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Old 07/23/08, 9:16 AM   #1945 (permalink)
drumbum
Don Flamenco
 
Human Rogue
 
Sargeras
Originally Posted by Tel View Post
And as a SS rogue, the only planned burst you can do is hemo. you can't plan for more white hits to land, or for more hemo's to crit, that would be 'lucky burst', all you can do is increase the damage of your hemo and land as many as possible in the time frame, by pooling your energy.

Hit/Crit rating won't do this for you as they don't increase the damage of your hemo. They increase the average damage of your hemo, but thats not alot of use to you in planning your burst. On the flipside of this Agi/AP will. That's why you gem agi/ap and use a trinket like Zerkers Call or BB rather than Romulo's poison vial and gem for Hit.
I think you're taking this a bit too far, though. You say you can't "plan" on your white attacks landing -- well sure, they may all miss, though it's statistically unlikely to happen (and coincidentally, that's the point of hit rating, to increase white damage's reliability) -- but you can plan on Hemo? What if every single Hemo is dodged or parried? What if you have a debuff that drops you below 5% hit rating, and you start missing Hemos? No damage is "guaranteed" by any sense.

Imagine if based on your comp or whatever, to win a match against a certain team requires that you deal some specific amount of damage (X) in a specific time frame (say during a 10 second CC) in order to finish off your opponent. Naturally it's not possible to ever guarantee that you can deal X damage in 10 seconds, because it's entirely possible that every one of your attacks fails to land. Rare, but possible. Therefore the only thing you can do is to increase the chance for you to deal X damage in a 10 second window. From this perspective, hit rating is not far behind in effectiveness compared to agility, because they increase sustained damage by similar amounts. In short, hit rating and crit rating most certainly do increase the chance of dealing X damage in 10 seconds, so to suggest they are not helpful because they are based on chance is a bit illogical.

The primary difference between "burst damage" and "sustained damage" comparisons is the ratio of energy spent to time on target. Energy queuing increases this ratio. Both are functions of average damage, but burst damage is also more concerned with probability distribution (since time is usually much shorter, thus a much larger variance).

As far as gemming is concerned, if hit rating added more sustained damage than agility or attack power, you'd probably see most people gemming for it. The same would be true for crit rating. But they don't, so that's why AP/agility gemming has become more preferred. As for the trinket selection... BLB and BC are popular because they are on-use trinkets, not because they happen to use AP. A trinket that increases hit chance by an appropriate amount with an on-use effect would be nearly as good as these trinkets. Romulo's Poison Vial is a bad example because it uses a "chance on hit" proc, which due to the higher miss rate in PVP, is clearly going to be worse.
 
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