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Old 09/04/07, 4:05 PM   #526
Melnor
Piston Honda
 
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Blood Elf Paladin
 
Blackhand
Originally Posted by LiteSabre View Post
I finally got 4pc T6 + vashj belt the other day, so I decided to try combat mutilate this week now that we don't need every single ounce of DPS the raid can squeeze out, and I got over 355 weapon skill without WEx.

So here's the question: what trinkets to wear?

I know the DPS spreadsheet theoretically has the answers, but IMO it models most of the trinkets incorrectly particularly the ashtongue trinket) and I can't really trust it.

In the current incarnation of the DST, is it still better for combat mutilate than the WSC? My gut tells me that the ashtongue talisman is on par or superior to DST with a mutliate build (4+ point finishers up the wazoo) but I'm not so sure on the WSC. The Coil has two seperate chances to proc on each mutilate, which to me makes it seem pretty good.
Do you happen to have a wow armory link of your profile available? Your forum profile still links to ctprofiles (bleh)

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Old 09/04/07, 8:29 PM   #527
Grunge
Don Flamenco
 
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Human Rogue
 
Kor'gall (EU)
Originally Posted by LiteSabre View Post
I finally got 4pc T6 + vashj belt the other day, so I decided to try combat mutilate this week now that we don't need every single ounce of DPS the raid can squeeze out, and I got over 355 weapon skill without WEx.

So here's the question: what trinkets to wear?

I know the DPS spreadsheet theoretically has the answers, but IMO it models most of the trinkets incorrectly particularly the ashtongue trinket) and I can't really trust it.

In the current incarnation of the DST, is it still better for combat mutilate than the WSC? My gut tells me that the ashtongue talisman is on par or superior to DST with a mutliate build (4+ point finishers up the wazoo) but I'm not so sure on the WSC. The Coil has two seperate chances to proc on each mutilate, which to me makes it seem pretty good.
DST+Ashtongue (Ashtongue imo for mutilate has at worst 80% uptime which still comes out at 116critrate vs the 51.xx implied by the sheet, making it the second best in the game) imo.

However seeing how DST reportedly has a internal 20sec cooldown, WSC or Madness of the Betrayer might be better for mutilate, but I wouldn't bet on that.

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Old 09/04/07, 11:42 PM   #528
LiteSabre
Chef
 
Ramsay
Orc Rogue
 
No WoW Account
My armor link is so long it won't fit into the profile link, and I know of no other alternatives, so I left it be for the time being. Here, lemme link it.

My Armory, though I'm not sure whether or not you'll be able to read it.

The empty slots are because the Korean armory sux and can't register certain BT/Hyjal loots. Here's what the non-tier pieces that don't appear/can't be recognized at a glance are:

Back: Shadowmoon
Wrist: Deadly Cuffs
OH: Tracker's
Pants: Shady Dealer's
2nd Ring: Stormrage

All the gear that doesn't show gems has Glinting Pyrestones in them, with two Shifting Shadowsongs for the meta bonus. Besides the stats that can be seen at a glance - AP, hit and crit - I have 651 passive armor ignore and 361 weapon skill without WEx, but no haste. I do have DST, I'm just not wearing it at the moment. :P

Also, I'd like advice on my talents and cycles, because I've never played raid mutilate before and I just gave points to anything that struck my fancy. :P I tried my current build out at a PUG Mag raid and was able to maintain 4+ SnD, Rupture, and Envenom (which I now hear is not that good even for Mut?) with a fair amount of ease. Maintaining FW is fun as hell though, now that I finally have a half-decent crit rate (the last time I played mut was leveling at lvl68, before I finally gave up and switched to combat swords).

Last edited by LiteSabre : 09/04/07 at 11:48 PM.

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Old 09/05/07, 3:20 AM   #529
Grunge
Don Flamenco
 
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Human Rogue
 
Kor'gall (EU)
Envenom is rather useless. It eats away the deadly poison and offers nothing in return.

I recommend losing 3 points from Imp. Poisons and taking Imp. Eviscerate.

WF Mainhand/Deadly Offhand.

Keep SnD up, Keep rupture up and Eviscerate if you have excess combo points.
Works relatively well for me.
Also you want to use Ashtongue trinket :P It's simply insane for mutilate.

Remember that mutilate doesn't gain as much from hit as combat swords/dagger does. Gemming 10agi & 5hit/5agi into Edgewalkers Longboots would imo be better. Doom Walker gun is also imo the best/better choice for mutilate (2x 10agi gems). For Vashj belt I'd gem 10agi & 5agi/7sta and lose blue gem from t6 shoulders for +10agi or even go for 2x +10agi in t6 shoulders. (imo 3agi > 6ap)

And pick up t6 pants and Cursed Vision of Sargeras ;D

Crit <3

Last edited by Grunge : 09/05/07 at 3:31 AM.

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Old 09/05/07, 3:44 AM   #530
LiteSabre
Chef
 
Ramsay
Orc Rogue
 
No WoW Account
I would pick up the pants and Sargeras if they dropped. As in, they don't. :P

I'm just taking it out for a spin atm, and we don't give out Hyjal gems for items that're <T6. I'll try your suggestions with the agi gems in the Vashj belt and the longboots, though.

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Old 09/05/07, 4:18 AM   #531
Grunge
Don Flamenco
 
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Human Rogue
 
Kor'gall (EU)
Well, Epic gems are worth it at least for the Vashj belt. I'm sure they'd understand once you explain that it's the best belt in the game

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Old 09/05/07, 5:26 AM   #532
chaendaer
Glass Joe
 
Night Elf Druid
 
Twisting Nether (EU)
crit vs ap.

Lately ive been stacking alot of AP to get better dps, atm my guild is 2/6 SSC 1/4 TK after 2weeks of raiding.

atm i have around 1900ap unbuffed but only 20crit.

so my question is, how much ap is 1 crit rating worth? Should i swap some of my ap gems for crit or keep stacking ap?

my gear isnt great but it gets the job done.

Thnx in advance.

EDIT: And yes i know "go use the spreadsheat and see what u get" i use it everyday to tweak my gear etc but i want some live opinions.

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Old 09/05/07, 5:53 AM   #533
Kytrarewn
In 1st, e-brake activated.
 
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Kytrarewn
Undead Rogue
 
No WoW Account
Originally Posted by chaendaer View Post
crit vs ap.

Lately ive been stacking alot of AP to get better dps, atm my guild is 2/6 SSC 1/4 TK after 2weeks of raiding.

atm i have around 1900ap unbuffed but only 20crit.

so my question is, how much ap is 1 crit rating worth? Should i swap some of my ap gems for crit or keep stacking ap?

my gear isnt great but it gets the job done.

Thnx in advance.

EDIT: And yes i know "go use the spreadsheat and see what u get" i use it everyday to tweak my gear etc but i want some live opinions.
Let's just look at it this way:

Raid-buffed, you gain well over 1000 AP in-combat (ie. BoM, BoK, Strength of Earth, Unleashed Rage, Battle Shout), as well as extra abilities and extra attacks that raise your AP (hourglass of the unraveller, tsunami talisman, bloodlust brooch, mongoose).

You gain, unless you have a feral druid in party or your enhancement shaman is too selfish to drop windfury, about 2% crit raidbuffed (600agi/4 is 150, divided by 10 is 1.5, adding some leeway for MotW).

So already we have an imbalance with the AP/crit equivalency in raid buffs.

Given that, as AP increases, the value of hit and crit do as well, the effective values of hit and crit grow outstandingly quickly in the raidbuffed situation.

To add a question of my own, Cooldown Optimization. How do you find yourselves using respective 2 minute and 5 minute cooldowns (ie. ABacus, Blade Flurry, Adrenaline Rush).

Obviously, they're best when used in conjunction with one another. Do you use AR and BF as they come, following the first joint one, or do you wait on AR for BF/Abacus or vice versa? I understand that if a boss is at low HP at 4 minutes it'd be dumb to wait until 5 to use all 3 cooldowns together, but which would be optimal, waiting on the 4 minute BF/Ab to 5, or waiting on 5 minute AR to 6?

Additionally, how do you modify your cycle during adrenaline rush? With the 1s/5r SnD cut cycle, you don't get that much traction out of additional combo-points, since SnD and Rupture uptime are both maximized? Do you use the extra energy to try to sneak off an eviscerate, or more to a 5CP SnD to open up yet more Ruptures/eviscerates as SnD cools down.

Any help would be great.

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Old 09/05/07, 10:57 AM   #534
Mec
Glass Joe
 
Night Elf Rogue
 
Sargeras
Before I hit AR/trinkets/bf/haste pot I make sure I'm as close to 0 energy as possible to avoid wasted energy due to lucky CP procs. My rotation with CD's going is generally 1snd 5rupture 5envenom then back to 1snd 5rupture.

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Old 09/05/07, 10:59 AM   #535
Zandig
Piston Honda
 
Troll Rogue
 
Bloodscalp
Originally Posted by Kytrarewn View Post
To add a question of my own, Cooldown Optimization. How do you find yourselves using respective 2 minute and 5 minute cooldowns (ie. ABacus, Blade Flurry, Adrenaline Rush).

Obviously, they're best when used in conjunction with one another. Do you use AR and BF as they come, following the first joint one, or do you wait on AR for BF/Abacus or vice versa? I understand that if a boss is at low HP at 4 minutes it'd be dumb to wait until 5 to use all 3 cooldowns together, but which would be optimal, waiting on the 4 minute BF/Ab to 5, or waiting on 5 minute AR to 6?

Any help would be great.
There's a lot of good information and advice in your post, Kytrarewn, but I do take issue with this small part. Unless my understanding is incorrect (and it very well could be), coordinating AR with other cooldowns is only truly important for cooldowns that impact the offensive power of your specials, with the exception of using blade flurry as an AoE and not a simple haste. Coordinating the use of an abacus, for example, with AR does not accomplish anything for us, since all AR effectively does is give the rogue more energy for more yellow damage, which is not effected by haste. Swap the abacus up with a bloodlust brooch in this example, and the opposite is true. Having an extra 270 AP on all of your instant attacks and/or an extra finisher is a significant boost to the damage you gain from AR.

Similarly, using haste trinkets/cooldowns in conjunction with AP/Crit boosts is hugely effective. Combining blade flurry with a bloodlust brooch means that you are getting 270 more AP during that hasted period where you are getting off more white attacks.

I guess the simple rule is: haste cooldowns + AP cooldowns = win, AR + AP cooldowns = win, Haste + Haste = no practical effect (though theoretically could change up your cycle with extra CP procs), Haste + AR = no practical effect.

Again, if I'm wrong, someone jump all over me. If I've been thinking about this incorrectly all along, I'd love to know

Last edited by Zandig : 09/05/07 at 11:05 AM.

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Old 09/05/07, 11:20 AM   #536
Kytrarewn
In 1st, e-brake activated.
 
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Kytrarewn
Undead Rogue
 
No WoW Account
Originally Posted by Zandig View Post
I guess the simple rule is: haste cooldowns + AP cooldowns = win, AR + AP cooldowns = win, Haste + Haste = no practical effect (though theoretically could change up your cycle with extra CP procs), Haste + AR = no practical effect.

Again, if I'm wrong, someone jump all over me. If I've been thinking about this incorrectly all along, I'd love to know
Eh, I'm not sure about that either, and in fact argued about it on IRC. I think it mostly has to do with procs and the DragonFuckyougruulyouwindsheardroppingassholeTrophy, though.

Mongoose procs, increased chance with AR up which adds to the other haste (while perhaps not much with only 10 seconds on Abacus) and the fact that that 25 energy from AR continues to hurt somewhat, but for the most part I agree with you. The other nice thing is coordinating trinkets+AR for vanish purposes.

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Old 09/05/07, 11:26 AM   #537
Zandig
Piston Honda
 
Troll Rogue
 
Bloodscalp
Originally Posted by Kytrarewn View Post

Mongoose procs, increased chance with AR up which adds to the other haste (while perhaps not much with only 10 seconds on Abacus) and the fact that that 25 energy from AR continues to hurt somewhat, but for the most part I agree with you. The other nice thing is coordinating trinkets+AR for vanish purposes.
I hadn't considered the fact that more instant attacks = more procs from PPM mechanics (like mongoose) which benefit your dps boost from haste.

I also agree wholeheartedly with:
Originally Posted by Kytrarewn View Post
DragonFuckyougruulyouwindsheardroppingassholeTrophy

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Old 09/05/07, 11:56 AM   #538
Backpain
Von Kaiser
 
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Gnome Rogue
 
Misha
Originally Posted by Zandig View Post
Haste + Haste = no practical effect
Please enlighten me. I was under the assumption that stacking haste effects was more effective than spacing them out. In fact, I've been drinking Haste pots in conjunction with multiple effects (flurry, snd, double mongoose).

Am I just spinning my wheels trying to reach insane levels of hasted swings? I must admit to being a junky and trying to get my mainhand speed as fast as possible.

Last edited by Backpain : 09/05/07 at 1:20 PM. Reason: I was corrected.

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Old 09/05/07, 12:11 PM   #539
Kytrarewn
In 1st, e-brake activated.
 
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Kytrarewn
Undead Rogue
 
No WoW Account
Originally Posted by Backpain View Post
This may no longer apply, unfortunately.
That's with regard to speed-increases and PPM, not instant attacks. So Abacus, BF, SnD would not increase the proc rate, but the increased numbers of sinister strikes would.

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Jesus don't want me in a sunbeam
Sunbeams are always made on me
Don't expect me to cry, for all the reasons I'm gonna die
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Old 09/05/07, 12:24 PM   #540
• Vulajin
Vula'jin the Void, blessed by the loa
 
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Undead Mage
 
Mal'Ganis
I don't think there's a lot to cooldown management as a rogue, other than actually remembering to use everything. If you have crappy trinket drop luck like I do, and therefore have to settle for two clicky trinkets, and also happen to be a leatherworker, and also feel like going all out for Haste Potions, and not only that, but you're also a troll, then you've got potentially up to seven cooldowns to worry about. Mercifully, drums, Haste Potions, Blade Flurry, and most clicky trinkets all share a two-minute timer, so the answer is easy: use them all together. At one point, though, I had as my two trinkets Bladefist's Breadth and Core of Ar'kelos. Bladefist's is on a 90-second cooldown, Core is 120. I can't even begin to tell you how much fun it was trying to juggle those two with one another.

Other potential cooldowns to worry about: Berserking, if you're a troll, is three minutes. It's also not a very big deal, sync it with BF/etc. if you can, otherwise just pop it on cooldown. Adrenaline Rush, as mentioned, gains nothing inherently from Blade Flurry or other hastes unless you have a second target to hit with BF. Even if you have a clicky AP trinket like Bloodlust Brooch, you're better served popping your two-minute cooldowns on cooldown (i.e. at times 0, 2, 4) rather than waiting an extra minute to sync them up with AR (i.e. at times 0, 2, 5). But then, sometimes the particular fight mechanics (read: Leotheras the Blind) will force you to have your cooldowns available at a certain time, thereby syncing them for you. Feel free to take advantage of that.

As far as cycle modification during Adrenaline Rush...personally, I refresh my Slice and Dice with 1-2 CP as usual, refresh Rupture at the first opportunity, and spend the next 5 CP on an Eviscerate. Subsequently, refresh Slice again and restart your normal cycle. That usually accounts for the duration of AR. If you're running an Eviscerate cycle, it becomes even simpler, just run the same cycle (possibly skipping an SnD refresh, if AR allows).

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Old 09/05/07, 2:43 PM   #541
Zandig
Piston Honda
 
Troll Rogue
 
Bloodscalp
Originally Posted by Backpain View Post
Please enlighten me. I was under the assumption that stacking haste effects was more effective than spacing them out. In fact, I've been drinking Haste pots in conjunction with multiple effects (flurry, snd, double mongoose).

Am I just spinning my wheels trying to reach insane levels of hasted swings? I must admit to being a junky and trying to get my mainhand speed as fast as possible.
As far as I understand, stacking all haste effects at once does not produce a different effect than popping them all in succession. Your net haste across the course of a fight remains the same. Of course, stacking all your haste at once means you will have more CP procs meaning you may have the potential to change up your damage cycle for the duration of those haste effects, but this possibility aside, the only way stacking haste offers an advantage over using haste effects in succession is as Kytrarewn, using them with AR, since the extra instant attacks net you extra chances to proc things like mongoose.

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Old 09/05/07, 3:41 PM   #542
elegy
Glass Joe
 
Undead Rogue
 
Magtheridon
Haste rating is additive, however I'm sure you want the most Haste rating you can when using another multiplicative effect such as SnD and BF.

(Snd*BF)*(haste1 + haste2) > (SnD*BF)*(haste1) + Snd*(haste2)

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Old 09/05/07, 5:03 PM   #543
Grunge
Don Flamenco
 
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Human Rogue
 
Kor'gall (EU)
Originally Posted by chaendaer View Post
crit vs ap.

Lately ive been stacking alot of AP to get better dps, atm my guild is 2/6 SSC 1/4 TK after 2weeks of raiding.

atm i have around 1900ap unbuffed but only 20crit.

so my question is, how much ap is 1 crit rating worth? Should i swap some of my ap gems for crit or keep stacking ap?

my gear isnt great but it gets the job done.

Thnx in advance.

EDIT: And yes i know "go use the spreadsheat and see what u get" i use it everyday to tweak my gear etc but i want some live opinions.
Oh dear... To anyone. I mean anyone. Pure AP gems. Are bad, I mean REALLY REALLY BAD. (Okay a bit overreacting maybe...) but seriously. Agility >>> AP. but for combat you can pretty much follow this golden rule.

If it's red it's Glinting, If it's yellow it's Rigid, If it's blue it's Shifting.
All this applies if you want the socket bonus. (Good socket bonus = 4agi(3agi if you need the blue for metagem), 8ap, 4hit) Other than those all socket bonuses suck pretty much.

Of course if you have 2 red sockets but +4stam socket bonus you still might want to put 4hit/4agi in instead of 8hit since those gems are very close to each other and 4stam never hurt anyone.

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Old 09/05/07, 5:42 PM   #544
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by Grunge View Post
Oh dear... To anyone. I mean anyone. Pure AP gems. Are bad, I mean REALLY REALLY BAD. (Okay a bit overreacting maybe...) but seriously. Agility >>> AP. but for combat you can pretty much follow this golden rule.
I would agree that this is generally correct for 25-man raiding, but I will say that for Karazhan rogues this rule of thumb needn't apply; in order for agility to hold a clear edge over AP, one needs to have Kings, which, while fairly ubiquitous in 25 man raids, is not always (or even often) available in 10-man content, as in many cases there will only be one paladin in the group, and salvation is usually the more important buff. And, for that matter, in many cases where you do have salv, rogues would rather have Might than Kings.

Moreover, in Karazhan, you will not always have the massive AP buffs that benefit AP and Hit so greatly; you may or may not have might (and you certainly don't have both might and kings), you may or may not have a DPS warrior in the raid for battle shout, and so on.

So, while it's true that, as a rogue in 25-man raids, you are generally better off with agility gems than AP gems, it is by no means a universal truth of the universe that this is the case.

If it's red it's Glinting, If it's yellow it's Rigid, If it's blue it's Shifting.
All this applies if you want the socket bonus. (Good socket bonus = 4agi(3agi if you need the blue for metagem), 8ap, 4hit) Other than those all socket bonuses suck pretty much.
Again, a severe oversimplification. The rule of thumb I'd give for socketing is that any item that has only red and yellow sockets should be socketed for the bonus as long as the socket bonus does *anything* (Like, I can see the argument for not bothering with the socket bonus on WW Gloves, but even that one is debatable). If an item has a blue socket, almost no matter what the socket bonus is, it's probably not worth getting except for the fact that you need 2 blue gems for metagem activation. So put two blue gems in whichever sockets are going to activate the most powerful socket bonuses, and everything else should (usually) be yellow or red.

In terms of socketing yellow and red sockets: agi and hit are both perfectly good choices, such that Delicate, Glinting, and Rigid are all valid prefixes. While it's true that in a purely sustained boss fight, hit does outpace agility slightly, it's also the case that there are very few purely sustained fights in the game, and that agility performs better relative to hit in more interrupted fights. Additionally, agility gives some avoidance and mitigation, which, while in an ideal world might be unnecessary, in practice will usually save your bacon at least every once in a while.

Moreover, most rogues need to pay at least some attention to the hit cap, and if you are near it, swapping hit for agi is one of the most efficient solutions to this issue. Additionally, it might be noted that while the hit cap is 307.5 against boss-level mobs, many boss encounters in the expansion involve at least some time killing mobs that are other than level 73; consider SSC and TK as an example; Lurker, Karathress, Vashj, and Astromancer all have significant add-killing phases, and, depending on your exact strategy, Kael, Hydross, and Al'ar might also have rogues dpsing non-73 targets for nontrivial portions of the fight. Hence, in practice, on many fights, hit over 284 is somewhat wasted.

Hence, between hit not being as good for interrupted fights and a reasonable case for wanting to stay away from the hit cap, I would say there is a strong argument to find yourself using delicate gems in at least some of your red slots, and glinting gems in some of your yellow slots.

And, even setting all that aside for a moment, these rules only apply when comparing gems of comparable quality, which is not a valid assumption; if you consider, for instance, a SSC/TK or earlier rogue, your options for gemming are either blue AH gems or unique-equipped epics; and while it is true that you probably want your blue gems to all be Delicate Living Ruby, Glinting Noble Topaz, Rigid Dawnstone, or Shifting Nightseye, there are any number of Unique-Equipped gems of different stats that are potentially worth using due to having a larger quantity of the stat in question; Pristine Fire Opal, Bold Ornate Ruby, Brutal Tanzanite, and Pulsing Amethyst come to mind.

And of course, at the other end of the spectrum, when using BT/MH gems, the fact that there is no pattern for Rigid Lionseye and the fact that the casters and healers will be putting a high demand on the Crimson Spinel supply means that, as a general rule, you will be filling every socket with Glinting Pyrestones except for the two that have Shifting Shadowsong Amethysts (and, after next patch, the slots where you have your Delicate Fire Ruby and your Rigid Bladestone, if you happen to be a Jewelcrafter).

And *then*, of course, there's the whole can of worms about wanting to maintain some PvP viability without gimping your PvE stats too badly, which changes the dynamic yet again.

In brief: the situation is, as always, more complicated than can be easily summarized in one sentence.

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Old 09/05/07, 5:57 PM   #545
chalon
Founder of the Chalonverse
 
Chalon
Night Elf Rogue
 
No WoW Account
Just wanted to say good work on maintaining the sheet. It seems like it's gone through a lot of updates/refactoring since I last saw it.

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Old 09/05/07, 7:56 PM   #546
phatz
Glass Joe
 
Night Elf Rogue
 
Lothar
Add field for lag?

I have seen several other sheets for caster types have a field to put in latency times. As I understand it this is because some actions (yellow dmg types ect) are slowed down based on latency values.

Does anyone have a model of how this effects melee dmg (I assume evis, ss, ect are like fireball and such).

I do not have the details myself, but looking for some information on it.

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Old 09/05/07, 8:03 PM   #547
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
As a general rule, latency tends not to affect rogues very much; as long as your energy doesn't cap out, using a move now relative to 1.5 seconds from now doesn't really affect your DPS like it does for a caster. The difference being that casters are limited by cast time, such that time not spent casting is wasted; whereas a rogue typically is only using an ability once every 3 seconds or so, so being a bit slow in casting stuff has no direct effect on DPS like it does for casters.

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Old 09/06/07, 11:21 AM   #548
Zurgat
King Hippo
 
Zurgat's Avatar
 
Troll Rogue
 
Aszune (EU)
Originally Posted by Mikhael View Post
To Fix Windfury (which is bugged in 2.2.0.8 also), the Expose Weakness line needs to be fixed. In cell Wep_Enchants!R33, change the reference from Gear_Buffs!$B$107 to Gear_Buffs!$C$108. Also, in cell C108 on the Gear_Buffs sheet, enter either 0 or the agi of your survival hunter.

*edit*
Non zero agi values in this cell seem to increase dps by a ridiculous amount...100 agi is a 1357 dps increase, which doesn't seem reasonable.
Could you please post a functional version of the 2.2.0.9(b) spreadsheet?
Until Elios or Mih post a working version at least, which i'm sure they'll get around to soon.

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Old 09/06/07, 1:21 PM   #549
Doink
Glass Joe
 
Doink's Avatar
 
Gnome Warlock
 
Sen'jin
This is the 2.2.0.9 sheet with windfury fixed (including no procs on instant attacks), as well as hunter's expose weakness if that was messed up for anyone. Theres a few custom things I add in to all my sheets on the Gear_Buffs page, but besides that it should be the same as a working version of the 2.2.0.9 release.

I'm not making any guarantees but if anyone still can't seem to fix their sheet, this one should work for you.


Mod Edit:
Someone reported this file contained a virus/trojan. Download at your own risk


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Old 09/06/07, 1:58 PM   #550
Ellos
Piston Honda
 
Night Elf Rogue
 
Zirkel des Cenarius (EU)
Oh well, it seems there are a lot problems with the sheet at the moment.

I'll need some time to read all posts and find out where the bugs are. I'm not up to date because I'm out of raiding and hadn't played my rogue a long time now.

Maybe I can make a update tomorrow or a bit later.

If someone got enough time, he could list the bugs, that would it make easier for me

phew.. 250 posts to read, this will take quite a while

Last edited by Ellos : 09/06/07 at 2:11 PM.

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