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#4451825 Frost DK Research and Stat Facts (Patch 6.2)
Posted by Flakkar on 12 July 2015  10:19 PM
#4383144 Unholy DK Research and Stat Facts
Posted by Flakkar on 07 February 2015  03:07 PM
By popular demand, here is some research and math into unholy DKs that I whipped up. As with my Frost post, I may have missed some stuff or calculated something incorrectly. If that's the case please let me know so I can make changes. Thanks to everyone who submitted data, and you for reading!
TLDR: See my stat priority and gear suggestion at the bottom.
UPDATES:
**April 1, 2015  Added a note about Mastery/Vers interaction at high mastery levels.
Special Notes:
(*) means I assume it's correct if not bugged but I didn't test it. I'll put this next to things I take for granted.
(**) means I actually tested this to prove that it is indeed this way. For brevity, I didn't outline how, but I can if requested.
(?) means I'm not sure, but if someone could test this somehow, it would be great
Let's start with seconday stat ratings and how much damage they contribute.
Rating points required for 1% increase (** tested this myself):
Haste 90
Crit 110
Multistrike(MS) 66
Mastery(MA) 44
Versatility(Vers) 130
Let's take a realistic but nice looking number of how much of each stat you could stack, say 1000 rating points.
For 1000 rating points you would get:
11.1% Haste
9.09% Crit
15.15% MS
22.73% MA
7.69% Vers
In addition, stats scale linearly. So adding 11.1% Haste when you have 40% has the same impact as adding it when you have 0%, assuming you don't hit a cap.
NOTE: Crit and MS are nerfed in PvP! This may be obvious to some, but a lot of people don't take this into account when calculating stat priorities! Each Crit does 150% damage instead of 200%, and there is only one chance at a 30% MS instead of two chances. This also applies to heals!
Taking the nerfs into account, let's do an average damage increase you would get from each stat if you stacked 1000 rating worth. I will not account for burstiness here, because getting a string of lucky crits of multistrikes can always happen, but it will even out in the end, and you don't want to rely on pure luck to win arena matches.
Haste (11.2% (given infinite uptime) DPS increase per 1000 rating points):
Haste is pretty good, and was recently buffed.
As Unholy, when sitting in Unholy presence, you get a 20% bonus to all Haste you equip. Furthermore, we have an additional 5% Haste added from Unholy Aura.
Therefore all haste you equip is getting multiplied by 1.20*1.05 = 1.26
This is not as much as frost gets, but it's still worth noting.
1000 Haste rating / 90 pts per % rating * 1.26% extra for Unholy DKs = 14% Haste
However, since 1535% (let's say 20% on avg) of our damage is from Diseases, Haste is really only giving 14%*0.8 = 11.2% DPS increase.
 14% haste means 14% faster attack speed, which means 14% more autoattack damage (**).
 14% haste also means 14% more Sudden Doom procs (**) due to increased attack speed.
 14% haste also means 14% faster rune regeneration (**), meaning that (for ex) over 100 seconds, a rune would fully cycle 11 times instead of 10 if you depleted it instantly every time it came back.
 Haste increases Ghoul attack speed(**) and Gargoyle attack speed(**).
 Haste means more runic power and more Sudden Doom procs, therefore more Deathcoils and thus lower cooldown on Dark Transformation.
 Because of higher rune availability, Haste provides some utility letting you purge with Icy Touch (needed by Unholy since Frost gets free Rime procs), Death Strike more to keep yourself up, and Chains of Ice more often.
 Unholy's DPS starts out rather slow due to the Frost and Blood runes which have to be converted to Death before they can be used to spam Scourge Strike. Haste will help with this, letting you cycle your runes into Death Runes faster.
 Haste does NOT affect the GCD because it's already capped at 1 second (**).
 Haste does NOT affect any of our diseases (**).
 Haste does NOT affect Conversion, or Breath of Sindragosa (BoS), or any skill that says it ticks "every X seconds".
 Haste does not fully kick in immediately once you start attacking. At first you will get faster autoattacks, so about 2.63 seconds after you attack, you will get a second autoattack that will be sooner with more haste. But after that, it will take around 7 seconds for runes to start coming back due to higher haste.
 Haste does not affect diseases. From my tests, as well as info others have submitted, diseases seem to compose anywhere from 15 to 35% of our damage, depending how many targets they are on. Necrotic plague especially tends to contribute a lot as Unholy.
 Haste does not affect the GCD.
 Haste does not affect Breath of Sindragosa while it's up, so it will not make it burst faster. However, it will make your runes come back faster, which might allow BoS to stay up longer (?) due to the extra runic power you will have.
 Haste can at most affect the recharge of 3 runes simultaneously. If you don't have one rune of each type depleted, then Haste's contribution is being reduced. If you have 2 runes recharging, then you're getting 66.7% of Haste's effect. One rune is 33.3% etc.
 For Unholy, Haste is already very high due to Unholy Presence. As a result, you will find yourself in more situations where you are sitting on 4+ runes and be unable to unload them into damage fast enough because Scourge Strike only consumes one rune at a time.
 There is concern that there's such thing as too much haste. For Frost I showed this isn't really possible, but for Unholy it feels like there is such a threshold. As you get over 40% Haste, you will start to notice that you can't unload your runes fast enough and you sit on 4+ runes sometimes as you try and burst targets. This happens primarily because Unholy has to spam Scourge Strike to burst, but Scourge Strike only uses 1 rune, so it takes 6 GCDs to empty all your runes. Rune recharge time is less than 7 seconds, so you are almost in a situation where you cant spend the runes fast enough.
Crit (4.54% DPS increase per 1000 rating points):
Crit is the worst stat for Unholy, just as it was the worst stat for Frost, but this time it's because MS is slightly better for Unholy.
1000 rating / 110 rating per % = 9.09 Crit chance for 1000 rating.
So we are adding a 9.09% chance to do 50% additional damage, meaning on every attack that can crit we are adding 4.545% damage.
 Diseases can Crit! Actually all damage a DK does can Crit! (*)
 That's it...Crit doesn't have any other perks.
As Blizzard themselves have said, Crit and MS are equal, even in PvP.
1000 rating / 66 rating per % = 15.15% MS chance for 1000 rating.
So we are adding an 15.15% chance to do 30% additional damage, so by simple math: 15.15% * 30% = 4.545% damage increase.
However, because of the Necrosis passive, MS does a little more. Much to my dismay, even though Necrosis says you get 5% more MS from all sources, it doesn't work(**). I think that part of the passive is bugged and I have reported it. Still, there is a small buff in the form of some shadow damage whenever you MS using some runeconsuming abilities.
The contribution of Necrosis is a pain to calculate, but from the data I have collected and received from others, it amounts to at most 2% damage increase when you have ~15% MS. This means that we can add 2% to our 4.54% and get 6.54% DPS increase best case.
As you will see in the stat priorities, the actual number doesn't matter, it's just to show that MS is better than Crit.
 Every attack can MS, including diseases. I am not sure if Death Strike healing can MS (?), but I am sure that Conversion cannot(**).
 Multistrikes can crit!
 Necrosis adds a small amount of shadow damage whenever you get an MS off some runeconsuming abilities like Scourge Strike, Reaper, Festering Strike, Plague Strike.
 I see some sites saying MS is the best stat, but I just don't see it in the math; far from it in fact. Maybe they are forgetting it only procs once in PvP?
Everyone probably madly scrolled down here to see if the previous predictions were correct. Well worry not, they are!
1000 rating / 44 rating per % = 22.73% Mastery for 1000 rating.
 This means 22.73% increased Shadow/Plague/Shadowfrost damage (**). But how much of our damage is this actually?
 According to my tests, I get between 5060% Shadow damage (when doing regular dps).
 So therefore 22.73% * 55% = ~12.5% damage increase per 1000 Mastery. This easily beats all the other stats in terms of raw damage.
 Mastery increases Scourge Strike, Death Coil, Necrotic Plague, and Gargoyle damage. Basically all your best burst is increased by Mastery.
This is the easiest one to calculate. This is a great stat because it offers healing and defense bonuses.
1000 rating / 130 rating per % = 7.69% Versatility for 1000 rating.
 7.69% Versatility means 7.69% more damage across the board on all damage DKs do (*).
 7.69% Versatility means 7.69% more healing on Deathstrike, and other heals that are not %life based. Versatility does not increase Conversion healing!(**) Death Pact (?)
 7.69% Versatility also means 3.85% less damage taken from all sources (*).
 The 5% bonus to MS supposedly given by Necrosis doesn't work.
 The PvP target dummy at the Glad Sanctum takes double damage from crits instead of 50% more  probably a bug. Multistrikes are also causing 2 strikes instead of 1.
I didn't test anything for Strength, but it almost never overlaps with secondary stats, so not much to discuss here. Even if it does, Str gets so many insane %based bonuses from DK passives and procs that it easily outdoes the other stats (*).
Putting it all together:
 All the numbers are for 1000 rating in isolation. Some may wonder if it changes when you throw all the stats together and in different amounts. I would say that in most cases it does not because stats do not interact in any way that provides a faster or slower damage increase than each stat would on its own.
 Strengh is most likely the best stat in all cases, unless someone can prove otherwise.
 Mastery is easily the best secondary stat. It affects all our best burst, all the time.
 Given that Mastery is the best stat by a long shot, and that many PvP items come in a MA/something flavor, gearing basically comes down to choosing all the MA items (but making sure to get the 4pc bonus). So the rest of the stat prio is somewhat irrelevant.
 An added note on Mastery vs Versatility: The dps gap between Mastery and Versatility decreases linearly as MA and Vers values increase. Eventually, at around 6000 Mastery and 2000 Versatility they become equal, and after that Vers is better. So you essentially get some diminishing returns if you constantly choose MA over Vers at high levels of MA. That said, at the levels of gear we currently have you will only experience a decrease of about 33% if you run the gear recommendations below. The reason I'm raising this point is that if you feel too squishy (which you may feel as unholy), feel free to switch some enchants to Vers.
 Haste and Versatility are both really good. For Unholy however, I would take Vers because Haste is already super high and you will likely be wasting its effects because Unholy often sits on several runes while trying to dump Scourge Strikes.
 Crit is the worst from the numbers.
 MS is interesting due to Necrosis, but because it only adds damage if the MS came from a limited set of rune abilities, its overall DPS contribution is very low. Many people expected MS to be higher up I think, but the PvP nerfs are just too much and Necrosis doesn't trigger from enough sources to make up for it.
 If we compare MS and Vers, the damage numbers are close, but Vers has the damage reduction advantage, and has no RNG component so it will perform better overall.
So the stat prio in my opinion is ('>>' means much better):
Str >> MA > Vers > Haste > MS >> Crit
Gear Selection:
Here is my best attempt at putting together a gearset that satisfies the above. I would take the 4pc set bonus here, even though you sacrifice some stats. The 4pc bonus is basically another trinket on a 4560 sec cooldown depending on how often you can Death Coil, so it's just too good to pass up.
NOTE: Some Vers pieces require Revered with the Ashran faction. This might seem annoying, but it's actually extremely easy. Go to Ashran, but don't group into a raid. Run solo, and loot as many enemy corpses as possible. Occasionally you will get a blue item that you can hand in at your home base for 2750 rep. I got to revered in 1 hour doing this.
Helm: MA/Crit Set Piece
Chest: MA/Vers
Shoulders: MS/MA Set Piece
Gloves: Crit/Haste Set Piece
Legs: MA/Haste Set Piece
Boots: MA/MS
Belt: MA/Vers
Bracer: MA/Haste
Neck: MA/Crit
Cloak: MA/Haste
Ring1: MA/Crit
Ring2: MS/Haste. Legendary ring doesn't proc in arenas or rbgs.
Trinket1: Vers with proc Str
Trinket2: Str with on use Vers (Don't get the Mastery trinket because Str is better)
Enchants: Mastery
Final projected bonuses:
+5.8% MS
+43.6% MA
+3.2% Vers
+6.9% Crit
+9.7% Haste
 16
#4380168 Frost DK Research and Stat Facts (Patch 6.2)
Posted by Flakkar on 04 February 2015  05:44 PM
If anyone wants to help, you can PM me some data you collect about how much damage comes from each source as unholy since it will be super helpful in determining the stat priority.
 4
#4356897 Frost DK Research and Stat Facts (Patch 6.2)
Posted by Flakkar on 13 January 2015  11:42 PM
I just updated the post following today's Haste buffs. Note the changes in green. Please let me know if you have questions, or if I made a mistake somewhere.
 2
#4355748 Frost DK Research and Stat Facts (Patch 6.2)
Posted by Flakkar on 13 January 2015  02:23 PM
If you've been gearing according to my suggestions, you won't have to change anything except maybe enchanting to haste instead of vers if you had gone that route.
 1
#4341102 Frost DK Research and Stat Facts (Patch 6.2)
Posted by Flakkar on 08 January 2015  11:49 PM
I noticed all the pve guides put versa ahead of haste, I made a post to get clarification.
Is there a pvp nuance that puts haste above it?
http://us.battle.net...pic/15700024095
Haste is the same in PvP and PvE.
That said, I don't see any reasoning or math behind why Vers is better. Assuming we agree that defenses are not really important in PvE, and we're not interested in the healing or dmg reduction aspects of Vers:
Haste means more runes, more auto attacks, and more KM procs, and gives 12% Haste per 1000 rating for Frost DKs. Vers is always 7.69% per 1000 rating. 12% more Haste means 12% more rune abilities, RP, autoattacks, and KM procs. Since almost all our damage comes from those sources, this means ~10.9% DPS increase (removing disease damage which is not affected) in a long pve fight with high uptime.
Some people say it's because of GCD locks but that's bogus imo because as soon as you get 3 runes recharging Haste is fully working, even if you haven't emptied all your runes.
I don't see how Vers can even approach it.
There's also the fact that Haste is the Frost DK stat, and gets big bonuses from the spec itself.
Check out the latest results: http://www.simulatio.../Raid_T17M.html
The DPS 2h Frost DK gear is MS > Haste > Crit > Vers > Mastery, which is close to what you get if you use my numbers but remove the Crit/MS nerfs.
 1
#4334265 Frost DK Research and Stat Facts (Patch 6.2)
Posted by Flakkar on 06 January 2015  02:31 AM
Can't see any mention of the synergy between runic corruption and haste in here? Or am I just blind? i.e. runic corruption increases rune regeneration by 100% which effectively doubles the effect of any extra haste you have.
Note that Haste increases runic power generation due to decreased rune cooldown. As such, it affects all 3 talents in that tier in equal manner with regard to runic power availability. Each talent requires you to spend 75 runic power on average to gain back 1 rune.
As sbx mentioned, Runic Corruption is indeed adjusted based on rune cooldown time. As you stack more and more haste, the cooldown time decreases. If Runic Corruption still lasted 3 seconds at low rune cooldowns, it would become more powerful than the other talents because it would give back more runes in the 3 seconds due to you having higher haste. As a result, it was adjusted to have a lower duration equal to 30% of the time it takes to recharge one of your runes. This means that during its uptime, Runic Corruption will give you at most 0.9 runes (max 3 simultaneous recharging runes * 30% recharge over the duration). If you're stacking a lot of Haste, your rune cooldown will decrease, but Runic Corruption's duration will always be 30% of it, meaning you will only ever get 0.9 rune's worth from each proc.
What's interesting is how the 3 talents differ with respec to the type of runes they bring back, and when.
Runic Corruption seems to be the smoothest from my experience. It partly recharges 1 of each type of rune, meaning when they come up you will be able to do more things. I mentioned that it interacts nicely with Haste because it reduces the time you wait with nothing to do, and gives a feeling of constant availability of runes. With the other talents, you tend to get long periods of 35 seconds where you're not doing anything, followed by intense bursts if you get lucky with procs (Runic Empowerment), or if you collect blood tap charges.
Runic Empowerment is super random and doesn't always give a useful rune (but when it does like 3 times in a row it's crazy). The other problem with it is that if it procs while you don't have any fully depleted runes, it doesn't do anything, in contrast to the other 2 talents (though you will lose some of Runic Corruption's effect if you don't have one of each rune type on cooldown). Some might argue that you should never Frost Strike while you have runes up, but note that this issue may happen if you're using Conversion and getting kited. Because of these 2 reasons, I think this is the weakest talent in the tier.
Blood Tap is really good if you can manage it properly, but it can hurt too if you sit on charges too long, or if you forget about them. It's one more thing to manage, but it gives death runes on demand and is not subject to RNG.
The 3 talents are seemingly equal in terms of the dps they add, so it's up to a matter of preference which one you take, though Runic Empowerment sticks out as being a bit worse than the others.
 1
#4329978 Frost DK Research and Stat Facts (Patch 6.2)
Posted by Flakkar on 03 January 2015  03:51 AM
Hey Flakkar what are your thoughts on on dropping the 2 piece bonus.
Ie. the dps from a grip oblit with a km proc on a good day every 30 sec
vs
better stats all the time
Also does anyone know if the bonus works with soul reaper? Or does it just add to the dps from the soul reaper application?
The stats you would gain by dropping the 2pc bonus don't seem enough to me. If you math it out you get around 0.6% more dps (by my math at least), but the DG into Oblit combo hits so hard that it can win you games. You can take the set pants, which are actually best in slot (or maybe tied with the Vers ones), and then it's only a small sacrifice (if even) to take the shoulders. I don't think 135 haste and 10 MS is worth the 2pc bonus, especially since you're losing 146 mastery as well.
Not sure if the 2pc works for soul reaper, but I would rather use it on an Oblit with a KM proc anyway I think. As for the 4pc, it seems to not work with shadowfrost at all.
 1
#4329543 Frost DK Research and Stat Facts (Patch 6.2)
Posted by Flakkar on 02 January 2015  10:59 PM
+1 man, great post.
Thanks for reading
 1
#4322832 Frost DK Research and Stat Facts (Patch 6.2)
Posted by Flakkar on 29 December 2014  05:28 AM
Really great post. 10/10
Thank you! I was debating whether to post it at all since I don't normally do stuff like this. I'm very glad that I did, and hopefully helped some ppl
 1
#4319163 Frost DK Research and Stat Facts (Patch 6.2)
Posted by Flakkar on 26 December 2014  10:05 PM
Hi everyone,
Here we go again folks! It's about time for the 6.2 version. Everything is different now and 2h is taking the back seat while DW appears to be the best early in the season with amazing sustained pressure and the ability to mow plate wearers into the ground!
TLDR: See my 6.2 frost stat priority and gear suggestion at the bottom.
Change History:
Jan 13, 2015  Haste rating effect buffed by 11.1%, Icy Talons buffed to 20% haste, up from 5%. Note that tooltips in the game are not updated yet (possibly requires a client patch), but I can confirm the changes are live due to seeing them on my stat sheet. See edits in green throughout the post.
July 12, 2015  Updated for 6.2. See edits in blue throughout the post!
Special Notes:
(*) means I assume it's correct if not bugged but I didn't test it. I'll put this next to things I take for granted.
(**) means I actually tested this to prove that it is indeed this way. For brevity, I didn't outline how, but I can if requested.
(?) means I'm not sure, but if someone could test this somehow, it would be great
Let's start with seconday stat ratings and how much damage they contribute.
Rating points required for 1% increase (** tested this myself):
Haste 90
Crit 110
Multistrike(MS) 66
Mastery(MA) 55
Versatility(Vers) 130
Let's take a realistic but nice looking number of how much of each stat you could stack, say 1000 rating points.
For 1000 rating points you would get:
11.1% Haste
9.09% Crit
15.15% MS
18.18% MA
7.69% Vers
In addition, most stats scale linearly with the exception of stats that add flat % bonus damage ( Versatility and Mastery), which become more and more powerful as you add other stats.
NOTE: Crit and MS are nerfed in PvP! This may be obvious to some, but a lot of people don't take this into account when calculating stat priorities! Each Crit does 150% damage instead of 200%, and there is only one chance at a 30% MS instead of two chances. This also applies to heals!
Taking the nerfs into account, let's do an average damage increase you would get from each stat if you stacked 1000 rating worth. I will not account for burstiness here, because getting a string of lucky crits of multistrikes can always happen, but it will even out in the end, and you don't want to rely on pure luck to win arena matches.
Haste (13.86% (given infinite uptime) DPS increase per 1000 rating points):
Haste is a good stat for frost and provides excellent boosts to sustained DPS. Here's why:
Icy Talons(10% and 20%) and Unholy Aura(5%) apply multiplicatively, all haste you equip is getting multiplied by 1.1*1.20*1.05 = 1.386.
Let's take an example:
I have 15.50% base haste with nothing equipped. Icy Talons gives 10% flat, plus an additional 10% modifier on every other haste effect except Unholy Aura for some reason. Unholy Aura gives 5% flat, plus an additional 5% modifier on every other haste effect. This gives 10 (icy talons) + 5 (unholy aura) + 10*0.05 (unholy aura bonus to icy talons base 10%) = 15.50. I am an NE so I get 1% Haste at night, but I did this test during the day where I did not have that 1% buff to Haste. I also did the test at night and the numbers I see are consistent.
Icy Talons (recently buffed) also adds 20% more of the equipped haste stat.
When you add Unholy presence on top, it adds yet another factor, multiplying (not adding to) every source of haste by another 10 or 20% (depending on spec), as well as adding its own 10 or 20% base amount.
1000 Haste rating / 90 pts per % rating * 1.386% extra for Frost DKs = 15.4% Haste, but let's use 15% for the sake of example since it's a nicer number.
 15% haste means 15% faster attack speed, which means 15% more autoattack damage (**).
 15% haste also means 15% more Killing Machine (KM) procs (**) due to increased attack speed.
 15% haste also means 15% faster rune regeneration (**), meaning that (for ex) over 100 seconds, a rune would fully cycle 11.5 times instead of 10 if you depleted it instantly every time it came back.
 Haste does NOT affect the GCD because it's already capped at 1 second (**).
 Haste does NOT affect diseases (**).
 Haste does NOT affect Conversion, or Breath of Sindragosa (BoS), or any skill that says it ticks "every X seconds".
 Haste does not fully kick in immediately once you start attacking. At first you will get faster autoattacks, so about 2.63 seconds after you attack, you will get a second autoattack that will be sooner with more haste. But after that, it will take around 7 seconds for runes to start coming back due to higher haste.
 Haste does not affect diseases. From my tests, diseases seem to compose at most 10% of my DPS. I don't personally think it's worth noting spread damage from having it on multiple targets as Frost spec. The damage is so pitiful that it will not factor into you winning games. You are not a rot spec.
 Haste does not affect the GCD.
 Haste does not affect Breath of Sindragosa while it's up, so it will not make it burst faster. However, it will make your runes come back faster, which might allow BoS to stay up longer due to the extra runic power you will have. This only applies for 2h because BoS is bad as DW.
 Haste can at most affect the recharge of 3 runes simultaneously. If you don't have one rune of each type depleted, then Haste's contribution is being reduced. If you have 2 runes recharging, then you're getting 66.7% of Haste's effect. One rune is 33.3% etc.
 Haste is uptime dependent. (See below for uptime explanation) This means that if you can't keep one of each rune type constantly on cooldown, then you won't get all of its DPS increase.
 Haste also adds some utility because you will be able to use Icy Touch more often for purges, plus more uses of Chains of Ice, and you will have more RP for interrupts, Conversion, and Dark Simulacrum.
 I also see a lot of people saying that if you have a crappy connection, Haste is worse. This may be real if you lose some time after runes come off cooldown. Try switching to Unholy presence and feel the effects of 10% more haste. Imagine that effect in Frost presence where you don't lose the RP gen, and see if it would be better for you.
 There is concern that there's such thing as too much haste. This is true to an extent. As you stack more and more haste, Versatility and Mastery (DW only) become more powerful, so you don't want to stack haste. You just want some of it.
Crit (3.64% DPS increase per 1000 rating points):
Yes, Crit is really bad, and probably the worst stat for Frost, including DW. Here's why.
1000 rating / 110 rating per % = 9.09 Crit chance for 1000 rating.
So we are adding a 9.09% chance to do 50% additional damage, meaning on every attack that can crit we are adding 4.545% damage.
 Diseases can Crit! Actually all damage a DK does can Crit! (*)
 But there's a catch: Killing Machine. KM guaranteed Crits means the your Crit is useless when KM procs! Based on my tests, about half of my Oblits and Frost Strikes are used when KM is up. If you are really good at managing your resources, it might be more than half, but let's assume half for now. On my tests, my Frost Strikes and Oblits (2h or DW) combined do between 4050% of my overall damage no matter if I'm bursting, or just normally DPSing. So that means that if half my oblierates/frost strikes don't use KM, then my Crit is not being used half the time, so the real Crit contribution is more around 4.545% * 80% = 3.64%.
As Blizzard themselves have said, Crit and MS are equal, even in PvP.
1000 rating / 66 rating per % = 15.15% MS chance for 1000 rating.
So we are adding an 15.15% chance to do 30% additional damage, so by simple math: 15.15% * 30% = 4.545% damage increase.
 Every attack can MS, including diseases. I am not sure if Death Strike healing can MS (?), but I am pretty sure that Conversion cannot (?).
 Multistrikes can crit! And KM procs (if they proc MS), will automatically Crit on the MS proc.
For 2h Mastery is kinda weird and hard to calculate, but it proved to be pretty crap in 6.1. Now in 6.2, DW is heavily favored due to the savage buffs to Frost Strike and Howling Blast. So much so, that Mastery is easily the best stat for DW.
1000 rating / 55 rating per % = 18.18% Mastery for 1000 rating.
 This means 18% increased Frost and Shadowfrost damage (**). But how much of our damage is actually Frost or Shadowfrost?
 For 2h: According to my tests, I get between 2540% Frost damage (when doing regular dps), averaging around 33%. Strangely enough, this applies even when doing crazy burst with BoS, because you are not using Frost Strike.
 For 2h: So therefore 18.18% * 33% = ~6% damage increase per 1000 Mastery. This beats Crit and MS assuming at least 25% of your damage is Frost or Shadowfrost, which is a pretty safe assumption.
 For DW: According to my tests, I get between 6770% Frost or Shadowfrost damage (when doing regular dps).
 For DW: Therefore 18.18% * 67% = ~12.2% damage increase per 1000 Mastery.
This is the easiest one to calculate. This is a great stat because it offers healing and defense bonuses.
1000 rating / 130 rating per % = 7.69% Versatility for 1000 rating.
 7.69% Versatility means 7.69% more damage across the board on all damage DKs do (*).
 7.69% Versatility means 7.69% more healing on Deathstrike, and other heals that are not %life based. Versatility does not increase Conversion healing!(**)
 7.69% Versatility also means 3.85% less damage taken from all sources (*).
 The PvP target dummy at the Glad Sanctum takes double damage from crits instead of 50% more  probably a bug. Multistrikes are also causing 2 strikes instead of 1.
I didn't test anything for Strength, but it almost never overlaps with secondary stats, so not much to discuss here. Even if it does, Str gets so many insane %based bonuses from DK passives and procs that it easily outdoes the other stats (*).
Putting it all together:
 All the numbers are for 1000 rating in isolation. Some may wonder if it changes when you throw all the stats together and in different amounts. It does make a difference for % damage increase stats like Mastery and Versatility, but you need thousands of rating points to see a difference. I once graphed it out and found the sweet spots and everything, but it's not worth showing here. I think the conclusion is: stack % damage stats and just get some of the rest while avoiding crappy stats like Crit.
 Strengh is most likely the best stat in all cases, unless someone can prove otherwise.
 For 2H: Haste and Versatility are both really good. Haste is better in terms of pure math, but Vers benefits your early burst more (i.e. the first 78 seconds of DPS after starting with full runes). We are looking at 13.86% more DPS (but not in the first few seconds of damage) vs 7.69% more DPS (active at all times). Haste's benefits will only fully start showing up after runes start coming off cooldown. During the initial burst, you will only gain the increased autoattacks and KM procs. Versatility does have the healing and damage reduction benefits, though they are less important for DKs compared to the damage benefit, and Haste has some builtin survivability too due to the rune regen for Death Strike, and extra RP for Conversion. This could make a great discussion to see which is better, Haste or Vers. Looking at the DK gear though, it looks like you can usually get them both together. If your connection sucks, or you think that Haste feels worse when you play, go for Vers since it is by far the best other choice.
 For DW: Mastery is hands down the best, followed by Versatility due to the % damage increase nature. Crit and MS remain crap, and Haste is somwhere in the middle. Haste is nice to have, but not nice to stack.
 I have studied the uptime requirements of Haste and here's what I see: you are getting 100% of Haste's effect if you constantly have at least one rune of each type on cooldown. That is, you must have at least 1 death rune, 1 frost rune, and 1 unholy rune on cooldown. Haste also increases autoattack speed, but most of the benefit is in the runes, not the autoattack. It's probably common knowledge that only one rune of each type can be recharging at a time (if not, see Haste section above). Haste DPS is only worse than Versatility if you are sitting on
two runes of the same typetwo rune pairs for a significant period of time. I have been checking my runes for a few weeks now, and I am almost never sitting on two rune pairs while in combat (except at the beginning when all runes are up, but it takes only 1 GCD to put enough runes on cooldown). Even if you're kited, you are still using icy touch for purges (thanks Scoot), chains of ice, howling blast, etc and using up those runes.  There is no doubt that for 2H, Vers is better for bursting. Haste doesn't help you much if you're blowing ERW and Plague Leech.
 Crit is flat out the worst from the numbers.
So the stat prio for 6.2 DW Frost in my opinion is the following ('>>' means much better).
Str >> MA >> Vers > Haste > MS >> Crit
The stat prio for 6.2 2h Frost remains:
Str >> Vers > Haste > MS >= Mastery >> Crit
Gear Selection:
Go DW this season. The pressure it puts out is unreal! Hope they don't nerf it...
Here is my best attempt at putting together a gearset that satisfies the above.
Note: For DW I'm recommending the 4 piece bonus, but I'm not 100% sure that it's the way to go. You gain 10% more frost damage, but you're trading around 56% DPS and 1% damage reduction for it. If it turns out that 4 piece bonus uptime isn't close to 100% during bursts (uptime seems pretty good from my experience), then we should ditch all the set pieces and stack mastery.
Armor option 1: 4 set pieces
Helm: Set helm
Chest: MA/Vers
Shoulders: Set shoulders
Gloves: Set gloves
Legs: Set pants
Armor option 2: 2 set pieces
Helm: Set helm
Chest: MA/Vers
Shoulders: Set shoulders
Gloves: MA/Haste
Legs: MA/Vers
Accessories:
Boots: MA/MS
Belt: Vers/MA
Bracer: MA/Haste
Neck: MA/Crit
Cloak: MA/Haste
Ring1: MS/Haste
Ring2: MA/Crit
Trinket1: Str with on use Vers
Trinket2: If human the alternate Str trinket or Vers+proc Str one. If any other race, the 800 Vers stun breaker trinket.
Enchants: Mastery
Weapon Enchants: Fallen Crusader mainhand, Razorice offhand
Final projected bonuses:
+8.4% MS option 1, +12.7% option 2
+43.3% MA option 1, +47.2% option 2
+11.5% Vers option 1, +13.5% Vers option 2 (with 800 Vers trinket)
+7.4% Crit option 1, +2.9% option 2
+15.5% Haste option 1, +11.1% option 2
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