You can (and should) add the attack power manually (the flag is just for the proc), but the easiest place to do it is under enchants instead of as agi (since the agi also provides crit). The other thing that's changed since I posted what you quoted is that I updated the sheet to refect the fact that there no longer partial resists which works out to be a bit more than a 6% boost to the proc.
Thanks. Doing it your way is a 385 dps increase for normal BB over Heroic Bloodvenom. Why do I feel a nerf coming....
So, ive been playing around on my ret on PTR and i cant help but feel like its a complete mess.
i never feel like im doing optimal dps because im either wasting potential dps by leaving the filler spells (Judge/consc/exor/HW) out of CD for way too long or im wasting potential HPower by delaying crusader strike a split second when trying to squeeze the filler spells in the main "rotation".
unlike other dps classes we are not limited by resources so every second we are not dealing damage with our main ability (cs) to generate Holy power, which then snowballs into more dps, we are losing alot of potential dps.
a rogue can delay his sinister strike to use another ability as long as he does not go over max energy.
same thing with cat and warrior even hunters now have focus.
DK's suffered from something similar, where leaving a rune out of cool down was a dps loss, now in cata they made it so that runes of the same type wont recharge simultaneously. allowing them to delay rune usage without losing dps.
so, sooner or later they will need to do something about ret as well. they should have done it with holy power but they failed and gave us combo points instead.
so i went ahead and thought of something:
how about removing cd on CS and having charges on it instead?
like, we start with 2 or 3 charges and using CS uses up 1 of them and you recharge 1 each 4.5 sec (decreases with haste just like the current CS's cd does)
this way not only we have a much more interesting ability but are now allowed to delay our cs w/o a major impact on our dps.
the number of potential CSs per min is the same, but we can use them in a more dynamic way.
Ultimately, i think, Ret would feel way less frustrating and messy.
the only issue i see right now, is maybe burst damage in pvp, but considering ret is so crappy right now, it would probably be ok.
I was wandering how does the old Mongoose enchat would compare to Berserking at level 80 considering how we now scale with Haste?
I know the enchants haste component is rather weak. What i dont know what is its exact uptime or proc rate as i have not used them since TBC.
I was trying to do some testing with it on the PTR or Beta and while i managed to gather the mats for it i could not find a single enchater capable of doing it. And at this time i still dont know how to calculate the SEP value of Haste compared to AP for 4.0.1.
Thanks in advance if anyone could actualy test this or at least do the math.
well, you could use f.e. [Black Bruise]. It has no agi but a nice procc. With a little bit luck they don't remove the ap from this because of the lack of agi (there will be some agi-less blacksmith weapons in cata).
Any one seen this item on the PTR yet to verify the stat change?
If I'm understanding this right, that's how it's always worked, and it's just a quirk of the rune system, not a bug. You will always use the 'natural' rune cost first for an ability, and then it will simply go in order with death runes.
By natural rune cost you mean unholy rune? If yes then it's perfectly fine of course. What I mean is after unholy (natural) runes are spent system always uses converted blood runes first instead of pair which is closest to complete filling which would make more sense I think.
I saw the recomendation of 4+ finishers for assassinations rogues, i understand why we should do it in the mutilate phase, but why the same 4+ in the backstab phase?Is it because of seal fate?
Presumably Backstab is going to crit 15% more than mutilate (but with no off hand component). Assuming a 55% melee crit chance (70% mutilate, 85% backstab), Mutilate will have ~18.9 energy per combo point (if glyphed), and backstab will have about 13.9 energy (glyphed) per combo point cost, factoring in seal fate procs.
Not only will backstab provide better damage per energy, but also better damage per combo point, better combo point per energy (means faster combo point generation) at execute phase.