EDIT: The following build is obsolete now that the "second-take" talent review has moved opportunity to tier 1 sub.
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Alternate title: How 1.12 and weapon expertise will save combat daggers
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First off, a brief introduction since this is my first post on these boards. I play a Dwarf rogue on the PvP Laughing Skull server, and am part of a raiding guild that has cleared through Thaddius. I'm an avid fan of rogue theorycraft, so upon discovering these boards I was immediately hooked. That said I would love to join in on the discussion and contribute to the enjoyment of our favorite class. Since this post is kinda huge I didn't want to gum up the rogue review thread and decided to create a new one.
A disclaimer about this post: this post is about daggers. I love daggers and use daggers whenever possible. This means I don't always have the best SS weapons available, since I'd much rather upgrade my daggers. Therefore, I'd like to get the most out of my daggers, particularly when raiding. With this in mind, I'll be avoiding quantitative comparisons between combat dagger builds and combat SS builds.
In this post, I compare two builds, the "original recipe"
16/25/10 combat daggers build (what I'm currently specced), and the "extra crispy"
11/31/9 combat daggers guild that will be possible in 1.12. This new build sacrifices a couple "bread and butter" talents from combat daggers (Lethality and one point in Opportunity) in exchange for another point in dagger spec, weapon expertise, and AR.
To analyze these two specs, I used my stats with raid buffs (including battleshout, BoK, and mongoose): 36% crit, 14% hit, and 1545 AP. My weapons are a Pugio and DFB (nothing better has dropped:(), resulting in an average white hit (tooltip damage) of 291 for the main hand and 224 for the off hand. The exact stats and weapons used aren't very important for this discussion.
I also used the following simplifying assumptions to compute dps:
SnD is kept up all the time, all energy spent on backstabs (reasonable for 2/3 imp SnD)
No cooldowns used (yet!)
10% enemy dodge rate (although I considered dodge it has little impact on the below results)
40% chance of glance, 30% damage reduction without +skill (I assume that boss dps is what we care about)
No armor mitigation
WHITE DPS
16/25/10
Unmodified white dps is given by (average tooltip damage)/(weapon speed)*(1.2 SnD bonus) for each weapon. For my setup this is (291/1.7+224/1.8)*1.2 =
355 dps. However, this unmodified swing can either crit, miss, get dodged, glance, or just "hit", so a modifier coefficient "M" needs to be included. This coefficient M is the sum over the probability for each type of hit times its respective damage multiplier. For the 16/25/10 build using my stats:
Probability of crit: 36% (2.0 multiplier)
Probability of miss: 10% (0.0 multiplier)
Probability of dodge: 10% (0.0 multiplier)
Probability of glance: 40% (0.7 multiplier)
Probability of hit: 4% (1.0 multiplier)
M = (0.36*2.0 + 0.10*0.0 + 0.10*0.0 + 0.40*0.7+0.04*1.0) =
1.04
White dps for 16/25/10
[top] M*(unmodified white dps)
1.04 * 355 dps =
369 dps
11/31/9
For the 11/31/9 build, we get an extra crit from dagger spec, a little crit, hit, and dodge mitigation from weapon expertise, and a increase in the glancing blow modifier:
Probability of crit: 37.2% (2.0 multiplier)
Probability of miss: 9.8% (0.0 multiplier)
Probability of dodge: 9.8% (0.0 multiplier)
Probability of glance: 40% (0.85 multiplier)
Probability of hit: 3.2% (1.0 multiplier)
M = (0.372*2.0 + 0.40*0.85 + 0.032*1.0) =
1.116
White dps for 11/31/9
[top] M*(unmodified white dps)
1.116 * 355 dps =
396 dps
YELLOW DPS
16/25/10
For a 10% dodge rate, for every 9 backstabs that land there is one that is dodged, meaning you get 9 backstabs for 9*60 + 1*12 = 552 energy, or one backstab for 552/9 = 61.33 energy. The backstab rate is therefore 10/61.33 = 0.163 /s. Backstab damage depends on the mainhand weapon and AP, as well as the number of points in opportunity. For a pugio, 1545 AP and 5/5 opportunity, the average backstab hits for 793. The unmodified yellow dps is the backstab damage times the backstab rate, or 793*0.163 =
129 dps. Again, an M coefficient needs to be constructed to convert unmodified yellow dps into actual yellow dps. (since dodges have been taken into account we only care about backstabs that land)
Probability of crit: 66% (2.3 multiplier with lethality)
Probability of hit: 34% (1.0 multiplier)
M = (0.66*2.3 + 0.34*1.0) = 1.858
Yellow dps for 16/25/10
[top] M*(unmodified yellow dps)
1.858 * 129 dps =
240 dps
11/31/9
The slight decrease in dodge rate due to +skill results in a negligible increase in backstab frequency. Average backstab damage goes down slightly because of one fewer point in opportunity, to 793*1.16/1.2 = 767 damage. Unmodified yellow dps becomes 767*0.163 =
125 dps. "M" changes because we add a little crit but reduce the crit bonus by dropping lethality.
Probability of crit: 67.2% (2.0 multiplier with lethality)
Probability of hit: 32.8% (1.0 multiplier)
M = (0.672*2.0 + 0.328*1.0) = 1.672
Yellow dps for 11/31/9
[top] M*(unmodified yellow dps)
1.672 * 125 dps =
209 dps
TOTAL DPS
Total dps for 16/25/10: 369 + 240 =
609 dps
Total dps for 11/31/9: 396 + 209 =
605 dps
The extra crispy 11/31/9 build loses 13% yellow dps and gains 7.3% white dps compared to the 16/25/10 build, overall sacrificing 1% total dps before cooldowns. This picture is reversed when one considers the effect of AR. AR can be conservatively modelled as double yellow dps for 15 seconds over a 6 minute fight, or a dps gain of 209*15/360 = 9 dps for the yellow dps value given above. This brings the total 11/31/9 dps to
614 dps, greater than that of the 16/25/10 build. In reality, AR contributes a larger fraction of dps because a) it can be stacked with Earthstrike/Jom Gabbar, b) fights don't last exactly 6 minutes, c) AR gives you combo points that add dps. Also, it should be noted that blade flurry benefits 11/31/9 more because it's effectively a multiplier to white dps.
CONCLUSION
On paper, 11/31/9 will be a better combat daggers build than 16/25/10 come 1.12. First, it offers better dps in raid boss encounters, as shown above. Second, the inclusion of AR is of enormous benefit for fights requiring "burst" dps (huhu, Ouro, C'thun, Maexxna). Also, the build is slightly more versatile (arguably) since it frees up 2 points in combat for a "fun" talent (improved sprint, endurance, or improved kick), and AR is useful for both PvP and solo PvE. Finally, the 11/31/9 build with an SS weapon can be played similarly to an SS combat build in PvP or small scale PvE; it loses weapon spec (although you can offhand a dagger), lethality, riposte, imp. evis, and agression, but gains 4 "fun" combat talent points and MOD.
Because of the possibility of the 11/31/9 build, the 1.12 review is a net positive for raiding dagger rogues, since it will increase our raid dps and our non-raid versatility.