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Old 09/09/07, 4:19 AM   #676
Neshalin
Free spirit
 
Night Elf Druid
 
Moonglade (EU)
Originally Posted by Aldriana View Post
1) If one of the two attacks of a Mutilate misses or is dodged, do you still gain 2 combo points?
The entire Mutilate sequence gets dodged (proof at 20:25'35.234). My hit rating isn't low enough to see misses on specials, but I presume it's the same.

2) If both attacks miss/are dodged, do you gain combo points? Is the energy for the attack (mostly) refunded, as is true for backstab/sinister strike/hemo?
You get 80% energy back, just like Backstab.

3) Is anyone aware of viable cycle propositions for Mutilate other than 4+ CPs with intelligent finisher selection?
With Ruthlessness and only one crit Mutilate, you can get 4 combo points a significant amount of the time. This complicates finding a cycle the most. I think intelligent finisher selection is indeed the best option, following these priorities:
- Slice and Dice whenever it's down, save up energy if it runs out in a couple seconds;
- Rupture whenever it's down, save up energy if it runs out in a couple seconds;
- Envenom if you have enough Deadly Poison stacked to get the full benefit, Eviscerate otherwise.

You'll want to wait for energy to get back-to-back Ruptures and to fit two Mutilates in the Find Weakness uptime (10 seconds, so only 100 energy regen). One generally only gets to use Envenom/Eviscerate after a Ruthlessness proc + crit Mutilate. Depending on gear it might be a better idea to just Mutilate a second time instead of dumping combo points in those finishers. I have two pieces T4 and two pieces T5, so I try to stick to 4-5s,4-5r,(4e),4-5r as much as possible. It might be worth calculating a shorter cycle 1-3s,4-5r.

Just so we're clear: I probably will not be integrating Mutilate into the main sheet; rather, I am currently thinking I will make a similar Mutilate sheet with roughly the same frontpage UI, that will only do computations for Mutilate builds. I will also probably not be updating it as faithfully as I do this one, but I do want to have at least a rough version of the spreadsheet so comparisons can be made.
I've been working on a Javascript simulator to get an idea of what Mutilate is capable of. It takes your raw stats, allows buff and talent selection and some basic options like whether to keep up Find Weakness, whether the mob is poison immune, and the like. I'm looking into adding at least a basic Armory import for raw stats and maybe implement some trinkets before calling the simulator fit for consumption. Let me know if you'd like a look at it.
 
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Old 09/10/07, 7:50 AM   #677
Grunge
Don Flamenco
 
Grunge's Avatar
 
Human Rogue
 
Kor'gall (EU)
I doubt one should EVER use envenom. Sure it's nice to see big numbers but with Deadly only on OH it will hardly refresh itself fast enough. Maybe if you use 1.4-1.5 speed OH but in my experience even that isn't fast enough.

As for viable cycles...it's pretty much 4+cp finishers. Although it might be possible that 3r is worth using (Ruthlessness+non-crit Mutilate or Crit Mutilate->Rupture.).

Fans glory to the Gladiators,
Gods glory to the Heroes.
 
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Old 09/10/07, 10:35 AM   #678
Mojofabulous
Piston Honda
 
Dwarf Priest
 
Uldum
I raided as 41/20 mutilate until the 2.1 patch, then switched swords (because mutilate was just clearly far inferior at that point).

4combo point rule is a good one. Keep SnD up always, envenom when at 4-5 combo points and 5 deadly stacks AND you have a enhance shaman to steal stormstrike from and preferably 2piece t5(massive huge 4800+ envenoms possible). Rupture when you dont have max stacks of deadly. The occasion is rare when you dont need to snd or rupture and can't envenom..but if it does happen, evic might be applicable but I never really tried to figure out if that's efficient or not. I did that with a 1.6 speed offhand. Find weakness is super important, if I needed to do a 3point to keep it up I'd try to make it be a SnD rather than a rupture/envenom.

I have absolutely zero mathematical evidence to support the above, just a lot of raid practice and testing. The above maximized what I was able to do.
 
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Old 09/10/07, 12:35 PM   #679
Neshalin
Free spirit
 
Night Elf Druid
 
Moonglade (EU)
The effective damage of Envenom is the amount you see flashing by on your screen, minus the opportunity cost of having to refresh Deadly Poison. In a formula:

Envenom = Vile Poisons * Rank * (180 + 0.03 * AP - 15 * RefreshTime), where
Vile Poisons = 1 to 1.2 depending on talents;
Rank = the number of combo points or deadly poison doses, whichever is lower;
AP = your attack power;
RefreshTime = MutilateTime / (1 + MutilateTime / OffSpeed) / Improved Poisons, where
MutilateTime = average time in seconds between Mutilates
OffSpeed = the attack time of your offhand weapon
Improved Poisons = 0.3 to 0.4 depending on talents.

For example, with 3000 AP and Tracker's Blade (1.5 speed) in offhand, using 5-point Envenom assuming Mutilate every 6 seconds:

RefreshTime = 6 / (1 + 6 / 1.5) / 0.4 = 3 seconds
1.2 * 5 * (180 + 0.03 * 3000 - 15 * 3) = 1350 damage non-crit.

A 5-point Eviscerate would deal 1045 + 0.15 * 3000 = 1495 damage, modified by armor (897?). If you had only three Deadly Poison stacked, Envenom would deal 810 effective damage. So you see, there may be situations where the one is better than the other. Whether that situation occurs often or not is another matter.
 
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Old 09/11/07, 1:35 AM   #680
baldycenarius
Glass Joe
 
Gnome Rogue
 
Cenarius
I raided as mutilate for a long time before i went to combat daggers, then to swords.

Mutilate is the most unpredictable build there is, i dont think there is a real "rotation" to it. Its simply a game of keeping SnD up, Find Weakness up, and Rupture up as much as possible while throwing in Envenoms where you see fit.

By my calculations rupture is always better then envenom due to energy cost mostly.

Heres basically what you could use, but im not sure its ideal:

4+Snd, 4+Rupture, 4+Envenom -- Repeat
 
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Old 09/11/07, 3:27 PM   #681
Mojofabulous
Piston Honda
 
Dwarf Priest
 
Uldum
hey aldriana, I don't suppose you ever got a chance to test out wsc and tt on the PTR to check their internal cooldown?
 
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Old 09/11/07, 3:40 PM   #682
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
Sorry, I haven't - I've been busy the past few days. I hope to have time this weekend, but, as always, no promises. And, again, as always, if someone would like to beat me to the punch, that'd be super .
 
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Old 09/11/07, 3:52 PM   #683
Mojofabulous
Piston Honda
 
Dwarf Priest
 
Uldum
I'm actually updating my PTR client, I have tsunami talisman...but no warp spring coil, I've only ever seen it drop once in all the times I've killed VR.

Is downloading the procwatch mod sufficient in testing the trinket on the blasted lands mob? How should I go about attacking it. Just auto attack?

actually the procwatch mods I can find on curse dont seem to have a minimum time between procs so dont think they'd be usefull for this. Not sure how to test it then.

Last edited by Mojofabulous : 09/11/07 at 4:05 PM.
 
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Old 09/11/07, 4:47 PM   #684
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
So, when researching an unknown proc, it's usually best to do it with a single weapon or with two weapons of the same speed. However, since we already know a bit about how Tsunami Talisman works, it's probably okay to use and two weapons you want, and to use all the combo-point generating moves you want. However, I'm a little iffy on how finishers work with procs, so I'd hold off on using any.

As for how to actually analyze data: easiest way is probably to just take a /combatlog of your test and post it to savefile (or wherever), at which point I'll grab it and run my analysis programs over it.
 
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Old 09/11/07, 4:52 PM   #685
Mojofabulous
Piston Honda
 
Dwarf Priest
 
Uldum
I'll use swiftsteel bludgeon and quickblade, both 1.5 speed without sword spec. Should keep everything nice and steady. I'll just shiv and snd. Unless you include snd in the finishers I shouldn't use? If so lemme know if you're still around and I won't.

Last edited by Mojofabulous : 09/11/07 at 5:00 PM.
 
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Old 09/11/07, 5:04 PM   #686
uhohzombies
Von Kaiser
 
uhohzombies's Avatar
 
Human Rogue
 
Doomhammer
When I tested Madness of the Betrayer, I just used two same speed vendor bought weapons. I invited a feral druid into the party to sit by me stealthed and provide LotP healing and turned auto-attack on for 60 minutes. Seemed to work fine and Ald got the data needed from the combat log and ProcWatch.

As for WSC though, I suppose you would have to use specials.
 
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Old 09/11/07, 5:58 PM   #687
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
SnD shouldn't be a problem for Tsunami Talisman, as it can't crit. I'm not sure if casting SnD can proc stuff or not, in general - I would guess not, but I've never actually proved that.
 
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Old 09/11/07, 6:14 PM   #688
Tinkerfizzle
Piston Honda
 
Gnome Rogue
 
Greymane
Originally Posted by Aldriana View Post
SnD shouldn't be a problem for Tsunami Talisman, as it can't crit. I'm not sure if casting SnD can proc stuff or not, in general - I would guess not, but I've never actually proved that.
Well, at one point S&D was considered to be a physical "attack" that could be missed, parried, dodged, etc, so maybe they did away with that functionality in the patch it was changed?
 
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Old 09/11/07, 6:20 PM   #689
nilme
Garona Halforcen
 
Orc Rogue
 
Dun Modr (EU)
Originally Posted by Tinkerfizzle View Post
Well, at one point S&D was considered to be a physical "attack" that could be missed, parried, dodged, etc, so maybe they did away with that functionality in the patch it was changed?
Maybe I was a little "casual" by those times, but after years of playing a rogue I never had the oportunity to see a SnD missing :S
On a second note: if dragonspine is getting an internal cd, anyone has any info on dragonmaw/dragonstrike? They have the same proc as dragonspine, albeit slightly worse at haste rating.
 
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Old 09/11/07, 6:34 PM   #690
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
The other item with a similar effect that would be worth testing is The Bladefist, if anyone wants to take a crack at that.
 
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Old 09/11/07, 7:15 PM   #691
Tinkerfizzle
Piston Honda
 
Gnome Rogue
 
Greymane
Originally Posted by nilme View Post
Maybe I was a little "casual" by those times, but after years of playing a rogue I never had the oportunity to see a SnD missing :S
From Madness Labs - World of Warcraft - Changes from Live Patches to World of Warcraft Classes

Patches 1.09 and 1.10

Slice and Dice - This ability should no longer miss.

Slice and Dice - This ability can no longer be blocked, dodged, or parried, and cannot miss. If you attempt to use this ability when your target is dead, you will now receive an error message instead of displaying the spell animations.
 
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Old 09/11/07, 9:02 PM   #692
songster
Chief Passenger
 
Schizzle
Gnome Rogue
 
No WoW Account (EU)
Originally Posted by Grunge View Post
I doubt one should EVER use envenom. Sure it's nice to see big numbers but with Deadly only on OH it will hardly refresh itself fast enough.
Aye, you should only use Envenom as the last finisher of a fight. Thing is, that's much much more than most people seem to think. The vast majority of trash fights go:

Garotte, Shiv, S'n'D, SS to 5 points, Envenom, move to next mob.

Using Shiv at the start there to build the DP stack while letting the tank get an aggro head start.

On tougher trash there might be time for a few CP of Rupture in the middle. But for anything other than boss fights, I'd say Envenom can and should make up 33 - 50% of all your finishers.
 
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Old 09/11/07, 9:12 PM   #693
 Shaker
AUGH CHAMPION TIME
 
Shaker's Avatar
 
Night Elf Rogue
 
Elune
Man, it's kinda weird to think there are only a few rogues that remember the glory days of keeping CP on a dead mob that you could use to start SND before engaging the next mob ... holy shit those were fun times.. no more worry about having 34 energy and the mob has 3% health... just store up 2-3 CP for the next mob, get going early!
 
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Old 09/12/07, 2:06 AM   #694
nilme
Garona Halforcen
 
Orc Rogue
 
Dun Modr (EU)
Originally Posted by Shaker View Post
Man, it's kinda weird to think there are only a few rogues that remember the glory days of keeping CP on a dead mob that you could use to start SND before engaging the next mob ... holy shit those were fun times.. no more worry about having 34 energy and the mob has 3% health... just store up 2-3 CP for the next mob, get going early!
OT:Well I remember leveling in the Feralas cave and snding the last 2-3 points of the dead nagas to continue with the next mob, but I cannot remember a snd missing

On topic: How can I test dragonmaw? My procwatch does not have a minimum time between procs, should I just go attack a servant without dragonspine and no offhand and just record a combat log? I guess I can use a PTR premade and wield dragonstrike instead, my dragonmaw is mongoose'd :S.
 
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Old 09/12/07, 2:56 AM   #695
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
Originally Posted by nilme View Post
On topic: How can I test dragonmaw? Should I just go attack a servant without dragonspine and no offhand and just record a combat log?
That would be perfect, yes.
 
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Old 09/12/07, 10:04 AM   #696
Mojofabulous
Piston Honda
 
Dwarf Priest
 
Uldum
I'm still waiting for blizz to copy my character over...been like 18 hours now.
 
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Old 09/12/07, 11:04 AM   #697
nilme
Garona Halforcen
 
Orc Rogue
 
Dun Modr (EU)
Just finished a small test, 55 mins hitting a servant(1000 hits aprox). Not a big sample but maybe useful in some way. Conditions:
a) Full hit gear:no misses(wasn't sure of the amount of hit I needed for this)
b) Just dragonstrike unenchanted on mainhand. No haste effects at all
c) No specials used, just autoattack. Evasion&Talisman of the horde&Blind+Bandage used from time to time

There may be some data "corruption" from a shaman that came by to hit the mob and had dragonstrike equipped, guess it's easy to just remove his damage from the log.
Log: Free file hosting by Savefile.com

Took a glance on the log file and saw some interesting stuff. First of all:only 4 haste procs in the first 7mins, just bad luck with RNG I guess.
After that:
9/12 15:11:27.125 You gain Haste.
9/12 15:11:37.093 Haste fades from you.
9/12 15:11:40.812 You gain Haste.
9/12 15:11:50.765 Haste fades from you.
9/12 15:11:52.781 You gain Haste.

I don't really know how internal cooldowns work. Do they start "ticking" after the fade or after the gain?
 
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Old 09/12/07, 11:17 AM   #698
Mojofabulous
Piston Honda
 
Dwarf Priest
 
Uldum
I got a question about the ashtongue talisman of lethality. I know the uptime on it is really important, I'm assuming your spreadsheet accounts for this but wanted to make sure. I was kinda suprised that my suggested rotation didn't change from 3.7s/5r at all when I equipped the talisman. I get the trinket soon so I'm curious if 3.7s/5r is still the best for me or if I'd get better uptime from 5s/5r. 5s/5r has always just been a TAD under the estimated DPS I'd get from 3.7s/5r. (by like 4-5 dps)

I get the trinket hopefully this week so I'm really curious now.
 
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Old 09/12/07, 11:33 AM   #699
songster
Chief Passenger
 
Schizzle
Gnome Rogue
 
No WoW Account (EU)
Originally Posted by nilme View Post
Just finished a small test, 55 mins hitting a servant(1000 hits aprox). Not a big sample but maybe useful in some way.
9/12 15:21:00.484 You gain Haste.
9/12 15:21:20.187 Haste fades from you.

9/12 15:22:52.656 You gain Haste.
9/12 15:23:21.812 Haste fades from you.

9/12 15:24:24.250 You gain Haste.
9/12 15:24:39.250 Haste fades from you.

9/12 15:35:31.453 You gain Haste.
9/12 15:35:48.453 Haste fades from you.

9/12 15:56:30.171 You gain Haste.
9/12 15:56:47.375 Haste fades from you.


That's five instances where the buff lasts longer than 10 seconds. There may be others which I didn't catch by eye. Unless you had multiple lagspikes of more than 5 seconds' duration, I think it's safe to say that the proc can refresh itself. That means that any internal cooldown is less than the duration of the proc itself and is unlikely to be significant.

Just to confirm: This was on the current PTR?
 
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Old 09/12/07, 12:25 PM   #700
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
Analysis of the dragonstrike log:

44 uptime periods, including 5 periods 15 seconds or longer, the longest being the 29 sec uptime at 15:22:52.656. Hence, at least 50 procs actually occurred, and there is no internal cooldown.

There were 1272 total swings; the proc rate (assuming 50 procs) thus lies between 2.86% and 5.00%, which equates to being between .64 and 1.11 PPM. Note that this does not take into account the new findings regarding reduction of proc rate with haste effects.

On the whole: still seems to be the same proc as on live.

Regarding hit: when single-wielding, the amount of hit required to never miss a Servant is extremely low. There are some uncertainties in the exact formula, but it is certainly true that 4% hit will be sufficient, and there's a good chance you don't actually need any at all.

Regarding internal cooldowns: Typically they're measured from start of proc to start of proc. The fact that you had refreshing procs indicates that if an internal cooldown exists, it is 5 seconds or less. Since we have no evidence of internal cooldowns shorter than the length of the proc existing, it is therefore generally assumed that this means there is, in fact, no internal cooldown.
 
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