We're not even convinced it's an increase.
We don't like to get into the habit of sharing our numbers directly, because among other things, I have found it usually doesn't resolve anything. Instead it just leads to additional questions as players want to delve into rotation details or challenge our assumptions or otherwise grow the discussion broader, and often broader than our typical capacity in which to participate. For that reasons, and a few others, things usually work better if you share your numbers, we compare them to ours, and we decide what to do about any differences.
However, we will make an exception this time about
I think I originally threw out numbers like
doing 7% of Unholy's damage. Now that the stats on gear have solidified and we have fixed various bugs and so on, we do get higher numbers (see below), but never as high as the 20%+ numbers that sometimes appear on the forums. We do assume pooling a Death Rune for
to generate these numbers.
-- Using ilevel 463 gear, with no talents: 76.5% of maximum theoretical uses per second in execute range. 11.02% of total damage.
-- Using ilevel 463 gear with
: 99.75% of maximum theoretical uses per second in execute range. 12.88% of total damage.
-- Using ilevel 463 gear with 룬 강화
: 95.54% of maximum theoretical uses per second in execute range. 11.96% of total damage.
-- Using ilevel 463 gear with 룬 부패
: 87.08% of maximum theoretical uses per second in execute range. 11.09% of total damage.
So as many people claim,
is optimal for maximizing
. But how does that play out in terms of total DPS over the course of a fight?
: 12.32% increase over having no talent.
-- 룬 강화
: 12.41% increase over having no talent.
-- 룬 부패
: 14.02% increase over having no talent.
Unless you are on a fight with a very prolonged execute phase or one in which the execute phase is what matters most, we don't see
as mandatory in terms of DPS. (We're also okay with situationally one talent being "the best" so long as it isn't the best on most fights. After all, an AE talent is useless on a one boss fight.)
Now, I realize some of you are arguing that
is not a DPS increase, but that the rotation is so much simpler with
that it still feels mandatory. That is sort of outside of the scope of this, a numbers thread, but we will consider the feedback.
Don't get me wrong, I see the DK issue and agree with it, but there's always going to be a theoretical gain of a few percent somewhere on something.
We can get pretty close in most situations. The examples I was talking about were a Vael-style boss who is in execute range the entire time, or the fact that a talent that improves your AE ability isn't as useful on a Patchwerk fight. If we made some kind of crazy fight where DPS specs had to heal for a short period of time, then they might really want healing talents. But those tend to be exceptions. There will be plenty of fights where a talent choice will be ambiguous or different talents will work better for different players.Why isnt 룬 부패
becoming baseline for Death Knights like it was intended to become during the Wrath Beta?
Why do we have a talent tier with three talents that do numerically the same thing?
Your post proved there is no difference what-so-ever between the three and having played with all three on the beta myself I have no change in playstyle.