Stačí si přečíst tooltip:
Death Strike
1 Unholy, 1 Frost
Unleash a powerful strike that heals you for 20% of the damage you have sustained during the preceding 5 sec (minimum of at least 7% of your maximum health), while also dealing <yyy>% weapon damage plus <zzz> to an enemy if the attack is successful.
Moc pěkně je to vysvětleno např zde:
Zdroj:
http://us.battle.net/wow/en/forum/topic/2416208246#3
As can be seen from the tooltip, Death Strike’s healing breaks down into one of two categories, minimum or not, which can cause some confusion for players. The method of calculation is the same, but the result differs. Since this is referring primarily to Blood tanks, these calculations include Improved Death Strike, because if you don’t have it as a tank, go respec. Improved Death Strike doesn’t increase the size of the minimum heal, but it reduces the amount of healing needed to cross the minimum heal from 35% of your max HP to 24.1% of your max HP, so, it technically does work, despite what you may believe.
Here is how your base heal size is calculated:
1. First, the server calculates the damage you have taken in the previous 5 seconds.
2. Next, the server takes 29% of this value. (20%*145%=29%).
3. This calculated value is compared to 7% of your HP.
a. If 7% of your HP is greater than the calculated value, the server will set your heal to be 7% of your maximum HP.
b. If 7% of your HP is less than the calculated value, the server will set your heal to be the calculated value.
4. Heal value is set and used for Blood Shield. Blood shield is applied.
5. Any healing addition/reduction is applied to the heal value.
6. You are healed for that amount.
For numerical examples, let’s take a Death Knight who has 160k HP buffed with 130% mastery (20.8 mastery--decimals do count even if stats pane % doesn't change).
The following are simplifications of the calculations, which become more complicated when you add in previous shields / RNG and start to include the next DS mitigation set. This is purely for illustration, though.
4a. Minimum heal
Suppose a mob swings at you for 10k. Referring previously, you’re going to get probably 3-ish swings into your damage window. Given typical levels of avoidance, though, you’re probably going to avoid 1 of them. Let’s see what happens with avoiding 1 and taking the other 2 and going through the steps.
1. 10,000+0+10,000 = 20,000
2. 0.29 * 30,000 = 5,800
3. 0.07 * 160,000 = 11,200
a. 11,200 > 5,800
4. Heal value is 11,200. Blood Shield is applied and its size is 11,200 * 1.30 = 14,560.
5. No buffs/debuffs, so no modifiers to the heal.
6. You are healed for 11,200.
There is only one way to increase the base heal size: stamina.
There are two ways to increase this shield size: stamina and mastery. Going the stamina route, you are subjecting half of your bonus (the healing portion) to overheal for a slight gain if you don’t overheal more than ~20%. Given that if you’re getting the minimum heal already, you’re probably not taking a lot of damage, which means you’ll overheal more. Going the mastery route, you don’t see this penalty.
4b. Over minimum heal
Suppose a mob swings at you for 30k instead. Once again, 3 swings, 1 avoided.
1. 0+30,000+30,000 = 60,000
2. 0.29 * 60,000 = 17,400
3. 0.07 * 160,000 = 11,200
a. 11,200 < 17,400
4. Heal value is 17,400. Blood Shield is applied and its size is 17,400 * 1.30 = 22,620.
5. No buffs/debuffs, so no modifiers to the heal.
6. You are healed for 17,400.
There’s nothing you can do to increase this heal size before modifiers (except take more damage).
The only way to increase this shield size is mastery.
Takže:
1. Tankování v raidu - s tím jak se u nás hrají BDK (čti SPAM DS) : ne 10% ale skoro permanentně to procuje z minimum healu takže 7% základ.
2. v pvp s resilkou a blood presencí, taky to DK nedostane takovou dmg aby se dostal přes těch 7%.
Ale u nás je to nastaveno napevno na těch 10% což si nemyslím že je správně.
Na druhou stranu, heal z DS neprocuje při miss/dodge/parry, i když by měl.