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So, I punched in your gear + spec from the armory, and with default buffs I'm getting a recommendation of 5s3r. Thus, I imagine you're using other than the default suite of buffs, so I can't comment specifically on what you're seeing.
That said: I can guess. With your gear + spec and default buffs, the recommended 5s3r is doing 1306.4 DPS, and 1sXr shows 1289.13. So it's definitely plausible to me that with buffs adjusted a bit, you could see pull 1s5r pull ahead, which thus begs the question... why? And how?
Well, it's pretty simple, actually. Without Combat Potency and Imp SnD, the value of SnD is lower than for a typical combat rogue; meanwhile, with Serrated Blades, the value of Rupture is higher than usual - hence the energy efficiency of the two moves is much closer than usual. Unfortunately, you don't have the ability to keep both up all the time, so one of them has to drop.
Also, it might be noted, that a 1-point SnD is actually still useful, whereas Rupture becomes significantly less energy efficient below 3 points. Hence, your reasonable choices are a) keeping SnD up as much of the time as you can, and weaving the occasional rupture as energy permits, or b) keep Rupture up as much of the time and weave SnD in as you have energy. The difference is: the first cycle has to be 5s3r to get a decent sized rupture, while the second can go all the way to 1s5r to do so. And since 5s3r doesn't maintain 100% SnD uptime *either*, it turns out that the massively increased rupture uptime is enough to offset the loss of SnD uptime.
So, it's actually conceivable to me that this is right - with the usual rupture-boosting talents and not having the SnD-boosting talents, the two ability are actually closer in quality than one might expect.
That said: this sheet was written under the assumption that keeping SnD up should be one's top priority, so when you do get into these odd cases where rupture catches up, I can't 100% guarantee that the cycle recommendations come up with the exact optimal thing.
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