Deep wounds applies physical DOT damage to the victims of your critical strikes. 3/3 Deep wounds will apply 48% of your weapon damage over 6 seconds to your victim. The weapon damage used is the weapon damage listed in your character sheet at the time that you landed your critical. Crits landed on the off hand use the off hand damage range, not the main hand damage range. You can think of it as additional critical bonus damage that is applied in its own form. Blizzard developers have discussed the power of these three talent points as being too powerful and may look into changing it or scaling it down, however they are concerned with its use with non-TG-Fury builds as they do not want to hurt them. There is much uncertainty regarding deep wounds and server-client interaction regarding its exact damage and how it is applied. It is believed that there may be some loss involved in this server-client interaction and there are certain tests to back up that loss. How exactly this works is being examined, however there is a fundamental mechanic that can be understood. How exactly the damage is dealt and theories behind potential losses are discussed in section 6.4.
Info
Deep Wounds causes any of the warrior's Critical Hits to apply a damage over time bleed effect. The bleed effect deals a percentage of the base weapon damage over 6 seconds.
Formulas
([(WDPS + AP/14)*WSPD]x0.48) = Rank 3
WDPS = Base main hand weapon DPS
WSPD = Base main hand weapon speed
AP = Attack Power
Deep wounds is affected by damage modifiers such as:
Enrage - 10% extra damage
Death Wish - 20% extra damage
Mangle/Trauma - 30% extra damage
Also note that abilities that affect your attack power (Battle Shout, Demoralizing Shout, etc.) will also increase/decrease the damage Deep Wounds does.
Since patch 3.0.2 went live, the functionality of Deep Wounds changed considerably making it significantly more powerful.
Previously, Deep Wounds lasted 12 seconds, ticking every 3 seconds. Any crits reset the duration and overwrote the previous buff entirely. This meant that the actual effect of the talent was far less than would be expected. Any crit within 12 seconds of the previous crit would diminish the effect, and crits in under 3 seconds would prevent it from working entirely.
Presently, Deep Wounds has been changed to a 6 second debuff, ticking every second. New crits reset the duration of the debuff, but add the damage to the debuff rather than overwriting it. This allows Deep Wounds to essentially act as a damage buffer, ensuring that the full Deep Wounds proc damage will occur with every crit. Main hand and special ability crits apply Deep Wounds damage based on the percentage of MH weapon damage formula. Off hand crits apply Deep Wounds damage based on a percentage of OH weapon damage.
Example) Your average MH weapon damage is 100, meaning Deep Wounds will deal 48 damage with 3 ranks per application.
0 seconds: You land a critical attack. The DW debuff is added with a total of 48 damage and 6 seconds remaining
1 second: Deep Wounds deals 8 damage.
2 seconds: Deep Wounds deals 8 damage.
3 seconds: Deep Wounds deals 8 damage. You land another critical attack. DW duration is reset to 6 seconds, and the new damage is the remaining damage plus 48, 48-(3*8)+48 = 72.
4 seconds: Deep Wounds deals 12 damage.
5 seconds: Deep Wounds deals 12 damage.
6 seconds: Deep Wounds deals 12 damage.
7 seconds: Deep Wounds deals 12 damage.
8 seconds: Deep Wounds deals 12 damage. You land another critical attack. DW duration is reset to 6 seconds, and the new damage is the remaining damage plus 48, 72-(5*12)+48 = 60.
9-15 seconds: Deep Wounds deals 10 damage.
This functionality is identical to Ignite's.
A Critical strike, dealt with ranged weapon will also trigger Deep Wounds, but deals still 1/3 of your Melee Weapon Damage, not the ranged weapon. (USeful for killing runners with Thrown weapons.)
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