
Originally Posted by
Satorri
The effect of Scent of Blood is a fairly simple one to gauge. Every incoming swing that does not miss, has a 15% chance to give the DK 10 RP on her next 1/2/3 melee swings. As above we’re assuming in the 20 sec window that 8-10 swings come in, which would average to 1.35 procs per period at 10 RP per proc per pt (though there is a small chance that it will proc twice before the swings are spent that can lose some of the effect with higher points invested, but we’ll leave that out of the consideration here as it should be a relatively small effect. 1.35 procs will generate 13.5 RP per point.If we consider from the above situations, having Epidemic without GoDisease or DRM, there were 4 GCD’s that went to waste (if not filled with survival CD’s or Blood Taps), and 15 RP to spare. With Epidemic and DRM, it was 1.5 GCD’s with 10 RP to spare. And with all three buffs, there were 1.5 GCD’s with 10 RP to spare. So the latter two cases are the same, while the first has a little more room for improvement. Scent of Blood, in our 20 sec window, will pick up 13.5 RP per pt, or, in average terms, 1/3 of a DC per pt. That means that for 3 pts you’d be able to add one more DC into those empty GCD’s per cycle, amounting to a 2.58% increase (0.86% per pt) in the first scenario, a 2.39% increase (0.80% per pt) in the second scenario, and a 2.34% increase (0.78% per pt) in the third. This may be more or less valuable to the DK depending on whether or not they chose to buff Death Coil with glyphs or additional talents, but overall it seems like one of the weaker talents for flat damage increase. That said, as is the theme of this section, it will create a very useful bump in total RP generated by the tank which will insure an RS never goes starved (provided smart play of RP), and that there is always resources to use Mind Freeze and IBF while dumping more Death Coils.
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