Hit, Yellow socket (+90 Stam)

Windblade Talons – Gloves. Dodge/Parry, Blue socket (+60 Parry)

Garalon

Ring of the Shattered Shell – Ring. Dodge/Mastery, no socket.

Garalon’s Hollow Skull – Helm. Dodge/Parry, Meta/Red socket (+270 Stam)

Wind Lord Mel’jarak

Cloak of Raining Blades - Cloak. Dodge/Mastery, no socket.

T14 Glove Token - Gloves. Dodge/Hit, no socket.

Amber-Shaper Un’sok

T14 Leg Token - Legs. Dodge/Mastery, Red socket (+90 Stam)

Grand Empres Shek’zeer

T14 Chest Token - Chest. Parry/Hit, 2 yellow sockets (+120 Parry)

Legplates of Regal Reinforcement - Legs. Dodge/Parry, Red/Blue socket (+180 Stam)

Terrace of Endless Spring

Protectors of the Endless

Kaolan’s Withering Necklace - Neck. Dodge/Parry, no socket.

Bracers of Defiled Earth - Wrist. Hit/Mastery, no socket.

Deepwater Greatboots - Boots. Parry/Hit, Yellow socket (+60 Parry)

Tsulong

Daybreak Drape - Cloak. Dodge/Parry, no socket.

Grasps of Serpentine Might – Gloves. Parry/Expertise, Blue socket (+60 Parry)

Stuff of Nightmares – Trinket. 1152 Mastery + 20s Dodge Proc.

Lei Shi

T14 Shoulder Token - Shoulder. Expertise/Mastery, Blue socket (+90 Stam)

Cuirass of the Animated Protector – Chest. Dodge/Mastery, Red/Yellow socket (+120 Strength)

Protector’s Girdle of Endless Spring – Belt. Dodge/Expertise, Blue socket (+60 Dodge)

Sha of Fear

T14 Helm Token - Helm. Parry/Expertise, Meta/Blue socket (+90 Stam)

Shin’ka, Execution of Dominion - 2h Axe. Crit/Mastery, Sha-touched Socket.

Sigh. Hope you DKs weren’t planning on getting your sha-touched weapon anytime soon. Friggin last boss of the last raid of the last of the lastie last lasts. /flail

Tier 14 vs Off-tier items.

One of the things that plagues every class every tier of raiding is: “Is our tier set good enough? Are the bonuses worthwhile?” As a general rule, you almost never want to wear all 5 pieces of tier gear. 4 is plenty, you get the set bonuses, and there’s usually one piece that is weaker than the others, even if by a narrow margin. In this case, the weak link would be the Gloves, and i’ll tell you why. They’re the only set piece with no mastery and no socket. Other off-tier gloves have sockets that you can add moar delicious stats to, but the tier ones don’t.

Now then. If you only wish to go for the 2-piece set bonus, your ideal pieces are legs and shoulders (with the chest coming in a VERY strong 3rd place because of two amazing yellow sockets).

If you wish to go with the 4-piece bonus, you want to add the afore-mentioned chest, and helmet (good GOD that is a lot of parry rating.. /fans self)

Now then. Is it better to go for the 4-piece bonus, or is it better to go with the off-set pieces that have mastery? The simple answer is that there is no simple answer. You could go either way and probably be just fine. If you’re a bleeding edge progression raider then… well, what the hell are you doing at MY little blog? Honestly though. I cannot math hard enough to devise an answer to that question. I’m sure there’s a way to do so, but it’s far beyond me. The best I can do is provide you with comparisons and let you decide for yourself. Thank god for wowhead for making these comparisons much easier to look at.

Chestpiece comparison - Ignoring set bonuses, and all things being equal, I would pick Ornate Battleplate of the Master.

Glove comparison - I would go with Gauntlets of Battle Command

Legplate comparison - Even with one less socket than the other pieces, I would go with the tier legs

Helmet comparison - My choice is Giantfoot Headguard

Shoulder comparison - The tier piece is the clear winner here.

All things considered, I will probably only be going for the 2-piece set bonus. The amount stat-fuckery between tier and non-tier pieces is too wide for me, personally, to ignore (more on that in a second). Your mileage may vary, of course.

Now, as you look through the comparisons, you may see a couple items that I didn’t include in my drop lists above. The reason for these are there are crafted pieces that aren’t boss drops (but the patterns very well might be), or they are drops from Galleon or Sha of Anger (world bosses).

As you look through the comparisons, you may also notice that some of the stats aren’t normalized very well, even though they’re ALL the same ilvl (which I promise i triple checked, and then checked again, because I couldn’t fucking believe it myself.)  For instance, look at the glove comparison there. I already mentioned that there was no socket on the tier gloves, compared to the other 3 offset pieces. What I didn’t notice until I made that actual comparison link was that it ALSO has less strength (by a good margin) than two of the offset pieces. I’m not sure if this is intended or if this was just shit itemization that slipped through the cracks somehow, but as it is right now, i can’t very well just overlook some of those discrepancies.

 

The Death Knight Number Shuffle

28 Oct

I am not a theorycrafter really. I have a basic idea of how the stats work for the classes, and why we want some more than others, but I couldn’t tell you the exact values, or how people determine them, or even a vague idea of how people decide how to determine stat weights. All that having been said, I do want to talk about Death Knight stats for a few minutes. Basically, I am going to go down the line and list what each stat does for us (for each spec), why we would want it, and why we would not want it. I’ve noticed a rather disheartening trend among all of the so-called “guide” sites (noxxic, mr robot, EJ, icy-veins) in that NOBODY is giving the same information to the community. This is a problem because if 4 people are getting their information from any of the 4 different sites, who’s to say who’s wrong or right?

Strength: Initially, I wasn’t going to mention it, but I feel the need to do so because I *still* come across some numbskull DKs rolling on Agility rings or trinkets or what have you. Strength is our base stat. Long gone are the days of DKs using agility weapons, because we get absolute shit for benefit from them. If a DK is using an agility weapon, they’re doing it wrong. Some people have the sort of “golden rule” about a 3-tier improvement making agi weapons allowable based solely on weapon damage increases alone, but I think that’s shit. If you’re a DK, you should have strength on everything. All three specs get 2 AP (Attack Power) per 1 point of strength.

Blood – Blood DKs get an added bonus of having a parry rate conversion from strength. Roughly 90% of strength is converted into parry rating. To put this into easier-to-digest terms, if an item has 100 strength on it, and you’re a blood DK, it’ll give you the equivalent of 90 parry rating as well.

Hit: This is a simple one to explain. Hit lets you hit things more frequently. Easy, right? The percentage to never miss a raid boss-level mob is 7.5% (2550 hit rating at 90, or 2210 hit rating if you’re a draenei)

Frost Dual-Wield – Any dual-wielding class has things a bit differently. They will notice two sets of hit ratings on their character sheet when they mouse over it. Innately, it takes something like 15% hit rating to completely hit cap (aka “white cap”. Every attack that has white damage numbers is an auto-attack, whereas if it’s yellow numbers, it’s an ability). It’s worth noting that NO dual-wielding class will pour enough stats into reaching white cap. They will stop at 7.5% (“yellow cap”, or “specials cap”). The amount of hit rating it takes to white cap simply take too much away from the your other stats to be worthwhile.

Expertise: This one is relatively simple to explain as well. Every creature in wow (player-controlled or NPC) has a built-in chance to dodge attacks, and most have a chance to parry them as well (not all PCs do). Expertise removes the chance you will be dodged or parried (in that order). Now, prior to MoP, expertise was handled a bit differently in that up to a certain point, it would push some of both dodge AND parry off the table. Since 5.0, it is much more simply done. There is a maximum of 15% expertise. 7.5% (2550 hit rating at 90, or 2210 hit rating if you’re a have sword/axe/mace specialization and are using the corresponding weapon) will completely push dodge off the combat table, and the next 7.5% will push parry off the table.

Frost/Unholy – It’s worth noting that NO creatures can parry from the back or sides. If you are frost or unholy (or any other melee dps class for that matter), you should *always* be behind the boss whenever physically possible. Since you’re ideally behind everybody, you never have to worry about parry, so you can safely stop at 7.5% expertise.

Blood – Now then, obviously tanks don’t get that choice. They’re always in front of the boss, and as such will get parried sometimes. With this in mind, as a tank, you’re probably NEVER going to go for the 15% expertise level. The reason for this is because Death Strike cannot be parried. Basically, the most important ability that factors in your survival stops at 7.5% expertise, so why go higher?

Haste: Haste is a funny thing for Death Knights. Actually, it’s been a funny thing for a lot of classes since 5.0, but that’s not what i’m writing about. Haste makes our weapon swing faster, that’s the obvious part. Haste also plays a part in our rune regeneration, so it’s something that has the potential to be a big deal for all of the specs.

Frost 2-handed/Unholy - Haste is the biggest stat for 2-handers. Because of the way things work currently, haste will contribute more runes for you to hit the big button (either obliterate or scourge strike) more often. It also contributes more, proportionally, to your swing speed since you start off with a much slower speed.

Frost Dual-Wield - Prior to 5.0, haste was the big deal for all three DPS specs, but it doesn’t work like that anymore… more on that later.

Mastery: Mastery continues to be an interesting stat to look at across the board for all three specs of Death Knight.

Blood – Mastery is the king of the frickin hill for tanks. Death Strike is your mainstay of survivability, and mastery increases the percentage of your death strike that gets turned into a shield. For instance, i’m currently sitting at about 130% mastery, so to put it in easier to digest numbers… if my DS heals me for 10,000 then I will generate a shield for 13,000.

Unholy – Sadly, mastery is kind of the bottom of the heap for unholy specced DKs, and i’ll tell you why. Haste not only contributes to your swing speed and rune regeneration, but it ALSO contributes to your minion’s swing speed. It double dips, sort of. Crit has the same thing in that it increases your crit, as well as your ghoul’s crit. Mastery increases shadow damage, and while a significant portion of YOUR damage is shadow damage, your minion does NOT deal shadow damage.

Frost - Frost is a funny thing. If you are a dual-wielding frost DK, then mastery is going to be your kingpin. With Frost Strike being your heavy hitter (and dealing actual FROST damage instead of weapon damage like Obliterate), then mastery just makes your hardest hitter… hit harder. Conversely, for the 2-handed frosty DKs, frost strike is a much lower portion of your damage overall, so you don’t benefit as much from mastery.

Crit: Crit is, by and large, a pretty simple stat that is worthless to 3/4 of the Death Knight specs.

Unholy – As I mentioned before, Unholy is the only spec that really gets any actual benefit from crit. It’s not a strong a stat for you as haste is, but it IS stronger than Mastery in that your minion will double dip from any extra crit you already have. It’s relatively useless for Frost because most of your crits are going to come from Killing Machine procs, and it’s even more useless for Blood because your job is staying alive, not putting out big numbers… although we ALL KNOW that you’re tending to do both right now. So why do you need crit anyway, huh? Greedy.

Dodge/Parry: This is only going to be found on tank gear. If you’re an unholy or frost DK, and you have either of these on your gear, then you are doing it WRONG.

Now then, to break it down, the varied specs stat priorities SHOULD look like this.

Blood – Hit/Exp cap* > Mastery > Parry** > Dodge > crit/haste.

*I know that in a previous post I said that 7.5% hit/exp may not be the best way to go for raiding, and in fact I still stand by that feeling. However, to be completely optimal, you DO want to eliminate all chance for death strike to miss, so 7.5% hit and 7.5% expertise is the OPTIMAL way to go, but between 4-5% of each is definitely satisfactory.

**As it stands currently, Parry is more valued than dodge because we have a higher value of baseline dodge (with zero gear on). About twice as much, actually. That in mind, we want to have about twice as much parry as we do dodge, because it will take that much more for the diminishing returns to even out. It’s also worth noting that the 4% parry given from Rune of Swordshattering does NOT SUFFER from diminishing returns… it’s a free 4%.

Frost 2-handed – Hit/Exp cap > Haste > Mastery > Crit

Frost Dual-Wield – Hit/Exp cap > Mastery > Haste > Crit

Unholy – Hit/Exp cap > Haste > Crit > Mastery

It should be noted that these priorities COULD be wrong. They are based on what I know and understand about the various specs with my own personal experience, but I have no math to back them up because… well, honestly i’m not very good with the maths. I don’t have stat weights for any of these. They are just “X is better than Y” in black and white, because that’s generally how it works.

Runeforging, and other things.

12 Sep

The other day, four Blizzard developers did a Reddit AMA (Ask Me Anything), similar to their twitter Q&As from a couple years ago. This allowed them to pick and choose through (what was undoubtedly) a mass influx of questions ranging from all topics. The full transcript, sorted by each dev’s answers can be found here, but I do want to make special mention of one particular question/answer combo (that should be) of interest to every death knight out there…

A while back you guys said that “Runeforging will get some changes to make it less boring.”, but we have yet to see or hear anything about this. Is this something still being looked into? Or was it scrapped entirely?

As with many things, if we can’t do something right, we end up not doing it (yet). We still aren’t close to satisfied with the Runeforging system as it currently stands, but we also didn’t have an overhaul to that system that we were happy with. It’s a feature we’re still discussing and working on.

So, naturally I have *no frickin clue* what they could do with Runeforging, but I do have an idea that they SHOULD implement.

For one thing, I think a “rune tracing” idea is long overdue. Something in the same line as enchanting scrolls have basically helped overhaul the profession entirely, rune scrolls could help overhaul runeforging entirely. But this would also generate a problem, if you get inside of Blizzard’s mind… This would make Acherus almost entirely redundant. The only reason anybody would go there would be to switch specs at some point. Honestly, is that such a bad thing? Do we really NEED Acherus anymore after we’ve broken free of the scourge at the Battle of Light’s Hope?  Personally, I would welcome a chance to never need to go back there again. My death gate spell isn’t even on my bars anymore (and honestly, hasn’t been in a long ass time). Last time I went back there? To runeforge my Gurthalak and Experimental Speciman Slicer. Last time I went there before that? When I unlearned my 2h frost spec and plugged a blood spec back in there (January maybe?)…

Now then, a lot of my search hits lately have come from people talking about “Blood Boil”.. I suppose that kind of makes sense, considering the title of an earlier post from a couple weeks back, but I’ve noticed a theme. A lot of people are saying (or at least google searching) that Blood Boil hits harder than Heart Strike, or that Blood Boil is overpowered, or that blood AOE is over powered, and varied and sundry other wordings, misspellings, and queries, exclamations, proclamations, and filth-ridden googleings that led people here.  I was pretty certain that I had touched on this before, but I realize that I didn’t give any sort of proof to back up my claims. This is where skada comes in. I tanked normal Dragon Soul the other night (wednesday), and these are the numbers I got from the entire evening… from the first trash pull just inside the doors, until we gave “Destroyer’s End” to a couple of 3rd or 4th alts.

I didn’t screenshot the numbers, Over the course of an entire DS normal run -

Blood Boil accounted for 6.5M damage, Heart Strike accounted for 3.6M.

BB had a smaller damage range (4.7k-33.6k), averaging 10.4k

HS had a lower minimum (1.8k) and a higher maximum (37.2k) with a higher average (14.7k)

Those numbers DO include Madness (i forgot to snapshot the numbers after spine), so they will be skewed a bit higher than normal, but the trend is going to be the same, at least at 85 with Dragon Soul normal gear (my DK is sitting at ilvl 394). Blood Boil does not hit harder than Heart Strike, and as such will not be preferable for single target other than when it’s free, or for refreshing diseases in between outbreaks. However, with HS’s limp-noodle-of-a-cleave, it IS preferable on 3+ targets though.

All that said, IS blood boil a little overpowered? Hrmm… maybe a bit, but I think it’s more that heart strike is UNDERpowered in comparison. HS just isn’t always a compelling enough choice to hit, even on single targets, because of the disease refresher mechanic. Of course, theoretically, you still have outbreak every 1 minute, so if you had REALLY bad luck with procs, you would only need to “force” a refresh every when it’s on cooldown, and then only once (because durations are hard).

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