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Epiphany about excess rage and HS dpr for DW furyFollow

#1 May 14 2008 at 2:52 PM Rating: Excellent
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I was explaining to a rogue friend of mine the other day about rage mechanics and how once we reach a certain point anymore rage adds very little to our dmg output (forgoing aoe situations where the more rage the better).

The commonly accepted facts about HS damage per rage is that it is calculated by 12 rage (imp HS) plus what rage you would of generated on said swing gives you 208 additional dmg, plus a 10% bonus in total dmg if it crits. Thus being horrible dmg per rage but still being the best rage dump available for single target dps.

As I was discussing this it popped into my head that HS does more than add the aforementioned dmg, it also turns that swing into a yellow attack which not only gets the impale bonus if it crits but it cannot miss or glance. (given you have your 9% or more to hit)

The old way of calculating dpr for HS was to assume you next swing was going to happen anyways and thus would hit. We all know this is not a given as it can very well miss, or be dodged but thats a different ball of wax.

So lets take someone with 15% hit, nice round number. That leaves them with 13% chance to miss so every time they use heroic strike they are also increasing that particular swing's chance to hit by 13%

You don't need to do the math, nor am I going to because I'm too damn tired atm, to know that that will make your HS's dpr a much "happier" number.

So anyways I just thought I would share this with my fellow warriors and use this same thread to ask a question.


Does anyone here have experiance with using same speed MH and OH weapons and weaving imp slam into your dps cycle?

Straight theory crafting tells me that if I put out 1000 dps and time my slams perfectly they need only break 500 dmg each to keep me at 1000 dps. Anymore and my dps will increase. This will also increase my flurry up time since slams don't eat a flurry charge.

Anyone try this before?



Edited, May 14th 2008 8:19pm by Jimpadan
#2 May 14 2008 at 3:34 PM Rating: Good
You also forgot that it can't glance.

This isn't really uncommon knowledge, it's the main reason to use HS (and why +Hit is mediocre at best past 9%).
#3 May 14 2008 at 4:24 PM Rating: Excellent
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I haven't seen this aspect of HS discussed anywhere on this forum so thats why I posted it. Edited OP to reflect it's inability to glance as well.
#4 May 16 2008 at 12:37 PM Rating: Good
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3,801 posts
Jimpadan wrote:
Does anyone here have experiance with using same speed MH and OH weapons and weaving imp slam into your dps cycle?

Straight theory crafting tells me that if I put out 1000 dps and time my slams perfectly they need only break 500 dmg each to keep me at 1000 dps. Anymore and my dps will increase. This will also increase my flurry up time since slams don't eat a flurry charge.

Anyone try this before?


I can't even begin to think of the nightmare it would be to try to weave in slams within global cooldowns without clipping a significant amount of auto-attack swing time off.

Don't bother trying to use Slam if you're using 1h weapons. It was designed for 2h.
#5 May 16 2008 at 12:59 PM Rating: Good
Out of curiosity, why is it that HS can't glance? Is that common to all yellow attacks or just HS (I've never heard of exceptions to glancing rules either way)?
#6 May 16 2008 at 1:06 PM Rating: Decent
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546 posts
Norellicus wrote:
Out of curiosity, why is it that HS can't glance? Is that common to all yellow attacks or just HS (I've never heard of exceptions to glancing rules either way)?


It is common to all yellow attacks.
#7 May 19 2008 at 11:12 AM Rating: Decent
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2,580 posts
Ialaman wrote:
Jimpadan wrote:
Does anyone here have experiance with using same speed MH and OH weapons and weaving imp slam into your dps cycle?

Straight theory crafting tells me that if I put out 1000 dps and time my slams perfectly they need only break 500 dmg each to keep me at 1000 dps. Anymore and my dps will increase. This will also increase my flurry up time since slams don't eat a flurry charge.

Anyone try this before?


I can't even begin to think of the nightmare it would be to try to weave in slams within global cooldowns without clipping a significant amount of auto-attack swing time off.

Don't bother trying to use Slam if you're using 1h weapons. It was designed for 2h.


You would only get one maybe two inbetween BT cooldowns depending on when WW came off but timed perfectly you would only lose .5 seconds of swing timer just like two handed slam since both weapons have the same speed.

You don't really use that many global cooldowns with DW fury anyways.

I do agree though that it would be an exercise in micro management. The real question for me would be if the extra slams would off set the two points outta other talents.

If no one else has given this a legitimate try I'll wait till I finish my badge farm and get my other fist then test it myself and report back with the findings.
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