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.
Deep Wounds does damage every second on the second after the last critical attack. Each time there is a new critical attack, the timer resets and the previous "undone" damage is piled into a buffer. Deep Wounds damage does 1/6 of its buffer every time it is allowed to tick. For each crit, 48% of your average weapon damage range (the one that is displayed in the paper doll in the game) is placed into this buffer and the tick cycle resets. DWounds should do around 18% of your overall damage, depending on crit rate and damage range.
There are a lot of common misconceptions and misunderstandings about how DWounds actually works. A lot of players make the mistake in thinking that the higher the ticks become the more damage DWounds actually does, and that having the large stack fall off is a DPS loss. This notion is incorrect, and I will explain why. The reason why a Deep Wound tick gets large in size is due to the buffer being fed into a large amount. This occurs when you get crits back to back with fewer than 1 second in between. This prevents any ticks from occuring and allows the buffer to be fed. The higher the buffer, the higher the tick. However, if the buffer is increasing in size over time with new crits, this means that ticks are occuring less frequently. If the ticks are large they are happening less often. If the ticks are small, they are happening more frequently. No matter what, if you crit, the DWounds damage for that particular crit will occur whether it is 1 second from the time of crit or 20 seconds from the time of crit for the same damage.
Here's an example. Let's assume your average damage range is 2083.3333... Therefore, everytime you crit, 1000 damage is placed in the buffer. Below is a table of timestamps of a possible scenario involving Deep Wounds, and what ticks will occur.
time/event/buffer size/tick size
0.00 crit 1000
0.46 crit 2000
1.46 tick 1667 333
1.54 crit 2667
1.87 crit 3667
2.78 crit 4667
3.78 tick 3889 778
4.78 tick 3111 778
5.78 tick 2333 778
5.99 crit 3333
6.99 tick 2778 555
7.99 tick 2222 556
8.99 tick 1667 555
9.99 tick 1111 556
10.99 tick 556 555
11.99 tick 0 556
Note that there were 6 crits, which means that 6000 damage should have been dealt. If you add up all of the tick sizes on the table, you get 6000. Tick size became high due to critting more than once within the same second multiple times. No damage was gained or lost due to this, either. The only potential loss of DWounds damage can occur at the target's death or immunity to damage. Say for example, the target dies at time 10.5, 1111 DWounds damage is lost. Any undone damage that is still in the buffer at the point of target death or immunity will not be dealt and will dissapear, causing a slight potential DPS loss. So in theory, at the end of the fight the smaller the buffer the less damage will be wasted. This affects crit rate and haste in a somewhat minor and negative fashion when considering DWounds based on the length of the fight with the target.
There is a mostly untested phenomenon that reduces Deep Wounds' damage and is called munching. Basically what happens is, if a player crits in succession within a minute amount of time, the previous message to the server to send damage into the DWounds buffer will be ignored due to the very new request. It is not very certain what exactly the thresholds are for this, but it is confirmed that double Whirlwind crits cause this 100% of the time. Same-speed weapons can also be synced due to restarting your auto attack and may crit simultaneously. Special abilities can also sometimes crit semi-simultaneously with swung melee attacks. DWounds damage in game is therefore slightly lower than theoretical damage. DWounds is also not affected by damage reductions from armor.
Differing stat effects on DWounds
Stat
Effect
AP Increases the total size of damage input into buffer, sAP=0.0327*WepSpd yet is affected by other stats
crit Increases rate of delivery
haste Increases rate of delivery
hit Increases rate of delivery if under special cap and delivery via white attacks
expertise Increases rate of delivery if under dodge cap
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