This an extensive list of DK mechanics and their associated threat. Because we are dealing with a completly new class, I decided to look for threat in every possible buff, proc etc. As expected the vast majority DK threat will come directly from damage, with innate threat values being the exception rather than the rule.
Let me know if you find any errors or have any questions or suggestions.
Important: See
Satrina's 3.0 Threat Values post for threat basics and method used to find values in-game.
Modifiers Code:
Frost Presence _______________________ × 207.35
Blood / Unholy Presence ______________ × 80
Blood / Unholy with 3/3 Subversion ___ × 55
Abilities (presence modifiers apply unless otherwise noted)
Code:
Anti-Magic Shell ___________________ 0
Anti-Magic Shell RP gain ___________ 500 per RP (approx), unaffected by presence. See * below.
Anti-Magic Zone ____________________ 0
Abomination's Might ________________ 0
Blood Boil _________________________ damage
Blood Caked Blade __________________ damage
Blood Plague _______________________ damage
Blood Presence reactive healing ____ 0
Blood Strike _______________________ damage
Blood Tap __________________________ 0
Bloody Vengeance ___________________ 0
Bloodworms _________________________ 0 The DK gains no threat from BW's damage or healing. See ** below.
Butchery RP gains on kills _________ 500 per RP, unaffected by presence
Chains of Ice ______________________ 226
Chilblains (all ranks) _____________ 2
Chill of the Grave RP gains ________ 500 per RP, unaffected by presence
Corpse Explosion ___________________ damage
Crypt Fever ________________________ 0
Death and Decay ____________________ damage × 1.90
Deathchill _________________________ 55, split between all mobs
Death Coil _________________________ damage
Death Coil healing _________________ 0
Death Grip _________________________ 110
Death Pact _________________________ healing × 0.5 × presence, split between all mobs
Death Strike _______________________ damage
Death Strike healing _______________ healing × 0.5 × presence, split between all mobs
Desecration ________________________ 2500 unaffected by presence modifiers. See *** below
Dirge RP gains _____________________ 500 per RP, unaffected by presence
Ebon Plaguebringer _________________ 0
Empower Rune Weapon ________________ 0
Frost Fever ________________________ damage
Frost Strike _______________________ damage
Heart Strike _______________________ damage
Horn of Winter _____________________ 75 ÷ number of units buffed, split between mobs
Howling Blast ______________________ damage
Hungering Cold _____________________ 112, split between all mobs affected
Hysteria ___________________________ 55
Icebound Fortitude _________________ 0
Icy Talons _________________________ 0
Improved Icy Talons ________________ 0
Icy Touch __________________________ damage
Lichborne __________________________ 110, split between all mobs
Mark of Blood ______________________ 0
Mind Freeze ________________________ 0
Obliterate _________________________ damage
Pestilence _________________________ damage + (100 split between all mobs hit)
Plague Strike ______________________ damage
Raise Dead _________________________ 57, split between mobs
Rime _______________________________ 0
Rune Strike ________________________ damage
Rune Tap ___________________________ 0
Scent of Blood _____________________ 0
Scent of Blood RP gains ____________ 0
Scourge Strike _____________________ damage + 120
Strangulate ________________________ 158 on application, damage at the end
Unholy Blight ______________________ damage
Unholy Strength ____________________ healing × 0.5, ignores presence
Unbreakable Armor __________________ 0
Vampiric Blood _____________________ 0
Vendetta healing ___________________ 0
Wandering Plague ___________________ damage
*
I'm still not clear exactly how Anti-Magic Shell threat is calculated. It definitely seems to be based on the standard RP gain rule, but always ends up being a tiny bit above that by different amounts. If you can figure it out please let me know.
**
Bloodworms generate threat for themselves from the damage they deal. Their damage is really low, but they
will aggro and get killed if you let them attack a target that you haven't built threat on. Their healing on the other hand generates no threat for themselves, so they will not aggro an add that they are not attacking.
***
Desecration only generates threat on initial application. Mobs moved into an existing Desecration gain the debuff but no associated threat. Threat is split between mobs affected, and therefore quickly becomes rather insignificant when dealing with large groups.
Power gains
Runic Power gained from Butchery, Chill of the Grave and Dirge generates 500 threat per point of RP gained. This threat is divided between all mobs who have you on their threat list.
RP gained from normal use of rune abilities generates no threat, neither does passive RP gains from Butchery.
Healing
Threat from DK heal effects is all over the place right now. Self healing from Blood Presence generates no threat, so don't count on Blood tanks getting an edge on threat. Some on-demand heals generate threat (Death Pact), others don't (Rune Tap). Fallen Crusader not being affected by presences is probably a bug.
A few notable finds - Rune Strike is possibly the only ability of any tank class that generates less threat than it does damage. I've reported this as a bug on the beta forums. - Edit: as of build 9095 Rune Strike damage and threat have been fixed. The "white" swing is now replaced by the Rune Strike (same mechanic as Heroic Strike) and threat now equals damage dealt modified by presence.
- Scourge Strike and Pestilence have flat innate threat modifiers. I'm not sure if this is intended.
To-do list- Blood Aura
- Clarify Anti-Magic Shell mechanics
- Dancing Rune Weapon