e.g. when my total stagger is > 60% health, or when I take a hit that does over 60% of my health? I’ve been generating a stack before all tankbusters, is that worth it either way?
I dont know but for me ox stance is placebo, I just cant feel it.
It’s based on hit damage and current health. So the lower your health goes the more you’ll consume stacks. Not sure if it’s worth going out of your way to get a stack before a tank buster but it can’t hurt.
It’s been a huge pita to test and I only have a bit of a picture of how it works.
At 70-72% stagger with shuffle up (40-42% magic stagger), I would consistently get a 78-80% stagger on physical hits and ~48% on magic when consuming a stack in the tanking dummy (without yulon).
I tried testing it without shuffle and I believe it was even a higher flat % added but I don’t remember how much exactly atm. Suggests that it’s an added stagger value that diminishes according to the normal formula.
Conclusion before was it was roughly a multiplicative ~21% extra DR when proccing. But I think it might be higher.
I tested it on physical with the fortifying brew stagger talent (+15%) which on its own only added like a flat ~7% stagger (because it’s diminishing according to the formula). So around 79.3% iirc. With fort AND a charge consumed I staggered 82.5%. So ox added a flat 3% ish. So hitting a high DR ceiling. Still something around 10% multiplicative DR though.
As for the HP threshold I still am not 100% sure cause I haven’t outright tested it, but just from playtime and experience I WANT to say the way I works is:
- You take damage
- You stagger your normal %
- The rest hits your hp pool
- Ox stance checks this dmg POST stagger
- If > 40/60% apply a second stagger
That’s how it’s felt. However I do believe it’s actually adding a normal stagger value to your existing stagger and subject to diminishing returns just like High Tolerance and the Fort Brew stagger talent. With it adding more than fort brew. So I WANT to say, when it does kick in it actually adds like a flat 20% stagger which is then subject to normal diminishing returns.
I tried really hard to find any info online but it’s really hard to find anything, idk if sims have the real formula.
Anyway, I think it’s totally worth at the very least one point, but I’ve been enjoying Heightened Guard to consume more charges and turn into a green BDK. Been fun
interesting, thanks for all of that, it does sound like it goes along somewhat with what I was thinking except I didn’t realize it was off of current hp. It’s just weird how you need to pre-pop purifying to get a stack, or rsk I guess, but once again it doesn’t feel like it triggers enough to add a second talent point. It doesn’t feel like it’s worth it for anything outside of tankbusters.
Unless your doing 12’s + ox stance is utter useless - better points spent else where
True, or if you’re just puggin/farming and can’t trust your healer and want to be a bdk.
Yeah it’s mainly for tankbusters, and acts like a weaker will of the necropolis from DK’s. Lower you get the more it kicks in to convert dmg into stagger before dying. 2nd point just helps you make use of charges more often before getting too low and being oneshot anyway.
I usually am always popping one purify anyway to get cdr value and aoe with special delivery, so getting charges isnt an issue.
When you get really low on a massive dmg pull, depending on your one shot threshold, good juggling with blackout kick combo and back to back purifies to freeze stagger + juggling celestial brew /expel/determination procs you can utilize a ton of charges and just completely cockroach through some situations which is fun.
I could be wrong but seems to be hot capped even if you have 10 stacks and EVERY hit does 60% of ur health in PvP. Dunno what the point of it is if it dont even work when ur getting slammed