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様々なガイドから適当に抽出して羅列 *Devastate FAQ 注:ここに記載されているいくつかの答えが、私や他のWarriorの経験を元に作られている。   あなたの経験やスペック、装備、他の様々な要素によって、ここにある答えが変わってくるかもしれない。  Devastate (Rank 3)   15 Rage, 5 yd range   Instant   Requires One-Handed Melee Weapon   Tooltip:武器ダメージの50%と、ターゲットに入っているSunder Armorの数毎に35の追加Threatを与える。         この攻撃はSunder Armorの効果時間を更新する。  Tooltipへの追記:   他の様々なTooltipと同様、DevastateのTooltipも仕様を正確に反映していない。   これはBlizzの意図した仕様である。実際にこのTooltopは、  ”ターゲットに入っているSunder Armor毎に35のダメージと、武器ダメージの50%の和をターゲットに与え、   更に追加のBonus Threatを与える。この攻撃はSunder Armorの以下同様” *How much damage does Devastate do?  Devastateのダメージは以下の計算式によって導き出される。 (武器ダメージ / 2) + (35 × Sunder Armorのスタック数) * 敵のArmorによる軽減率(%)  「武器ダメージ」とは通常攻撃によるWhite Damageの事で、武器の持つ攻撃力にAttack Powerの補正をかけたものである。  他のインスタントの攻撃スキルと同様、DevastateはAttack Powerを「Normalized Weapon Speed」で計算する。  Blizzardはこれによって、スキル使用時のSlow WeaponとFast Weaponの差を埋めている。  言い換えると、遅い武器で行うインスタントの攻撃は、素早い武器で行うものよりも大きなダメージを与えるだろうが、  しかし、この差はNormalizationによって埋められる。現在Daggerを除く片手武器でインスタントスキルを使用した場合、  Attack Powerを含めた武器ダメージは攻撃速度2.4で計算される。Daggerは1.7だ。 Using Devastate on a target with 0 Sunders will deal close to the equivalent of 50% of a normal white hit before mitigation from armor. Using Devastate on the same target after 5 Sunders are applied will deal 50% weapon damage plus 175 before mitigation from armor. This means that for the most damage per rage point spent, Devastate is always best used with 5 Sunders on the target. Note that Devastate is affected by the One-Handed Weapon Specialization talent (10% damage increase), which most tanks should have. Devastate damage is also affected by talents and abilities that increase overall damage or crit bonus, such as Enrage and Impale. How much threat does Devastate generate? Depends how much your Devastates hit for. Devastate has a flat "bonus" threat of 101. This is in additon to normal threat from damage dealt. For example if your Devastate hits for 200 after mitigation from armor, you are generating (101 + 200) = 301 threat per use. But the tooltip makes it sound like the ability generates a fixed amount of threat per Sunder on the target. According to folks who spend a lot of time figuring out threat values, Devastate always generates threat equal to (total damage + 101). So while the added damage per Sunder does naturally translate into added threat, the "innate" threat bonus is always 101, whether you have five Sunders or no Sunders at all. No this doesn't match what the tooltip says, but it isn't the first time Blizzard messes up the wording on a tooltip... Does Devastate generate more threat per hit than Sunder Armor? Depends how much your Devastates hit for, but in most cases, yes. Sunder Armor generates 301 threat. So from the example above, your Devastate needs to deal 200 damage to generate as much threat as Sunder armor. Same threat, but with the added bonus that your target now has 200 less healh on its bar. A 200 damage Devastate is very easy to achieve at level 70, even when wearing tanking gear. It is important to note however that because for most tanks the rage cost of Sunder will be lower than the rage cost of Devastate, a 200 damage Devastate is still not as efficient as Sunder in terms of Threat-per-rage, or Threat-per-second when you queue up Heroic Strikes between Sunders. See next question. Does Devastate generate more threat per rage point spent than Sunder Armor? Depends on your spec and how much your Devastate hits for. The scenario that favors Sunder Armor the most is when you have 3/3 Focused Rage and 3/3 Imp. Sunder Armor, meaning that Sunder costs 9 rage and Devastate costs 12 rage. With Sunder generating a flat 301 threat for 9 rage, Devastate needs to generate (301 ÷ 9 × 12) = 401 threat to compete. This means that Devastate needs to hit for 300 damage to become as rage-efficient as Sunder in threat alone. While hitting for 300 is certainly achievable with level 70 blue DPS gear, particularly with a slow weapon, in situations where you are tanking and your survivability matters most, 300 will probably remain out of reach for a while. However #1: Regardless of whether or not you generate as much threat per rage as you do with Sunder with sub-300 Devastates, your Devastates are also dealing damage to the mob, when Sunder would deal zero damage. If the mechanics of a particular fight allow you to easily get ahead of your DPS classes on threat, Devastate becomes a better choice than Sunder. However #2: While on paper the stat requirements for Devastate to compete with Improved Sunder on threat-per-rage alone may seem like an issue, it isn't always the case in-game. Many situations where you'll be using Devastate to hold aggro are going to be boss fights where you should be generating plenty of rage to also spam Heroic Strike in-between global cooldown cycles. Shield Slam and Revenge will remain your main sources of threat, meaning that you'll only have every other global cooldown cycle available for either Devastate or Sunder. Between queuing up Heroic Strike to soak up extra rage and refreshing Battle/Commanding, Demo Shout and Thunderclap, the difference in rage efficiency between Devastate and Imp Sunder begins to lose much of it's significance over the course of a fight, particularly when you factor in the damage contribution from Devasate. In other words, as rage becomes more plentiful, looking at the threat-per-rage ratio of a single ability becomes less relevant. The opposite is also true, and in cases where you are starved for rage you still have the option of using Imp. Sunder for that particular fight. Keep in mind that if you don't have Imp. Sunder Armor, Devastate only needs to hit for 200 damage to be as rage-efficient as Sunder Armor for threat generation. This is important because many people tend to think that Devastate is always less rage-efficient than Sunder even though that's only the case when Imp. Sunder Armor is involved, and many tanks don't spec Imp. SA. In what other ways is Devastate better than Sunder Armor? Devastate can crit. Devastate deals more damage (and threat) as your gear improves. Devastate deals more damage (and threat) with buffs. Devastate damage (and threat) benefits from damage-increasing talents. I haven't seen a consensus on this yet, but some people also claim that Sunder can't proc on-hit effects like Mongoose and Windfury, while Devastate can. I'll update this if someone points me to some clear combat log evidence one way or the other. Would there ever be a situation where Devastate should be used even when Revenge is lit up? Not likely. Particularly since the changes made to Revenge in patch 2.1.0. Revenge (Rank 8) generates threat from (Damage) + (~200 bonus threat). Assuming an average of 350 Revenge damage after mitigation from armor, that's a whopping 550 threat total. You would have to hit for 450 with Devastate to generate as much threat as Revenge. While Devastate scales with gear and Revenge doesn't, it's not likely we'll ever have access to tanking gear that yields that much Devastate damage before the level cap is raised again. If threat is the priority, continue to use Revenge every time it's lit up. If threat (and/or rage cost) is not a factor and you can Devastate for 350 damage or more (doesn't sound like a tanking situation to me anyway), skip Revenge and use Devastate for the added damage. So fast weapon or slow weapon for raiding? Fast (when tanking). Due to Devastate using a normalized speed for AP calculations, and because the ability only factors in 50% of weapon damage, weapon speed doesn't have nearly as much of an effect on Devastate as it does on Heroic Strike. When raiding, you'll typically be generating enough rage to queue up Heroic Strike on almost every hit, and the rate at which you can use Heroic Strike is invertly proportional with your weapon speed. So even while spamming Devastate, the frequency at which you can use Heroic Strike will still have the largest impact on your DPS and threat generation (which is the reason why fast weapons were always better for tanking in the first place). The notable exception to this rule is with daggers. Because they are normalized to 1.7 speed for AP calculations on instant attacks, daggers deal noticeably lower damage with Devastate. Slow for secondary aggro Carrying a slow weapon for higher Devastate numbers is a good idea for those fights where you need to remain second on a mob or boss' threat list. Since you'll only be gaining rage from your own white damage, a Shield Slam every 6 seconds should be priority number one, but if you have enough rage (and the gear for it), Devastates for 300 damage or more in between the Shield Slams should be next on your list. Slow weapon for solo grinding then? Yes. If you own a slow weapon with a base DPS comparable to your fast tanking weapon, and ideally with damage-increasing stats, use it for higher Devastate damage in situations where you don't generate enough rage to spam Heroic Strike. 5-man trash mobs? Tanking trash mobs in 5-man instances may also qualify as a low-rage situation, but mobs are usually dead before you have time to apply 5 Sunders, which means you won't be using Devastate anyway, so weapon speed doesn't really matter there. Since Devastate replaces Sunder Armor once 5 Sunders are applied, is there any value in speccing 3/3 Imp. Sunder Armor? For grinding / DPS and tanking 5-man trash, definitely: Imp. Sunder enables you to quickly apply 5 Sunders on an regular outdoor mob and use Devastate on it right away. Or in some cases, use the extra rage for a few Heroic Strikes or a bigger Execute. Sunder is also still a good "filler" ability when tanking trash mobs in 5-man instances, even if you never stack them up to five. For raiding, it's a question of preference: In a raid instance, if you're tanking something that will live long enough for you to have time to apply 5 Sunders to it, it's probably also hitting you so hard that spending the extra 15 rage at the beginning of the fight won't be an issue. However, in cases where establishing aggro quickly is key, the rage saved on the initial Sunders can be used to queue up simultaneous Heroic Strikes for more threat early on. This becomes even more meaninful on fights where the boss "dissapears" long enough for the Sunder debuff to wear off and aggro resets multiple times. Nightbane is a good example. Is Devastate necessary for any type of tanking? No. Devastate is a DPS ability conveniently placed in the Protection tree to provide warriors who choose to spec heavily into it with an option to contribute further to their raid's overall DPS while increasing their own threat generation, as well as to increase their damage while soloing. Shield Slam (combined with 5/5 1H specialization and 3/3 Shield Mastery) still provides the biggest overall threat (and damage) improvement beyond Defiance, and most tanks can do just fine without Devastate But for most warriors dedicated to tanking who spec all the way to Shield Slam, picking up Vitality and Devastate makes more sense both for tanking and for soloing than to go for 21 points in the Arms or Fury trees anyway.
様々なガイドから適当に抽出して羅列 *Devastate FAQ 注:ここに記載されているいくつかの答えが、私や他のWarriorの経験を元に作られている。   あなたの経験やスペック、装備、他の様々な要素によって、ここにある答えが変わってくるかもしれない。  Devastate (Rank 3)   15 Rage, 5 yd range   Instant   Requires One-Handed Melee Weapon   Tooltip:武器ダメージの50%と、ターゲットに入っているSunder Armorの数毎に35の追加Threatを与える。         この攻撃はSunder Armorの効果時間を更新する。  Tooltipへの追記:   他の様々なTooltipと同様、DevastateのTooltipも仕様を正確に反映していない。   これはBlizzの意図した仕様である。実際にこのTooltopは、  ”ターゲットに入っているSunder Armor毎に35のダメージと、武器ダメージの50%の和をターゲットに与え、   更に追加のBonus Threatを与える。この攻撃はSunder Armorの以下同様” *How much damage does Devastate do?  Devastateのダメージは以下の計算式によって導き出される。 (武器ダメージ / 2) + (35 × Sunder Armorのスタック数) * 敵のArmorによる軽減率(%)  「武器ダメージ」とは通常攻撃によるWhite Damageの事で、武器の持つ攻撃力にAttack Powerの補正をかけたものである。  他のインスタントの攻撃スキルと同様、DevastateはAttack Powerを「Normalized Weapon Speed」で計算する。  Blizzardはこれによって、スキル使用時のSlow WeaponとFast Weaponの差を埋めている。  言い換えると、遅い武器で行うインスタントの攻撃は、素早い武器で行うものよりも大きなダメージを与えるだろうが、  しかし、この差はNormalizationによって埋められる。現在Daggerを除く片手武器でインスタントスキルを使用した場合、  Attack Powerを含めた武器ダメージは攻撃速度2.4で計算される。Daggerは1.7だ。  DevastateをSunder Armor無しで撃った場合、与えるダメージは通常攻撃の50%である。  SAを5回入れた後にDevastateを撃った場合、ダメージを175追加する(Armorでカットされるけど)。  これはつまり、Devastateを使う時はSunder Armorを5回入れている状態がベストという事だ。  注:DevastateはOne Hand Wep Specializationの影響を受ける(ダメージ10%増加)。     ほぼ全てのTankがこれを持っているだろう。DevastateはImpaleやEnrageのCrit Dmg増加の影響も受ける。 **DevastateのThreat量は? Depends how much your Devastates hit for. Devastate has a flat "bonus" threat of 101. This is in additon to normal threat from damage dealt. For example if your Devastate hits for 200 after mitigation from armor, you are generating (101 + 200) = 301 threat per use. But the tooltip makes it sound like the ability generates a fixed amount of threat per Sunder on the target. According to folks who spend a lot of time figuring out threat values, Devastate always generates threat equal to (total damage + 101). So while the added damage per Sunder does naturally translate into added threat, the "innate" threat bonus is always 101, whether you have five Sunders or no Sunders at all. No this doesn't match what the tooltip says, but it isn't the first time Blizzard messes up the wording on a tooltip... Does Devastate generate more threat per hit than Sunder Armor? Depends how much your Devastates hit for, but in most cases, yes. Sunder Armor generates 301 threat. So from the example above, your Devastate needs to deal 200 damage to generate as much threat as Sunder armor. Same threat, but with the added bonus that your target now has 200 less healh on its bar. A 200 damage Devastate is very easy to achieve at level 70, even when wearing tanking gear. It is important to note however that because for most tanks the rage cost of Sunder will be lower than the rage cost of Devastate, a 200 damage Devastate is still not as efficient as Sunder in terms of Threat-per-rage, or Threat-per-second when you queue up Heroic Strikes between Sunders. See next question. Does Devastate generate more threat per rage point spent than Sunder Armor? Depends on your spec and how much your Devastate hits for. The scenario that favors Sunder Armor the most is when you have 3/3 Focused Rage and 3/3 Imp. Sunder Armor, meaning that Sunder costs 9 rage and Devastate costs 12 rage. With Sunder generating a flat 301 threat for 9 rage, Devastate needs to generate (301 ÷ 9 × 12) = 401 threat to compete. This means that Devastate needs to hit for 300 damage to become as rage-efficient as Sunder in threat alone. While hitting for 300 is certainly achievable with level 70 blue DPS gear, particularly with a slow weapon, in situations where you are tanking and your survivability matters most, 300 will probably remain out of reach for a while. However #1: Regardless of whether or not you generate as much threat per rage as you do with Sunder with sub-300 Devastates, your Devastates are also dealing damage to the mob, when Sunder would deal zero damage. If the mechanics of a particular fight allow you to easily get ahead of your DPS classes on threat, Devastate becomes a better choice than Sunder. However #2: While on paper the stat requirements for Devastate to compete with Improved Sunder on threat-per-rage alone may seem like an issue, it isn't always the case in-game. Many situations where you'll be using Devastate to hold aggro are going to be boss fights where you should be generating plenty of rage to also spam Heroic Strike in-between global cooldown cycles. Shield Slam and Revenge will remain your main sources of threat, meaning that you'll only have every other global cooldown cycle available for either Devastate or Sunder. Between queuing up Heroic Strike to soak up extra rage and refreshing Battle/Commanding, Demo Shout and Thunderclap, the difference in rage efficiency between Devastate and Imp Sunder begins to lose much of it's significance over the course of a fight, particularly when you factor in the damage contribution from Devasate. In other words, as rage becomes more plentiful, looking at the threat-per-rage ratio of a single ability becomes less relevant. The opposite is also true, and in cases where you are starved for rage you still have the option of using Imp. Sunder for that particular fight. Keep in mind that if you don't have Imp. Sunder Armor, Devastate only needs to hit for 200 damage to be as rage-efficient as Sunder Armor for threat generation. This is important because many people tend to think that Devastate is always less rage-efficient than Sunder even though that's only the case when Imp. Sunder Armor is involved, and many tanks don't spec Imp. SA. In what other ways is Devastate better than Sunder Armor? Devastate can crit. Devastate deals more damage (and threat) as your gear improves. Devastate deals more damage (and threat) with buffs. Devastate damage (and threat) benefits from damage-increasing talents. I haven't seen a consensus on this yet, but some people also claim that Sunder can't proc on-hit effects like Mongoose and Windfury, while Devastate can. I'll update this if someone points me to some clear combat log evidence one way or the other. Would there ever be a situation where Devastate should be used even when Revenge is lit up? Not likely. Particularly since the changes made to Revenge in patch 2.1.0. Revenge (Rank 8) generates threat from (Damage) + (~200 bonus threat). Assuming an average of 350 Revenge damage after mitigation from armor, that's a whopping 550 threat total. You would have to hit for 450 with Devastate to generate as much threat as Revenge. While Devastate scales with gear and Revenge doesn't, it's not likely we'll ever have access to tanking gear that yields that much Devastate damage before the level cap is raised again. If threat is the priority, continue to use Revenge every time it's lit up. If threat (and/or rage cost) is not a factor and you can Devastate for 350 damage or more (doesn't sound like a tanking situation to me anyway), skip Revenge and use Devastate for the added damage. So fast weapon or slow weapon for raiding? Fast (when tanking). Due to Devastate using a normalized speed for AP calculations, and because the ability only factors in 50% of weapon damage, weapon speed doesn't have nearly as much of an effect on Devastate as it does on Heroic Strike. When raiding, you'll typically be generating enough rage to queue up Heroic Strike on almost every hit, and the rate at which you can use Heroic Strike is invertly proportional with your weapon speed. So even while spamming Devastate, the frequency at which you can use Heroic Strike will still have the largest impact on your DPS and threat generation (which is the reason why fast weapons were always better for tanking in the first place). The notable exception to this rule is with daggers. Because they are normalized to 1.7 speed for AP calculations on instant attacks, daggers deal noticeably lower damage with Devastate. Slow for secondary aggro Carrying a slow weapon for higher Devastate numbers is a good idea for those fights where you need to remain second on a mob or boss' threat list. Since you'll only be gaining rage from your own white damage, a Shield Slam every 6 seconds should be priority number one, but if you have enough rage (and the gear for it), Devastates for 300 damage or more in between the Shield Slams should be next on your list. Slow weapon for solo grinding then? Yes. If you own a slow weapon with a base DPS comparable to your fast tanking weapon, and ideally with damage-increasing stats, use it for higher Devastate damage in situations where you don't generate enough rage to spam Heroic Strike. 5-man trash mobs? Tanking trash mobs in 5-man instances may also qualify as a low-rage situation, but mobs are usually dead before you have time to apply 5 Sunders, which means you won't be using Devastate anyway, so weapon speed doesn't really matter there. Since Devastate replaces Sunder Armor once 5 Sunders are applied, is there any value in speccing 3/3 Imp. Sunder Armor? For grinding / DPS and tanking 5-man trash, definitely: Imp. Sunder enables you to quickly apply 5 Sunders on an regular outdoor mob and use Devastate on it right away. Or in some cases, use the extra rage for a few Heroic Strikes or a bigger Execute. Sunder is also still a good "filler" ability when tanking trash mobs in 5-man instances, even if you never stack them up to five. For raiding, it's a question of preference: In a raid instance, if you're tanking something that will live long enough for you to have time to apply 5 Sunders to it, it's probably also hitting you so hard that spending the extra 15 rage at the beginning of the fight won't be an issue. However, in cases where establishing aggro quickly is key, the rage saved on the initial Sunders can be used to queue up simultaneous Heroic Strikes for more threat early on. This becomes even more meaninful on fights where the boss "dissapears" long enough for the Sunder debuff to wear off and aggro resets multiple times. Nightbane is a good example. Is Devastate necessary for any type of tanking? No. Devastate is a DPS ability conveniently placed in the Protection tree to provide warriors who choose to spec heavily into it with an option to contribute further to their raid's overall DPS while increasing their own threat generation, as well as to increase their damage while soloing. Shield Slam (combined with 5/5 1H specialization and 3/3 Shield Mastery) still provides the biggest overall threat (and damage) improvement beyond Defiance, and most tanks can do just fine without Devastate But for most warriors dedicated to tanking who spec all the way to Shield Slam, picking up Vitality and Devastate makes more sense both for tanking and for soloing than to go for 21 points in the Arms or Fury trees anyway.

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