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Old 04/11/07, 10:56 AM   #16
Sakkce
Glass Joe
 
Troll Rogue
 
Emeriss (EU)
Last 2 resets I was at Moroes I didn't get hit by rupture at all so I'm unable to tell you more. Nightmare Pollen ( http://www.thottbot.com/?sp=28721 ) was the first thing where I noticed this odd behaviour.

This shouldn't be hard to test in duel with another rogue doing Garrote or Rupture on you. I don't have WoW on this computer at this moment but I'll try it later when I get back online.

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Old 04/11/07, 11:43 AM   #17
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
Originally Posted by Sakkce View Post
This shouldn't be hard to test in duel with another rogue doing Garrote or Rupture on you. I don't have WoW on this computer at this moment but I'll try it later when I get back online.
No, the difference is that a rogue's Rupture is shown as "You suffer x physical damage by Player X's Rupture." whereas on Moroes, the Player X part is missing.

Therefore it *could* be affected by Murder, whereas the rogue's Rupture most certainly isn't (that is of course, you have specced Murder, and you are the victim of the debuff).

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Old 04/11/07, 11:53 AM   #18
Tyvi
Never, Mags. Never!
 
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Human Death Knight
 
Turalyon (EU)
Originally Posted by sp00n View Post
No, the difference is that a rogue's Rupture is shown as "You suffer x physical damage by Player X's Rupture." whereas on Moroes, the Player X part is missing.

Therefore it *could* be affected by Murder, whereas the rogue's Rupture most certainly isn't (that is of course, you have specced Murder, and you are the victim of the debuff).
Was Moroes dead after you checked the log? When a mob dies and you still suffer damage from one of the mob's spells or dots my combat log (SCL) doesn't show the caster anymore.

For example:

"[200] Garrote [You] 1000" instead of "[Moroes] Garrote [You] 1000".

And no, I don't know why it says [200] there instead of [Unknown]. >_>

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Old 04/11/07, 2:40 PM   #19
tedv
Observation: I am awesome
 
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Goblin Priest
 
Mal'Ganis
Originally Posted by tok3n View Post
One thing that I've been puting some thought into is whether Improved Eviscerate would be a waste as, at least according to the dps spreadsheet, I would often be using Rupture as a finisher. I wouldn't know where to put those points, however. Possiblity into poisons. Any thoughts?
Can you always count on a feral druid in your raid for Mangle to boost your Rupture? If you can, I think your intuition is spot on-- anything will be better than improved eviscerate in that situation (rupture immune bosses excepted, of course, but that's not most of them).

Without a feral druid, improved eviscerate looks better because while it's not always the best move, it at least provides a consistent benefit. An eviscerate is never wasted damage the way a rupture at 5% or slice and dice on the last trash monster would be.

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Old 04/11/07, 3:20 PM   #20
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by tedv View Post
Can you always count on a feral druid in your raid for Mangle to boost your Rupture? If you can, I think your intuition is spot on-- anything will be better than improved eviscerate in that situation (rupture immune bosses excepted, of course, but that's not most of them).

Without a feral druid, improved eviscerate looks better because while it's not always the best move, it at least provides a consistent benefit. An eviscerate is never wasted damage the way a rupture at 5% or slice and dice on the last trash monster would be.
It's true that ruptures in the last 5% are wasted... but that's sort of an edge case. What's far more important is the sustained rotation. Regardless of what you're using for the majority of the fight, you obviously want to drop an eviscerate (or, depending on talent spec, envenom) as your last finisher of the fight. Earlier in the fight, though, you can use all your finishers with impunity, and, in general, rupture tends to be superior to eviscerate with or without a feral druid on hand.

The other side of this is that imp evis just doesn't add that much sustained dps in the first place. Assume for the moment that you're using Evis as your main non-SnD finisher. As a combat swords rogue you'll be dropping an evis once every 30 sec or so (assuming a rotation of 5s/5e). Even if you have 3000 AP (which is about where I top out with full raid boffs) and a 30% crit rate, your average evis is going to land for about 1700 damage, so imp Evis is going to add at *most* 255 damage.

Compare to, say, the same 3 points in improved poisons. Lets assume that you're going to have WF MH and thus poison only on your OH. Well, a typical combat rogue with SnD + some other assorted haste effects and a fast OH is going to be attacking about once a second with the OH weapon, and thus in the same 30 seconds are going to be launching about 30 attacks. With precision and a reasonable amount of hit rating, at least 25 of those will be hitting, meaning that the extra 6% chance to apply poisons is going to add 1.5 poison procs or so, and 1.5 poison procs with either instant or deadly poison is at least 255 damage.

The conclusion here? On any mob not poison immune, Imp Poisons adds at least as much damage as Imp Evis, even if you're using Evis as your main finisher. Hence, from a sustained raid dps perspective, Imp Evis is only the superior talent for bosses that are immune to *both* poisons and bleeds, which are pretty rare on the whole. Now, this is not to say that Imp Evis doesn't have it's uses in pvp and grinding and whatever... but from a raid dps perspective, imp poisons is just plain better. In my opinion, the optimal raid dps swords build is 20/41: http://www.wowhead.com/?talent=f0eboxLZMIVobVzxMGot

Last edited by Aldriana : 04/12/07 at 1:07 AM. Reason: Correcting talent calc link; took wrong poison talent initially

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Old 04/11/07, 11:24 PM   #21
tok3n
Glass Joe
 
Troll Rogue
 
Fenris
Aldriana,

I have a few questions about the optimal spec for lvl 70 rogue combat swords PvE end game raid spec.

First off, why 4 points in Vile Poisons instead of Improved Poisons? Do you have any numbers to illustrate, because I know you love numbers?

Secondly, why 1 point in Endurance and 2 in Improved Sprint? Is that for PvP? Would better use be 2 in Deflection (to open the next teir) and 1 in Nerves of Steel (to get 35 points to open Combat Potency)? And let say we go with Endurance and Improved Sprint, why did you choose 1 in Endurance and 2 in Improved Sprint and not visa versa?

Also, do you have any thoughts on Parry vs Dodge? Am I correct to say that since they are using a one roll combat table that values of parry and dodge don't really "work off of each other" in a mutiplicative fashion as I had in an example in my original post?

Anyone want to chime in on what they think is the ideal spec for lvl 70 rogue combat swords PvE end game raid?

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Old 04/12/07, 1:06 AM   #22
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by tok3n View Post
First off, why 4 points in Vile Poisons instead of Improved Poisons? Do you have any numbers to illustrate, because I know you love numbers?
Because I misclicked when making that profile. 4/5 Imp Poisons is correct. I'll edit the post.

Secondly, why 1 point in Endurance and 2 in Improved Sprint? Is that for PvP? Would better use be 2 in Deflection (to open the next teir) and 1 in Nerves of Steel (to get 35 points to open Combat Potency)? And let say we go with Endurance and Improved Sprint, why did you choose 1 in Endurance and 2 in Improved Sprint and not visa versa?
There are a fair number of snares that come up in heroics and raids. Aran's slow before arcane explosion, for instance. It also breaks stuff like mind flays, which I find pretty useful. In pre-BC raiding, I found it quite useful on Anub'rekhan, Heigan, and C'thun, among other places. I just like it as a general utility talent - helps you get back in fights faster, and while you're snared you're not dpsing.

As for why 2/2 imp sprint and 1/2 endurance: Because 1/2 imp sprint is far less useful. A 100% snare break strikes me as vastly more useful than a 50% snare break.

Admittedly, both the points in imp sprint and endurance are somewhat subject to your personal preferences. There aren't any dps talents to be taking, so it's sort of "pick your favorite utility talent" time. For me, it's imp sprint and endurance. If you have your own preference, by all means, go for it. Filler is filler.

Also, do you have any thoughts on Parry vs Dodge? Am I correct to say that since they are using a one roll combat table that values of parry and dodge don't really "work off of each other" in a mutiplicative fashion as I had in an example in my original post?
It is one roll as best I understand it, so from a mitigation perspective they're equal. Since Parry resets your swing timer, it has some chance of giving a dps boost so is slightly better. However, my philosophy is that in raids, if anything is targeting you, you should be blowing a cool to fix this - whether it be evasion or CoS to mitigate it, or vanish to dump aggro. So I focus on improving my cooldowns rather than my passive defenses, as that's what's gonna keep you alive in raids. Hence, Imp Sprint and Endurance.

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Old 04/12/07, 2:53 AM   #23
tok3n
Glass Joe
 
Troll Rogue
 
Fenris
Aldriana,

So I assume you calculate the dps gain of +8% to poison application (Improved Poisons) > +16% poison damage (Vile Poisons)?

Have you played around with Nerves of Steel? I wonder, compared to Improved Sprint and Endurance, how effect it is in end game raid boss encounters. That is to say, does it have much utility, ie. it will in fact aid in resisting that boss fear or stun and thus help you maintain dps better.

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Old 04/12/07, 3:08 AM   #24
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by tok3n View Post
Aldriana,

So I assume you calculate the dps gain of +8% to poison application (Improved Poisons) > +16% poison damage (Vile Poisons)?

Have you played around with Nerves of Steel? I wonder, compared to Improved Sprint and Endurance, how effect it is in end game raid boss encounters. That is to say, does it have much utility, ie. it will in fact aid in resisting that boss fear or stun and thus help you maintain dps better.
Well, Deadly Poison has a proc rate of 30%, so increasing that to 38% is a 26.7% increase in poison damage dealt. IP is base 20%, so 4/5 Imp Poisons is a 40% damage boost - both of which are significantly larger than the 16% from vile. If Envenom were worth using, it'd be closer, but as it's not....

As for Nerves of Steel - I've debated it, but there really aren't enough mobs that stun/fear to make it seem worthwhile to me. I think I get more use out of Imp Sprint/Endurance, but, again, whatever works for you. I mean, yeah, if it kicks in it's a huge dps boost (assuming the tank also avoids getting feared), but with the limited number of mobs that fear and the fact that you're still gonna get feared 90% of the time... ::shrug::

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Old 04/12/07, 3:11 AM   #25
koaschten
In the rear with the gear!
 
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Troll Rogue
 
Khaz'goroth (EU)
Aldriana, dont forget, once you have a 5stack DP ... well you have a 5 stack and that doesnt increase dps beyond making sure it doesnt run out.
Agreeing on the Nerves of Steel point, i prefer to get feared and not die to get not feared, the tanks does get feared and i am a squishy doing zero dps the rest of the encounter.

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Old 04/12/07, 3:25 AM   #26
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by koaschten View Post
Aldriana, dont forget, once you have a 5stack DP ... well you have a 5 stack and that doesnt increase dps beyond making sure it doesnt run out.
Agreeing on the Nerves of Steel point, i prefer to get feared and not die to get not feared, the tanks does get feared and i am a squishy doing zero dps the rest of the encounter.
Yes, Deadly Poison can cap out, although I often have windfury on one weapon, and when I don't I use 1 deadly 1 instant, and deadly on one weapon tends not to cap out too often so my inclination is to say that Improved Poisons is probably better. Though, to be honest, I've never done a detailed study of how Deadly Poison stacks up and rolls off, so I can't totally guarantee that. I suppose I should test and model that one of these days.

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Old 04/12/07, 3:50 AM   #27
tok3n
Glass Joe
 
Troll Rogue
 
Fenris
Aldriana,

With the spec that you posted, would you be doing a cycle of 5 sinister strikes, 5pt SnD, 5 sinister strikes, 5pt rupture/eviscerate? Is that what the dps spreadsheet calls 5s/5r? I'm not up with the abbreviations for cycles.

What about the old 3 sinister strikes, 3pt SnD, 5 sinister strikes, 5pt SnD, 5 sinister strikes, 5pt rupture/eviscerate? Not sure how you would abbreviate.

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Old 04/12/07, 4:11 AM   #28
koaschten
In the rear with the gear!
 
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Troll Rogue
 
Khaz'goroth (EU)
Any combat non-dagger specc with combat potency and a decently fast offhand (<=1.5) will have enough CP procs to supply enough energy to sustain a 5 slice and dice, 5 eviscerate/rupture cycle. A combat dagger spec will move up to 3 snd, 5 snd, 5 rupture/eviscerate

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Old 04/12/07, 4:15 AM   #29
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
General word on syntax: the number denotes the number of combo points, the letter stands for which finisher - s = SLice and Dice, e = Eviscerate, and r = Rupture

3s/5s/5r (the last cycle you describe) is massively inferior - it's what you use if you don't have the energy regenration to do 5s/5r. With combat potency and a fast offhand, you *do* have the energy to do 5s/5r, so there's no reason to use 3s/5s/5r.

I'm pretty sure 5s/5r (or some variant thereof) proves to be optimal. With enough +hit, haste, and a fast OH, you can start cutting combo points out of the slice and dice and do 4s/5r and the like. In fact, I think with the Netherblade 2-piece bonus, you can get down to 1s/5r as a sustainable cycle. Now, at some point, I suspect some other cycle becomes optimal instead, but I'm not sure what that might be. To be honest, though, I haven't studied it lately - Netherspite refuses to cooperate, so I'm stuck using daggers until either he shows me some love or we get around to Tidewalker (which, at current rate of progress, may be a while).

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Old 04/12/07, 4:19 AM   #30
koaschten
In the rear with the gear!
 
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Troll Rogue
 
Khaz'goroth (EU)
offtopic: Aldriana, check Kazzak loot table

on the topic of 1s/5e or 1s/5r , id rather try to sustain a 5s/5r/5e cycle

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