View Single Post
Old 07/22/08, 11:17 PM   #1943 (permalink)
drumbum
Don Flamenco
 
Human Rogue
 
Sargeras
Random burst damage isn't what wins games (well, maybe occasionally). What wins games is planned burst damage done when, for example, a healer is CC trained. When your target is low on HP and you need to burst him down, you don't just say "OK, now I will crit 4 times in a row!" It just doesn't work that way. Therefore to improve your chance of a successful burst, you want to increase the amount of damage you will deal on average in a short period of time, since you don't generally have many windows of opportunity to hope to RNG your way to a win. Since you have a chance of missing when you need the damage, replacing misses with hits definitely increases the damage you can deal when you need it.

My point about hit rating being twice as beneficial to white damage was to convey that hit rating isn't automatically inferior because it doesn't help yellow damage. I think while I was editing my post I misplaced that statement, so sorry for the confusion. My real claim was (1) hit rating provides close to the same sustained damage as agility, and (2) hit chance is just as useful when trying to burst a target as crit chance is.

The kind of burst damage you are talking about is what warriors do -- they get a string of crits and kill someone before they can get healed. A Shadowstep rogue simply does not have that kind of burst available to them. 4 crits from a rogue does a lot less damage than 4 crits from a warrior, even though the chance of these two events occurring are relatively similar. Rogues' advantages come from control, not random burst.
 
User is offline.
Reply With Quote