1) it gets normalized

2) it activates the GCD

1) It shouldn't - Slam has a 1.5s cast time, and AP normalization only applies to instants.

2) Doesn't it do that already?

I was looking around MMOC for the ability descriptions, and it looks like Slam adds 250 bonus damage at level 80. I thought that the bonus damage component was removed - am I confusing this with the Overpower change?

**Heroic Strike**

The key thing here is to take into account our old friend, the glancing blow. A glancing blow has a 25% chance to occur, and reduces damage by 76%. This equates to white hits doing 94% of weapon damage, on average.

So, the factors to consider when comparing Slam to HS as follows:

- HS creates a yellow hit, which will increase white damage by 6.4%.

- Slam slows the next white hit, which effectively reduces its damage by a % relative to the player's attack speed

Here are the relevant equations:

Code:

**HS bonus** = 495 + 6.4% of white_damage
**Slam bonus** = weapon damage + 250 - white_damage * [1-(weapon_speed)/(weaponspeed + 0.5)]

Solving the system with a 3.6s swing shows that if you're hitting for over 320 weapon damage, you're better off using Slam. The slower your swing, the better Slam gets compared to HS.

It looks like Slam is better in almost every way than HS - it costs less rage, will do more damage for any reasonable gear level, and produces less threat. Even if the 250 bonus damage gets removed (or is removed? it's hard to follow the ability changes...), Slam will be better for anyone who isn't running around naked.

**Slam vs. Mortal Strike**

Spending 30 rage will result in

Code:

MS = weapon_damage + 380
Slam = 2 * weapon_damage + 500 - weapon_damage * [1-(weapon_speed)/(weaponspeed + 1)]

With a 3.6s weapon, the Slam equation becomes

Code:

1.77 * weapon_damage + 500

Which absolutely knocks the stuffing out of MS. I haven't done the math, but I'm sure this is going to be true for any reasonable swing speed.

*However*, consider that two Slams cost more than 30 rage because they slow down your swing, which will lower you rage intake. In fact, with a 3.6s weapon it's equivalent to only getting 78% of what you normally would.

Hopefully I'll be able to follow this up with some optimization stuff soon.

Keep in mind that I haven't accounted for Slam's non-normalized damage, so things are tilted slightly against it in this post.

**Edit:** Just as a heads up, it could be a while before I get to the next part. The math gets interesting

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