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04/12/08, 5:27 PM
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#2626 (permalink)
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Glass Joe
Human Rogue
Emerald Dream
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Originally Posted by Feist-Mok
Why not? at a number of gear levels and sets, hit is basically = to agility. At that point, Kings is indeed enough to make it better to gem for agi.
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As well, if you have the sheet set to consider the defensive value as well as the offensive value the agility will increase dodge as well.
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04/12/08, 5:34 PM
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#2627 (permalink)
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Soda Popinski
Night Elf Rogue
Proudmoore
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Originally Posted by koaschten
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Yes. I'm pretty sure it's not going to prove to be optimal, but it should be in the sheet anyway. I recently picked up a couple myself, but have been too busy with the Twin Eredars to do any testing.
Originally Posted by hordminion
Also the addition of the talent "Nerves of Steel" would be nice. 
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Problem with nerves of steel is that it has no quantifiable benefit of any sort. I mean, it's good on some fights and whatever, but there's no direct way to convert it's effect into damage or survivability in the general sense, hence the reason it's excluded.
Originally Posted by Tholofonos
I suspect that something wonky is going on with Blessing of Kings. When I have it enabled, suddenly my page turns from recommendations of Glinting and Rigid to Delicate and Glinting. An extra 10% agi is good, but there's no way it's *that* good.
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Why not? Depending on your gear/buff combination, Agi, particularly in weighted total, can be quite close to hit in overall quality; and 10% is plenty to nudge it from just below to just above the quality of hit, which would change the gem recommendations.
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04/13/08, 11:45 AM
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#2628 (permalink)
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Glass Joe
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Question: is there anyway to just update the current spreadsheet instead of d/ling a whole new one? Or at least save the gear that you have set from one version to the next... i don't like re-entering my gear over and over after each update...
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04/13/08, 11:48 AM
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#2629 (permalink)
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Von Kaiser
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This new spreadsheet (0.10) is recommending for me to use Vanir's right fist in my main hand over my vengeful sword and to keep my vengeful sword in my off hand.
So vanir fist main hand, vengeful sword off hand...speced with 5 points in each sword and fist spec? Thats supposed to beat out both vengeful weapons?
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04/13/08, 12:18 PM
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#2630 (permalink)
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Don Flamenco
Human Rogue
Sylvanas (EU)
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Originally Posted by coderego
This new spreadsheet (0.10) is recommending for me to use Vanir's right fist in my main hand over my vengeful sword and to keep my vengeful sword in my off hand.
So vanir fist main hand, vengeful sword off hand...speced with 5 points in each sword and fist spec? Thats supposed to beat out both vengeful weapons?
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Do remember to remove 4/5 Vile Poison if you're using a Fist/Sword spec!
It really depends on your gear, but for me Vengeful/Vengeful comes out at 2296.x vs 2293.x with Vanir's/Vengeful.
YMMV.
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Fans glory to the Gladiators,
Gods glory to the Heroes.
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04/13/08, 3:44 PM
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#2631 (permalink)
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Von Kaiser
Undead Rogue
Anub'arak (EU)
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Would it be possible to add a selectable 200 AP buff to reflect the Warglaive Set Bonus against Demons? Currently I hack it in if needed, but that's just not very comfortable.
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04/13/08, 3:53 PM
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#2632 (permalink)
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Glass Joe
Human Rogue
Emerald Dream
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Originally Posted by Trishnakovic
Would it be possible to add a selectable 200 AP buff to reflect the Warglaive Set Bonus against Demons? Currently I hack it in if needed, but that's just not very comfortable.
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A more elegant solution might be the ability to select the mob type of the boss. This would allow for talents like Murder and items like [Mark of the Champion] as well as the Warglaives.
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04/13/08, 4:50 PM
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#2633 (permalink)
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Soda Popinski
Night Elf Rogue
Proudmoore
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It's on the list. When I'll get to it is anyone's guess.
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04/13/08, 9:21 PM
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#2634 (permalink)
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Von Kaiser
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Would it be safe to assume that the new badge fist > talon of arashara for combat raid spec?
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04/13/08, 9:40 PM
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#2635 (permalink)
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Glass Joe
Human Rogue
Emerald Dream
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Originally Posted by PartNinja
Would it be safe to assume that the new badge fist > talon of arashara for combat raid spec?
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Given that you're posting in the thread for one of the spreadsheets I'd assume you know they exist, so my advice would be to plug it into the spreadsheet and see which is better.
With that said the fist appears to have better stats than the sword, both have very similar damage ranges, and the fist has a higher base dps. Given how close fist/sword and sword spec are I'd be willing to bet that the fist is an upgrade for you, but really check the spreadsheet that's what it's there for; to answer these kinds of questions.
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04/13/08, 9:42 PM
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#2636 (permalink)
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Piston Honda
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Originally Posted by PartNinja
Would it be safe to assume that the new badge fist > talon of arashara for combat raid spec?
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Nope. not safe at all if you're a human. Check the spreadsheet to find out exactly how it shakes for your gear because results do vary.
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04/13/08, 10:38 PM
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#2637 (permalink)
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Von Kaiser
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I didnt realise the new one was ready.
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04/14/08, 9:15 AM
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#2638 (permalink)
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Von Kaiser
Night Elf Warrior
Neptulon (EU)
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Btw, stupid question maybe, but the sheet assume you attack from behind right? =)
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04/14/08, 9:18 AM
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#2639 (permalink)
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Don Flamenco
Blood Elf Rogue
Magtheridon (EU)
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Originally Posted by mmaker
Btw, stupid question maybe, but the sheet assume you attack from behind right? =)
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Right (to both parts).
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04/14/08, 11:41 AM
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#2640 (permalink)
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Glass Joe
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So did i miss something about the Hit Cap changing? Since i remember it being 363 but on the spreadsheet my hit is at 319 and is showing up as red? Just wondering if i missed something or if there is a reason for this.
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04/14/08, 12:36 PM
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#2641 (permalink)
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Von Kaiser
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Originally Posted by Aroc10
So did i miss something about the Hit Cap changing? Since i remember it being 363 but on the spreadsheet my hit is at 319 and is showing up as red? Just wondering if i missed something or if there is a reason for this.
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You have improved faerie fire turned on which provides 3% to hit which isn't by default added to the main page. Dont remember off the top of my head what hit rating that equates to since im at school atm.
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04/14/08, 1:12 PM
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#2642 (permalink)
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Glass Joe
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kk sweet that fixed it i dont even remember filling that in but its no big 
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04/14/08, 1:46 PM
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#2643 (permalink)
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Von Kaiser
Night Elf Rogue
Lightbringer
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Yeah, rather than converting Improved Faerie Fire and Heroic Presence into Hit Rating and adding it to your character, I have those two buffs decreasing the MH and OH miss chance. The reason for this was 1) that's the way those buffs were originally wired into the sheet, and 2) they provide flat percentage changes that do not change with changing character level, so it seemed safer and more accurate to keep them in that form by merely lowering one's % to miss. Thus, enabling either of these abilities will effectively lower your hit cap rather than adding more hit to your character.
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04/15/08, 9:51 AM
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#2644 (permalink)
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Von Kaiser
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Imp FF vs level 73 mob:
15.77 * 3 = 47.31 making the hit cap with imp FF and spicy hot talbuk on: 295.69
Then another 15.77 for heroic presence: 279.92 hit cap with all of the aforementioned buffs.
Important note: don't gear yourself around this unless you know you'll always have imp FF and heroic presence.
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04/15/08, 1:49 PM
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#2645 (permalink)
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Vontre's Wingman
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Originally Posted by coderego
Important note: don't gear yourself around this unless you know you'll always have imp FF and heroic presence.
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I just want to contradict the last part of this statement - if you're using a viable alternative (namely you're gemming more for agility than hit), then you're better off assuming you'll have those buffs and gemming for that situation, than gemming assuming you won't, and overcapping when you do.
This of course, assumes that your gear is at the point where Agility is competitive with Hit point-for-point, and that you run the risk of overcapping with those buffs.
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Consistency. It's only a virtue if you're not a screwup.
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04/15/08, 4:23 PM
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#2646 (permalink)
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Glass Joe
Mensonges
Blood Elf Druid
No WoW Account
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Originally Posted by Shaker
This of course, assumes that your gear is at the point where Agility is competitive with Hit point-for-point, and that you run the risk of overcapping with those buffs.
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When does Agi becomes competitive with Hit? With high ArPen?
Where can I check the AEP values with my current set up in the spreadsheet? I can't find anything.
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04/15/08, 4:54 PM
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#2647 (permalink)
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Soda Popinski
Night Elf Rogue
Proudmoore
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Currently, there's no particularly user-friendly place to find them - you need to unhide the DamageCalcs sheet, whereupon they can be read off row 11. However, to get an idea of agi vs hit, you can look at the gem recommendations; most people will have a mix of yellow and red sockets, which will thus give some recommendations of glinting and some of rigid or delicate, and based on the relative scores you can get a sense of the relative values.
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04/15/08, 4:57 PM
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#2648 (permalink)
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Vontre's Wingman
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Well, the EASIEST way is to just socket 1 8agi gem and another 8hit gem next to eachother and compare values, but if you want the 'real' way to do it, you need to unhide the DamageCalc sheet and look at row 11, which holds the EAP (note, these are not agility equivalent points, but effective attack power points).
As for when they become competitive, check with the spreadsheet for exacts, but I know for a fact once you're in late T5/early T6, the difference is getting somewhat minimal. That assumes Blessing of Kings, of course.
Edit: That point will also heavily depend on your build, as well.
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Consistency. It's only a virtue if you're not a screwup.
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04/15/08, 5:09 PM
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#2649 (permalink)
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Glass Joe
Mensonges
Blood Elf Druid
No WoW Account
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Ahh, row 11, thank you. There were too many numbers I couldn't spot the info I wanted :p
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04/15/08, 7:31 PM
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#2650 (permalink)
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Von Kaiser
Human Rogue
Ravencrest (EU)
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Originally Posted by koaschten View Post
Any need for [Righteous Weapon Coating] testing?
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I tested it on Twins today, and I am not impressed. Considering 300 ap over 10 sec once a minute, thats 50 ap in average on 3000-3500 raid ap, which is about 1.5% increased damage, vs. Deadly poison which is about 5% of your raid damage. So all in all, and not totally accurate, its a 3-3.5% loss in damage vs. Deadly Poison.
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