
Originally Posted by
Wildhide
In your example, Rofl is taking ~20% less damage than the other marked people due to
Bone Shield. Apparently mark does not remove charges, so Rofl has a nearly passive 20% reduction on mark damage.
Well gay.

Originally Posted by
Wildhide
In regards to a healer setup, three healers is death.
Well to be fair, two healers was death too -- a lot. ><
Two paladins would certainly be strong and we can give it a shot, but there's also a fair bit of misc damage on non-MT and non-Mark targets from Blood Boil/Boiling Blood that I think is being ignored that normally HoTs would help cover. Without any form of fire and forget healing from Paladins, when we have 3 Marks and are sub-30%, Paladins will be virtually unable to afford spending a GCD outside of healing the Mark targets, lest a triple-8k streak hit someone again.
As for number of marks, I'd say you're on crack if you think we're going to get a kill in 3 doing it "normally". We're going to lose raid DPS just by swapping to Paladin healers, which is fine of course, but we're definitely not on track to dropping Saurfang before a fourth mark. Best case would be shortly after and hoping the target of the fourth can blow cooldowns or whatever to survive.
One thing I was also thinking about is we're doing the best we can with Blood Nova and Blood Beasts and we never spread Blood Nova and we virtually never (if we don't screw up) get hit by Blood Beasts. We're also transitioning tanks from Rune of Blood fast enough for zero or one melee swing per transition that generates Runic Power. So really, the only skill that leaves we might be able to improve upon is Boiling Blood.
I looked through our logs of our 102/103 second attempts (the ones where we avoid all Beast damage and all Nova spread and do near-perfect tank transitions), and from zero Runic Power to the first Mark cast, I get the following stats of abilities he's using that give Runic Power:
Code:
Boiling Blood ticks: 35 ticks, 7 casts, 195126 total damage
Blood Nova: 4 Hits, 42468 total damage
Rune of Blood: 2 Hits, 12721 total damage
Total damage dealt: 260,101
Total ticks: 41
Runic Power Gained: 100
I also ran the numbers in half a dozen other logs from our attempts, totalling the damage dealt from all valid abilities that increase runic power prior to first Mark (Boiling blood, Blood Nova, Blood Beast Melee, Rune of Blood Melee) and found the following total damage was dealt, regardless of timespan or tick counts or blood beasts hits etc:
Code:
265624
260101
263275
259794
264412
Those are from attempts ranging from 103 seconds till first mark and zero blood beast and perfect transitions to 90 seconds to Mark with Blood Beast damage. That seems a pretty good indicator to me that the Runic Power he gains is based on actual damage dealt rather than any arbitrary value for each various ability he uses (such as 1 power per tick of Boiling Blood), as most guides/players would have you believe.
Now, knowing that, we can basically calculate that for every 2600 damage dealt in any of those ability methods, he'll gain 1 Runic Power. Therefore, if we remove Boiling Blood when the opportunity arises, we can theoretically and reliably delay the first Mark cast for a while. Hand of Protection, Ice Block, and Divine Shield all for sure remove Boiling Blood. Each Boiling Blood cast deals 5000 Physical Damage a tick over five ticks, modified by his Runic Power boost at the time of the cast since it's a DoT. Now, while I'm assuming Runic Power gain is based on damage dealt, which the information above leads me to believe strongly, then it would be in our interest to remove Boiling Blood casts that go out when his Runic Power is higher. Obviously we can't wait till he hits 90 cause other abilities will push him over, but say we start at 60 Runic Power and try to remove each Boiling Blood thereafter. We'll get at least 2 from Hand of Protection, which means the damage of that Boiling Blood cast would be:
Code:
5000 * 1.6 * 5 = 40000 damage
The next Boiling Blood would probably be around 70 Runic Power, so 42,500 damage. Therefore, by using our two Hand of Protections early before the first Mark to get rid of Boiling Blood on targets that can't self-immunity, we prevent 82,500 damage, which translates into 31.73 Runic Power he'd normally gain that he won't have. The trickier part is to determine how long that would extend the time to the first Mark, but given he casts Boiling Blood every 10 seconds, we'd probably gain about 17-18 seconds (not quite 2 extra Boiling Bloods worth, since misc damage such as Blood Nova is still going to hit).
Still, if Kilwenn, Thawfore, or Khrashdin when not tanking also get Boiling Blood on them at some point, they can self-immune immediately to knock off another 10-20 Runic Power that otherwise we're completely "soaking" without the need.
The downside to Hand of Protection early like this is if we decide our strategy requires it later in the fight for Boiling Blood targets that are also Mark targets, then obviously this goes out the window.

Originally Posted by
Rofldat
Wild, they made Saurfang not gain RP from Mark a while back. So the period between marks is going to be mostly consistent(until the 30%)
This is correct as damage from Runic Power-based abilities between the cast of Mark #1 and Mark #2 remains the same (~260,000), whereas adding Mark#1 damage pushes total damage dealt to over 650,000, which would obviously mean the next Mark would trigger much faster.
All in all, I'd be interested in trying a combination technique of what's been suggested here. Double-paladin healer, HoProt/bubble/iceblock a few early Boiling Bloods to delay that very first Mark as long as possible, force the first Mark to die immediately, release, battle res, and repeat. I'd be very surprised if doing that we'd have more than two marks total by the end of the fight, which means each Paladin can keep Beacon on a separate tank full-time and spam a Mark target.