I mean Ignite does and Deep Wounds is the physical version so it’s a reasonable assumption
yes but its wrong
Yes but in Era Deep Wounds gets thrown off the boss by other debuffs.
That being said they seemed to have reversed Deep Wounds and Ignite. Ignite should stack but doesn’t, DW shouldn’t but does.
i found the log part where the warrior was tanking sir zeliak, so deep wound didn’t fall off. Its not stacking.
In TBC there is no debuff cap, but deep wounds still does not stack. Deep wounds stacking and working like ignite happened in Wrath of the Lich King.
Keep in mind that they REWORKED the Deep Wounds talent for the new way it worked in WOTLK… In Classic Deep wounds is 60% weapon damage, but in WOTLK it was only 48%.
Also in SOD there is a bug with Enrage Rune, so it gives 2x boost of 20% dmg, so if the basic Deep Wounds is 100, during enrage it’s 144. You can check this very easy by making 1 single crit without enrage and with enrage on, you will se exact 44% dmg difference.
So current SOD Deep Wounds is much more stronger than Wotlk version, and insane much more stronger than Classic or TBC version.
If they don’t fix this, we will see full stacked Warrior groups for later phases, when this scales much more.
They will fix it, but in the end I expect stacked warriors anyway. Classic be Classic. I just don’t see so far anything scaling as much anyway.
Of course who knows what P2/3 runes will be, but the gap is already opening.
Are you sure
?
Because
Heck, i just main-tanked endgame raid as a rogue and i had a mage healing me…
What are you whining about?
Be happy that bosses die faster even if it is slightly buggy.
Not like it matters in pvp where warriors are wheelchair and need 3 ppl supporting rhem
You should cry about it and stop mage AoE farming aswell
This interaction would be fine if it was part of a set of runes to promote a bleed play style, but right now it’s given for free.
It’s also interesting how they can actually change the way talents work in some form, as they did here, despite their claims that they wouldn’t be able to do that due to such changes affecting era servers.
Wish they had been more bold in general in P1, but we shall see in P2.
There I FIFY
Pve is the same. Otherwise you deal no damage
Atleast outside of bugged deep wounds
Absolutely wrong , " bugged " deep wounds refers to super fast off hand so u crit more often so u can stack deep wounds to numbers like 500 per tick and u need super good main hand and very fast 1.2/ 1.3 dagger in off hand to do this . Now warriors with 2H are still the TOP DPS without stacking deep wounds. Period!
Average mainhand and 1,4 offhand works just fine. Just abit lower dps. Still relies on bugged deep wounds.
Dont get me wrong. With all those exploits and bugs id also like to have some as a warrior, but this one is only for long fights, tha makes it irrelevant. (at least till 60)
Checked BFD logs. Alaundoe rank 1 is mostly 2hand but plays dual wield deep wounds for 1 fight, where 47% of the damage dealt is deep wounds. The 2nd ranked warrior is playing dual wield deep wounds as standard, same Ghamoo-ra fight has deep wounds top damage by miles, rest of the fights it’s much lower.
Still though, clear indication that deep wounds in general is not working like Classic/Vanilla, and is doing much much more damage than is normal, whether 2hand or dual wield.
Take a look at today’s hotfix updates. It appears they’ve nerfed pets once more due to the ‘double dip’ issue. This time, it’s a setback for both Hunters and Warlocks.
What puzzles me is how Blizzard seems to overlook the Deep Wounds issue. Could it be a bit of favoritism towards Warriors among the developers?
they also nerfed shaman dps by reducing the AP rockbiter gives. I guess they figured enha was doing too much damage right now.
I’ll check all the OP post but, regarding deep wounds, I tested it and it seems to act this way, correct me if i am wrong:
- Deep wounds apply a X second debuff (X because I’m unsure if it’s 14 or 16s); that ticks every 2s or so, hiting N times, can’t remember, it’s not relevant for this point.
- Deep wounds apply on every crit, and does Y damage based on weapon damage (not sure if it scales from AP, still, not relevant).
Now to the point:
- Per every crit, a deep wounds effect is applied, refreshing the debuff. However, the debuff will not tick the same ammount forever, it will stack with other crits, but not for the full duration.
- Explanation about the debuff damage variation: Every crit, hits for Y damage over its X duration. Even if we, as players, see the debuff refresh by a 2nd hit, doesen’t mean that it will do Y+Y’ damage permanently; it will tick N times for the full Y damage, and N times for the Y’ damage.
- Damage itself, how does it work? Whenever a crit occurs, let’s say, at second 0 of a fight, for X seconds, it will be doing Y damage, in N ticks over that X duration. Now, at the second 4 of the fight, another crit occurs, and deepwounds debuff is refreshed with an extra Y’ damage. For the next tick, we see Y+Y’ damage on the tick, this damage will remain the same, or being even higher if new crits occur. However, after the first deepwound original time (X) has passed, the new debuff will hit for Y’, instead of Y+Y’.
- What does that mean in a tldr? You can understand deepwounds as if every crit would do a flat Y extra damage, and treat every crit as independant extra flat damage, the debuff means nothing relevant, since every crit will add just its own damage to the deepwounds.
Have checked duels, warcraftlogs, and tested here and there with some guildies to get to that conclusion, which seems correct. Correct me if i am wrong tho, I too want to learn if i am mistaken.
EDIT: Reading the OP again, the exploit makes sense. I would not call it an exploit, but a poor design or programming of the game. However, minmaxing a little bit, it seems that the 13/3 build have some damage than the 15/1 build, even counting with the overpower extra crit chance + deepwound effect. Checking wlogs, the top parsers sometimes don’t have any overpower used on that parse, and/or, those who have 2 (at max), never have 100% crit; so having a 1crit+1normal overpower per fight devaluates improved overpower over cruelty, which gives raw uptime for deepwounds (more procs ofc), without losing the chance of critting with overpower.
#crymore when someone else is doing more dps than your mage or hunter.
warriors always do more dps in classic. they scale the most with gear