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Old 05/09/07, 8:01 AM   #201
jaske
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Human Rogue
 
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Originally Posted by Ren View Post
One downside to melee haste is the generation of less rage per attack. When the next haste item you wear makes you offhand give 2 rage per swing instead of 3, it's something to consider.
Rogues dont have rage bars!.

Im yet to see any leather from BT though but god i hope they continue the haste items.

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Old 05/09/07, 8:29 AM   #202
songster
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Originally Posted by jaske View Post
Rogues dont have rage bars!.
Well no, but haste does nothing for our yellow damage, only our white. For a warrior, haste will boost the white damage *and* the yellow damage, through increased rage income.

In theory, what you want to keep the effects balanced is for the small extra rage income from haste to be just enough to cancel out the fact that a rogue's white damage is a higher proportion of the total. That's a pretty fine line to tread.

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Old 05/09/07, 8:55 AM   #203
Thaumaturge
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Originally Posted by songster View Post
Well no, but haste does nothing for our yellow damage, only our white. For a warrior, haste will boost the white damage *and* the yellow damage, through increased rage income.

In theory, what you want to keep the effects balanced is for the small extra rage income from haste to be just enough to cancel out the fact that a rogue's white damage is a higher proportion of the total. That's a pretty fine line to tread.
I would imagine that melee haste would increase energy generation via combat potency, though I admittedly don't know if it's proc per swing or proc per minute.

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Old 05/09/07, 9:17 AM   #204
songster
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Originally Posted by Thaumaturge View Post
I would imagine that melee haste would increase energy generation via combat potency, though I admittedly don't know if it's proc per swing or proc per minute.
True, but not all rogues spec combat potency, while as far as I'm aware all warriors use rage. But if there's a lot of haste flying around, expect to see combat potency nerfed. It's already silly that Latro's is the best offhand in the game for combat swords. Anyone know if that's still the case after the patch?

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Old 05/09/07, 9:20 AM   #205
dukes
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Originally Posted by songster View Post
True, but not all rogues spec combat potency, while as far as I'm aware all warriors use rage. But if there's a lot of haste flying around, expect to see combat potency nerfed. It's already silly that Latro's is the best offhand in the game for combat swords. Anyone know if that's still the case after the patch?
@Thaumaturge - combat potency is a straight 15% chance.

I would assume that the gladiators sword (now at 1.5 speed?) would be the best - combat potency makes a difference of somewhere around 6-7 dps per 0.1 weapon speed iirc, so the gladiators being 14-16 dps higher would certainly make up for the .1 speed decrease, even factoring in sword spec procs.

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Old 05/09/07, 9:57 AM   #206
Cathela
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Originally Posted by Praetorian View Post
Yes on the latter, no on the former. At some point (TBC? v2.0 maybe?) weapon skill was changed to have much larger effects on avoidance mitigation. It's a solid PvE stat and it's fantastic for tanks because tanks get parried while DPS classes shouldn't. We first noticed this by comparing WWS parses of an orc tank using a blacksmithing axe to tank vs. a King's Defender. He literally had 4-5% fewer parries/misses/dodges total.
I think that's exactly what you'd expect according to the "traditional" numbers.

If the mob has a base 5% parry rate, 5 points of weapon skill should reduce it to 4.8%. That's a 4% reduction in the total number of parries, which is what you observed.

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Old 05/09/07, 12:10 PM   #207
Maddness
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Originally Posted by dukes View Post
@Thaumaturge - combat potency is a straight 15% chance.

I would assume that the gladiators sword (now at 1.5 speed?) would be the best - combat potency makes a difference of somewhere around 6-7 dps per 0.1 weapon speed iirc, so the gladiators being 14-16 dps higher would certainly make up for the .1 speed decrease, even factoring in sword spec procs.
Latro's has better DPS Stats, Weapon Skill for one.

Whilst Gladiator's is slower, has points in stam & resilience.

It's probably going to end up pretty close.


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Old 05/09/07, 12:18 PM   #208
Stigmata
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Since when has weapon skill been worthwhile? I was under then impression it was still worthless, since the nerf pre-tbc.

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Old 05/09/07, 12:30 PM   #209
• Chicken
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Originally Posted by Stigmata View Post
Since when has weapon skill been worthwhile? I was under then impression it was still worthless, since the nerf pre-tbc.
That's kind of what the discussion is about; the difference being that it's use has shifted from being useful as a DPS stat to being useful as a Tanking stat, mostly based on a post made by Crezax a while ago on it's value. The most recent discussion on the matter is about whether Crezax was talking about the reduction being absolute or relative.

There's a pretty large difference between the two; if the reduction were absolute, we'd get a total of 0.9% increase in chance for a swing to connect per point of Weapon Skill against a target 3 levels higher. If the reduction were relative however, we'd get far lower results.

Last edited by Chicken : 05/09/07 at 6:06 PM. Reason: I really need to get rid of that tendency to unnecessarily lengthen words.

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Old 05/09/07, 5:42 PM   #210
Cryect
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Night Elf Druid
 
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Originally Posted by Cathela View Post
I think that's exactly what you'd expect according to the "traditional" numbers.

If the mob has a base 5% parry rate, 5 points of weapon skill should reduce it to 4.8%. That's a 4% reduction in the total number of parries, which is what you observed.
Um no, he meant the total number of attacks that were parries/dodge/misses etc was reduced by 5% not that the reduction of each was 5% lower (heh in general no one talks about this stuff in relative numbers).

Also boss mobs have something more along the lines of a 15% parry rate 5% dodge and 5% miss rate. (And yes thats 15% hence the reason for parry reduction being so much higher than miss & dodge)

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Old 05/09/07, 5:48 PM   #211
♦ Praetorian
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A fun and potentially eye-opening test if you have a human or an orc is to take the weapon-type with which they are proficient and see how little +hit they can get away with before they start seeing "misses" (not counting dual wield of course) on same-level mobs. In our experience our tank went a full Kara clear using his axe to tank, with +3% hit, and didn't see a single "miss" over the course of 3.5 hours.

That's definitely a lot more than just 0.04% per point. An WWS examined later showed a total miss+parry+dodge of something like 13% as opposed to 17-18% from prior runs using a sword.

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Old 05/09/07, 5:51 PM   #212
 Hamlet
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Originally Posted by Praetorian View Post
A fun and potentially eye-opening test if you have a human or an orc is to take the weapon-type with which they are proficient and see how little +hit they can get away with before they start seeing "misses" (not counting dual wield of course) on same-level mobs. In our experience our tank went a full Kara clear using his axe to tank, with +3% hit, and didn't see a single "miss" over the course of 3.5 hours.

That's definitely a lot more than just 0.04% per point. An WWS examined later showed a total miss+parry+dodge of something like 13% as opposed to 17-18% from prior runs using a sword.
Do you know the numerical effect on +skill on miss/dodge/parry/block/crit these days?

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Old 05/09/07, 5:53 PM   #213
♦ Praetorian
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I don't. We haven't done any formal tests beyond an orc tank using an axe instead, and observing that it really felt like he was landing far more often, leading to us comparing logs of two full Kara clears to see if there was a significant difference, and there was.

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Old 05/09/07, 6:01 PM   #214
Ren
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Originally Posted by songster View Post
Well no, but haste does nothing for our yellow damage, only our white. For a warrior, haste will boost the white damage *and* the yellow damage, through increased rage income.

In theory, what you want to keep the effects balanced is for the small extra rage income from haste to be just enough to cancel out the fact that a rogue's white damage is a higher proportion of the total. That's a pretty fine line to tread.
Haste doesn't increase rage generation anymore. =/ In fact, with more and more haste every swing will generate less rage per hit to keep the overall rage gen/min the same. That's what I meant by my previous post: after a certain % of +haste your weapons will generate 1 less rage per hit, and that would be not ideal.

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Old 05/09/07, 6:08 PM   #215
Ducktape
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then again haste rating gives more hits so if u get less rage pr hit u still get more hits, or?

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Old 05/09/07, 6:11 PM   #216
 Navaash
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Originally Posted by Ducktape View Post
then again haste rating gives more hits so if u get less rage pr hit u still get more hits, or?
Reading this sentence is making me want to claw my eyes out with a blunt hammer.

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Old 05/09/07, 6:22 PM   #217
Abbi
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Yes, I failed to read the thread.

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Old 05/09/07, 7:12 PM   #218
Tyrnall
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Night Elf Druid
 
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Originally Posted by Ducktape View Post
then again haste rating gives more hits so if u get less rage pr hit u still get more hits, or?
However on second thought, if haste rating increases your swing speed, even if you're getting less rage per swing, you may still be getting more rage per swing, or am I mistaken?


Just thought I'd throw that out there.

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Old 05/09/07, 7:20 PM   #219
Surion
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Originally Posted by Tyrnall View Post
However on second thought, if haste rating increases your swing speed, even if you're getting less rage per swing, you may still be getting more rage per swing, or am I mistaken?


Just thought I'd throw that out there.
I can't tell you hard numbers as I have not payed very close attention to it, however I do see a hefty increase in rage generation when Dragonspine procs. I'll try to see how much my generation actually changes and post.

Granted however that Dragonspine is a large amount of haste (325 rating) on a very frequent proc, and I never hurt for rage in a raid situation anyways. =P

I would suppose that it would depend on the amount of haste gained. For something high like Dragonspine you would see a big increase.

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Old 05/09/07, 10:27 PM   #220
jaske
Piston Honda
 
Human Rogue
 
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The theorycraft is probably best if taken to the Class forums.

In other news Nihilum killed Najentus and Supremus "legit" and got some new loot, up at their website or WoRaids.

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Old 05/09/07, 11:31 PM   #221
Duskmourn
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Originally Posted by jaske View Post
The theorycraft is probably best if taken to the Class forums.

In other news Nihilum killed Najentus and Supremus "legit" and got some new loot, up at their website or WoRaids.
Added to original Post.

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Old 05/10/07, 3:42 AM   #222
 Galatea
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Originally Posted by Praetorian View Post
A fun and potentially eye-opening test if you have a human or an orc is to take the weapon-type with which they are proficient and see how little +hit they can get away with before they start seeing "misses" (not counting dual wield of course) on same-level mobs. In our experience our tank went a full Kara clear using his axe to tank, with +3% hit, and didn't see a single "miss" over the course of 3.5 hours.
I just ran this over my logs from a partial Kara run we did tonight. I haver 3/3 Precision (+3 hit), and was using a sword. Over the course of the run I had:

Parries: 124 (~6.2%)
Dodges: 98 (~4.9%)
Miss: 35 (~1.7%)
Hit: 1670 (~82.9%)
Crit: 87 (~4.3%)
Total: 2014

Looking at just the Mana Feeders (level 70s):

Parries: 15 (10%)
Dodges: 36 (24%)
Miss: 2 (~1.3%)
Hit: 94 (~62.6%
Crit: 3 (2%)
Total: 150

Clearly these are not large enough to be statistically valid, but it does show that 3 hit and 5 weapon skill is not sufficient to avoid misses on level 70 mobs. Next time I respec I will put points into Weapon Expertise (another +10 weapon skill), and see what that yields.

I suppose it is also possible the Mana Feeder's have an altered hit table. They account for a 3rd of my dodges, yet they are only 7.5% of my sample set.

Last edited by Galatea : 05/10/07 at 6:10 PM.

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Old 05/10/07, 7:08 AM   #223
Nekali
Joe Glass
 
Blood Elf Death Knight
 
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Seeing all this new haste rating gear from BT, would it be too far fetched to assume that there is a fight waiting within BT which actually requires some amount of haste rating on some or all players? Place a debuff that drains a fixed amount of mana/life every second and regain some health/mana on every "attack made"/"spell cast"/"mana spent in a regular fashion". The more haste you have the easier this mechanic is to overcome. A new kind of resist fight.

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Old 05/10/07, 7:43 AM   #224
Roywyn
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Roywyn
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I don't think there will be a fight that requires haste rating. I can't figure a mechanic that forces players to stack haste rating either.
Espeially considering that it takes ~11 haste / ~21 spell haste for a 1% increase, it would take 200-400 haste rating for a significant 20% speed increase, a pretty high bar.

Before BC, there were only a few sparse weapon procs (Empyrean Demolisher) and trinkets (mage/paladin BWL trinket, Kiss of the Spider) that provided haste.
Now they've added a couple more procs (some weapons and trinkets) and the player base welcomed them. So they just just decided to add the raw stat here and there and see how it's going going to be accepted or not.

Think about it like spell hit that was introduced about 2 years ago. A new stat that was present here and there, it become a very popular stat and no fight forced using it.

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Old 05/10/07, 6:41 PM   #225
Sagerix
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Originally Posted by jaske View Post
In other news Nihilum killed Najentus and Supremus "legit" and got some new loot, up at their website or WoRaids.
A bit of a tangent, but doesn't it strike anybody else as odd that mmo-champion is referring to this as a double world first kill? I don't want to downplay Nihilum, but since when is a PTR kill considered a world first? I know, it's just one website but I was curious if it piqued anybody else's interest.

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