I literally forgot I had chosen Divine Purpose as a talent because of the proc rate. It procced eight times in a Mythic+. That seems really bad. Is this just bad luck?
What is going on with this talent? It says “Holy Power abilities have a 10% chance…”
Does that mean spenders only? I wish it would say so. As far as I’m concerned all of ret’s abilities are “Holy Power abilities” but 8x in an entire 4 boss dungeon is shocking.
Yeah holy power spenders have a chance to cause the next one to be free.
I mean, how many spenders did you use? like 80?
10% of the time it should proc. so that would be roughly 8.
I mainly play holy so the chance is 15% and it seems like it procs pretty frequently.
The only thing i can think that keeps the proc so low is the DS proc that has potential for extremely high burst when paired with DP, no matter how rare. These devs have trouble finding the fun spot in the middle of RNG, and straight forward rotation. Procs are fun, but when you rely on them, it’s feast/famine.
But this is only an issue in pvp where you “could” hold onto a dp proc and try to dawnx2 wings but its already nerfed in pvp. Divine purpose has been pvp nerfed since BFA.
Divine purposes damage increase and proc are both so low that you dont even notice you have it. Its a shame because throught the years dp was always my favorite paladin effect, it smoothes out the rotation and with current ret design it would push it to the next level of fun.
I had a couple ideas for changes
-Increase its %chance, remove the damage increases.
-Remove the %chance, make it every 3-4 spenders gives you divine purpose, divine purpose reduces the cost if your next spender by x hp or makes it free idc.
Dp feels really core to ret and paladins in general but right now its not worth it to even pick it over divine toll/resonance (hate these two talents so much).
So to me…
It was higher before and it felt good to use since I would noticed it enough to care about it.
Now when it does proc, It leaves me confused as to why my spender didn’t consume the HP until I realize I picked it up.
It was seemingly nerfed because of Vanguard of justice and honestly I think it would have been a better “nerf” to leave the proc chance as it was and remove the damage buff it gave.
Now we’re left with a talent that honestly feels pretty lackluster in a class tree who still have major problems.
No, globals spent on your biggest damage abilities are the least wasted globals you can hope for. If your thought process is more spenders = more wasted time, then you might be looking at damage incorrectly.
Idk but I dont see how wasting time on 6 generators before using a free spender and continuing with your rotation is better than using it right away. Specially mid combat. We no longer have righteous verdict to keep up to which dp was a huge help.
I think you need to reread my comments, none of your responses have anything to do with what i said. I mentioned burst potential, the inability of rhe devs to find a middle ground between RNG and basic rotation, and a joke about everyone hating ret on top, and you keep responding with comments about globals, builders, and spenders.
So at 10% chance it’s 10% dmg increase, meaning a free FV for 110% dmg.
Then at 20% chance to have the same dmg it would have to be a 55% dmg FV.
BUT, there are other factors:
Divine Purpose is currently undervalue anyway, so the 55% number would be higher naturally, for the talent to be worth picking up.
Number of extra gcd’s due to the talent, would have to make up for it with extra dmg, since instead of replacing a full powered finisher, it sometimes replaces another generator, we don’t really have gaps now, so it matters more.
Overall, considering the above, Divine Purpose should be 20% chance and around ~90% the dmg of a free FV/DS, to make it a viable option.
DP IS a fun talent… but it needs to actually have a notable presence to feel fun.