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