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09/29/09, 11:17 AM
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#8566
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Swapping Offhand weapons
This is off the subject but ive been looking for information with reguards to Swapping the Offhand weapon, i have no idea how this works, my only guess would to have 3 daggers, your MH would have instant poision, and 2 OH, 1 with deadly and 1 with instant, then after each envenom swap the deadly OH for the instant OH while the envenom proc is in affect, then switch them back after the proc is dead... rinse and repeat? Im also guessing this is for a ruptureless cycle, proally a 51/18/2 and the with the extra combo points in CQC and Lightning Reflexes? if any1 has any information about this mutilate spec please let me know, thanks.
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09/29/09, 12:45 PM
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#8567
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I have gone through this thread in a effort too find an answer too my question but have had no luck as of yet. So, I currently have the Ancient Pendant of Arathor equipped in the neck slot of my rogue. Whenever I have used RAWR or a spreadsheet they show that the Broach of the Wailing Night is a better option with my current gear. In game everything seems too contradict this. The only upgrade it gives me is a slight boost too crit percent, about .4-.5%, my other stats all drop some. So I guess my question is, with my current gear why would they recommend this? I can't seem too find any reason too do this. When I have tested it in raids and on dummies my overall dps is higher with the pendant. In raids my dps will average around 6-6.5k with the Pendant and drops a small amount, maybe 100, with the Broach. Sorry if this question seems stupid but I am curious about this so that I can optimize my performace while doing the slow process of obtaining BiS gear.
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09/29/09, 1:12 PM
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#8568
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Originally Posted by FrnZ
actually, hit is overrated. i'm running with 110 hit (far away from cap) and usually i miss two or tree hits for white damage, and one or two for skills.
later, i'll edit this post and add some recounts to proof this
maybe im having luck, but even in raid environment i have very short ammount of miss.
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I'd love to see some proof of this. I was under the impression that hit was king until capped, and I personally would never want to be under hit cap. #1. Missing white hits means potential rage starvation (not terrible but if the miss comes at a bad time). #2 Missing yellow hits means wasted GCD, especially if rend misses and you have to reapply which also means that you push your overpower procs back. What I'd like to know, do the added stats you are able to stack make up for the loss in dps for being that far under the hit cap?
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09/29/09, 1:43 PM
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#8569
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Absolute Arms
Orc Warrior
Hellscream (EU)
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Probably being very close to the hit cap is not that bad in therms of rage generation and such. The only thing you should consider in therms of dps is the benefit of X rating of hit compared to other stats. If you only need 2 hit rating to cap, and you use a 20 hit gem your hit SEP for that gem is very low and the equivalent STR or Crit could give a better dps increase. This doesn't change the fact that those pts of hit could be worth 1.5 times the other stats.
For a big sample of hits (or longer fights) hit is surely point per point a big increase in dps, probably the highest with current tier gear if you are under cap. For shorter fights is a bit more random since the difference between 1 and 0 misses could be a lot more than showed in the tooltip. Since the minimum step could be much higher, the drop you could have in an unlucky situation could be more than the benefit of few more stats. However across multiple fights you should have a balance (bigger sample, smaller deviation).
It's often down to player preferences when the trade off is something like being at -2 or +16 from the cap, but that doesn't change the value of hit in the long therm.
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ArP Whore
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09/29/09, 1:58 PM
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#8570
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It'll take a lot more than rage and muscle...
Mulack
Orc Warrior
No WoW Account
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Originally Posted by hellord
Probably being very close to the hit cap is not that bad in therms of rage generation and such. The only thing you should consider in therms of dps is the benefit of X rating of hit compared to other stats. If you only need 2 hit rating to cap, and you use a 20 hit gem your hit SEP for that gem is very low and the equivalent STR or Crit could give a better dps increase. This doesn't change the fact that those pts of hit could be worth 1.5 times the other stats.
For a big sample of hits (or longer fights) hit is surely point per point a big increase in dps, probably the highest with current tier gear if you are under cap. For shorter fights is a bit more random since the difference between 1 and 0 misses could be a lot more than showed in the tooltip. Since the minimum step could be much higher, the drop you could have in an unlucky situation could be more than the benefit of few more stats. However across multiple fights you should have a balance (bigger sample, smaller deviation).
It's often down to player preferences when the trade off is something like being at -2 or +16 from the cap, but that doesn't change the value of hit in the long therm.
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It's probably common sense, but not all fights involve level 83 bosses too. You'll do ok on a damage meter when there's lots of trash or adds to contend with because you need less hit rating for the lower level mobs. However, in fights where the mobs are only level 83 (like the twin valkyr), you are almost always better off making sure you're within 20 of the hit cap over the course of a 5 minute fight (sure you may win the lotto and never miss, but that's not a good long-term strategy). Missing an overpower, juggernaut-fueled MS, or other special attack is a pretty big dps loss, in addition to the rage, proc uptime and rotation issues you run into with misses.
Vegetablesui, you can figure out the relative value of hit vs other stats in the dps spreadsheet landsoul's put together (it's an average based on your current gear, which should be directionally correct for longer fights). In Frnz's/Faustina's case he's losing about 20 dps by gemming for crit instead of hit on his polearm for example. Edit: Actually just swapping from his next highest stat (armor pen) to hit in his yellow sockets, he gains over 50 dps according to the spreadsheet.
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09/29/09, 1:59 PM
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#8571
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Piston Honda
Orc Warrior
Blackrock (EU)
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actually, hit is overrated. i'm running with 110 hit (far away from cap) and usually i miss two or tree hits for white damage, and one or two for skills.
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Hit is fine, but it loses weight in short fights - I think this was what you actually meant by saying "hit is overrated". The problem with beeing under the cap is: sometimes you're doing better because you're lucky and don't miss anything or only a few hits, because as Arms you doesn't hit that much times compared to rogues or Fury's , sometimes you do equally, but sometimes you have that bad RNG that you lose very much by missing some crucial hits.
Therefore it is on the long way and in longer fights especially, not recommended to be undercaped. I would for example only do it, if it would mean I'm ArP caped, but I won't go for more than 1% miss, because this can - again - bring some bad luck and destroy your cycle (and therefore DPS) for some time (coming to mind Sunder Armor, Rend etc.).
Last edited by Kaan : 09/29/09 at 2:09 PM.
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09/29/09, 2:10 PM
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#8572
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Originally Posted by Fellwraith
Vegetablesui, you can figure out the relative value of hit vs other stats in the dps spreadsheet landsoul's put together (it's an average based on your current gear, which should be directionally correct for longer fights). In Frnz's/Faustina's case he's losing about 20 dps by gemming for crit instead of hit on his polearm for example. Edit: Actually just swapping from his next highest stat (armor pen) to hit in his yellow sockets, he gains over 50 dps according to the spreadsheet.
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I was mostly trying to figure out why he believed that being so under hit cap was beneficial. I know that being slightly under-capped is not necessarily a bad thing, but he isn't just slightly under capped. There is no way to overcome having that low of hit rating with other stats. My excel was broke this morning or i would have run it through myself.
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09/29/09, 2:29 PM
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#8573
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Glass Joe
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Originally Posted by mjball
Chaos bolt has both higher DPET than incinerate, and a cooldown. Therefore, regardless of backdraft, chaos bolt has a higher priority than incinerate.
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Cool! Tyvm!
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09/29/09, 3:26 PM
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#8574
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Banned
Night Elf Druid
Neptulon (EU)
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HI guyz..i am a new here and i want to ask 2 questions..
FIrst of all i would like to know about the 2T8.5 bonus of rip that extend its period...Does that mean that rip causes more damage per tick or rip is able to do a certain amount of damage and it just extends its period?Thx in advance
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09/29/09, 4:00 PM
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#8575
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Rotation
What is the best rotation for a destro lock? I cant seem to get very good dps and it just doesnt make sense to me.. My gear isnt half bad for a newer 80.
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09/29/09, 4:46 PM
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#8576
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Glass Joe
Night Elf Rogue
Hellscream
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2-pc T9 Bonus Buffed?
Was the T9 2-piece bonus buffed at all to allow easier migration from T8.5 or are most rogues effectively screwed and stuck with waiting for 4-pc T9-258?
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09/29/09, 9:00 PM
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#8577
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Von Kaiser
Blood Elf Hunter
Un'Goro (EU)
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u sooo stupit u mis first p[rost ok
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09/29/09, 10:08 PM
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#8578
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Hi Dru,
Can you please tell me how you put your UI together?
Thank you....
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09/29/09, 10:33 PM
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#8579
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Glass Joe
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Originally Posted by landsoul
That gives me absolutely nothing to go on. you must have over-capped your ArP with it or something.
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My mistake, it appears the spreadsheet kept the 3 sockets from Titanium when I switched over to T9.
Great spreadsheet btw
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09/29/09, 11:52 PM
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#8580
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Glass Joe
Night Elf Death Knight
Dath'Remar
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Originally Posted by Kagekami
Heh, you could have formed a complete sentence at least. The unitframes look rather Pitbully to me. ( Pitbull4 - Curse)
Castbarmod is most likely ACB. In any case, the effect you see in the screenshot can be achieved with ACB as far as I'm aware. ( AzCastBar - Curse)
I'll edit the font name in once work releases me from it's cold icy clutches.
This can be done with PowerAuras, requires a bit of fiddling but gives a quite viscerally visual experience once sorted, and it's highly configureable. ( PowerAuras - Curse)
If you want something simpler, I'd recommend NeedToKnow, it allows you to select a few key buffs/debuffs to track and gives you "cast bar style" lines for it. ( NeedToKnow - Curse)
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Hey there, thanks immensely for this - I had a tinker with Power Auras last night and it is awesome - love the way you can customize it and it is exactly what I was after.
Thanks again you've been very helpful
cheers
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