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Old 11/13/07, 2:22 PM   #1176
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
Originally Posted by royaljester View Post
Lol, I understand that. What I'm asking is for a model of the difference between 1-2 shivs a fight + 12% more dmg on your poison ticks VS. having 4/5 imp poisons and STILL having the chance that poisons will drop off and NOT getting the extra 12% dmg from the ticks.

I know it's probably not worth it, but I have yet to see a high-end raiding rogue with imp poisons over vile poisons, it just doesn't happen. So, unless almost every top-end raiding rogue is an idiot (which MOST of them are not), why would I put points into imp poisons over vile? please, do tell.
The answer is that you should take Vile Poisons and not bother Shivving. It doesn't matter if DP falls off, it will refresh itself. You are overthinking it, poisons are a comparatively small portion of your DPS.

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Old 11/13/07, 2:26 PM   #1177
royaljester
Piston Honda
 
Orc Death Knight
 
Destromath
Originally Posted by Vulajin View Post
The answer is that you should take Vile Poisons and not bother Shivving. It doesn't matter if DP falls off, it will refresh itself. You are overthinking it, poisons are a comparatively small portion of your DPS.
That was my point vulajin, that all this hubbub of taking imp poisons was pointless because you lose 12% dmg to poisons that rarely fall off if you are itemized/spec properly. And, like you said, they usually do a minimal amount of overall dps, so its' kind of a moot point.

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Old 11/13/07, 3:31 PM   #1178
Alatariel
Glass Joe
 
Worgen Druid
 
Kil'Jaeden
Originally Posted by Bendyr View Post
Hey can some theory crafter explain to me why the 2_3_0_3 excel spreadsheet is recommending a 5s/5r rotation for this build?

Talent Calculator - World of Warcraft

It doesn't make sense to me as I have 3/3 Improved SnD. Wouldn't the normal 3s/5r rotation be fine here?
My guess is because it will take you longer to get combo points without combat potency. SnD is more likely to end before it's reapplied with a 3/5 cycle. Correct me if I'm wrong

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Old 11/13/07, 5:26 PM   #1179
Dontmindme
King Hippo
 
Dwarf Rogue
 
Icecrown
Originally Posted by Doink View Post
I believe I may have found a typo, but I also may just be a little confused. Cell Q3 in the unbuffed and buffed dps sheets reads =IF(bossfight,6.5%,5%). I was always under the impression that the base dodge chance behind a raid boss was 5.6%. I double checked with a sheet from a little while back and wasn't surprised to find =IF(bossfight,5.6%,5%) in the cell.

I may have missed something with the change of weapon skill or some other new discovery about melee dps mechanics. I searched around this thread briefly to see what I could find and came up with nothing.

The only reason I bring this up is 5.6% and 6.5% are so close I can see how a typo may have happened. If anyone can confirm or deny this, it would be greatly appreciated. Thanks.
Not a typo. I do not recall if its this thread or another rogue thread, but after an analysis of WWS fights showing an average around 6% dodge against bosses with few casts and the discovery that bosses cannot dodge during various channeled casts, the boss dodge rate has been theorized as now being 6.5%. Add to this that no one sees any dodges against level 57 mobs in Blasted Lands and some testing showing no dodges against mobs 10 levels lower, it has been further theorized that the dodge rate scales 0.5% per level difference (or per 5 weapon skill) which would also agree with a 6.5% dodge rate for bosses. Also interesting that this 0.1% per weapon skill matches the 0.1% proven for miss rates (of course weapon skill being a relic of the past - with 2.3 in action).

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Old 11/13/07, 5:30 PM   #1180
ekval
Piston Honda
 
Night Elf Rogue
 
Stormreaver (EU)
Originally Posted by Alatariel View Post
My guess is because it will take you longer to get combo points without combat potency. SnD is more likely to end before it's reapplied with a 3/5 cycle. Correct me if I'm wrong
Trispec hemos have longer cycles (slower cp generation) than specs with combat potency. Thats why those hemospecs are awfully boring to play in my opinion.

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Old 11/13/07, 7:24 PM   #1181
PartNinja
Von Kaiser
 
Human Rogue
 
Skullcrusher
Since the spreadsheet doesnt have the S2 daggers in it, can anyone help me decide if I should stay C-daggs with my 2 S2 daggers or go C-swords with a spiteblade and S2 offhand sword? Would the dps be equal or less when downgrading my mainhand even though C-swords is better dps?

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Old 11/13/07, 10:31 PM   #1182
khoryn
Glass Joe
 
Night Elf Rogue
 
Arthas
Is there some quick way to manually add agression to backstab damage w/o waiting for the next update? Excel owns me...

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Old 11/14/07, 12:52 AM   #1183
Dontmindme
King Hippo
 
Dwarf Rogue
 
Icecrown
Originally Posted by PartNinja View Post
Since the spreadsheet doesnt have the S2 daggers in it, can anyone help me decide if I should stay C-daggs with my 2 S2 daggers or go C-swords with a spiteblade and S2 offhand sword? Would the dps be equal or less when downgrading my mainhand even though C-swords is better dps?
I was a combat dagger rogue with my 2 S2's, I switched to sword with the Spiteblade I had in the bank and bought the offhand S2 for the 20 dps increase the sheet before the patch displayed. I'd guess the gap is pretty similar with the new patch. 20 dps better for swords in optimal conditions which means playing the hell out of daggers to maximize dps, vs. swords which at least still does some damage when you are out of position.

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Old 11/14/07, 6:10 AM   #1184
Nerevarine
Von Kaiser
 
Nerevarine's Avatar
 
Undead Rogue
 
Proudmoore (EU)
Is the Aggresion talent working correctly? @2.3.0.3 nothing happens with the dps if i switch it on and off

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Old 11/14/07, 7:39 AM   #1185
deusexmachina
Glass Joe
 
Undead Rogue
 
Akama
I posted this in the wrong thread, apologies.

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Old 11/14/07, 9:18 AM   #1186
Zurgat
King Hippo
 
Zurgat's Avatar
 
Troll Rogue
 
Aszune (EU)
Originally Posted by Nerevarine View Post
Is the Aggresion talent working correctly? @2.3.0.3 nothing happens with the dps if i switch it on and off
It depends on your spec i think, do you have hemo active as a talent?

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Old 11/14/07, 10:22 AM   #1187
Xagor
Glass Joe
 
Human Rogue
 
Die Silberne Hand (EU)
Originally Posted by Nerevarine View Post
Is the Aggresion talent working correctly? @2.3.0.3 nothing happens with the dps if i switch it on and off
I had the same prob und I don't think its working correctly. If you compare the ssbase & bsbase in the sheet Un/Buffed Cycles (X6 / X7) than you see that in bsbase the calculation for aggresion is missing.
I just copy paste the aggresion part (1+0,02*agg) from ss to bs and now its working fine (hopefully) .
If I am wrong pls correct me.

But it has nothing to do with hemo....

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Old 11/14/07, 11:16 AM   #1188
Graecus
Von Kaiser
 
Night Elf Rogue
 
Staghelm
Originally Posted by Xagor View Post
I had the same prob und I don't think its working correctly. If you compare the ssbase & bsbase in the sheet Un/Buffed Cycles (X6 / X7) than you see that in bsbase the calculation for aggresion is missing.
I just copy paste the aggresion part (1+0,02*agg) from ss to bs and now its working fine (hopefully) .
If I am wrong pls correct me.

But it has nothing to do with hemo....
Would it not need to be:

(1+0.04*opp*agg)

to account for Opportunity?

the original formula:

=Slayer4value*((1+0.04*opp)*(mhavg*1.5+ap/14*1.7*1.65+255)*(Z6+(cfact+0.06*leth)*Z7)*(1+sa*0.1))

Precision in Paradise

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Old 11/14/07, 11:41 AM   #1189
Whishes
Glass Joe
 
Gnome Rogue
 
Blackrock (EU)
Hemo

Short question.
My math might be wrong, but in the sheet the hemo debuff is a dps increase of 147 dps.

Shouldn´t it be:
Overall dmg of 10 stacks (360) / time to regenerate 35 energy? (3,5 sek.)

This would mean, that the hemo debuff is just worth 102.85 dps, or even lower because of finishers.

Last edited by Whishes : 11/14/07 at 12:06 PM. Reason: Could be missunderstood

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Old 11/14/07, 11:51 AM   #1190
H3ly
Glass Joe
 
Orc Rogue
 
Spinebreaker
Originally Posted by royaljester View Post
That was my point vulajin, that all this hubbub of taking imp poisons was pointless because you lose 12% dmg to poisons that rarely fall off if you are itemized/spec properly. And, like you said, they usually do a minimal amount of overall dps, so its' kind of a moot point.
Does Envenom not play any role in the choice between imp poisons and vile poisons? With the amount of speed combo points get racked up with mutilate, imp. poisions basically ensures that one will have a 5-point stack before or a few seconds after your last mutilate, and almost always hits the target for at least 1.7k points of damage.

However, perhaps I'm thinking of this from a PVP point of view, since stunlocks are used more frequently, and I understand that deadly poisons could be more suitable in raiding situations, since it's guranteed that poisons will stay for their full duration.

Sorry if that was mentioned, I haven't taken the time to read the full discussion.

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Old 11/14/07, 12:36 PM   #1191
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Originally Posted by Whishes View Post
Short question.
My math might be wrong, but in the sheet the hemo debuff is a dps increase of 147 dps.

Shouldn´t it be:
Overall dmg of 10 stacks (360) / time to regenerate 35 energy? (3,5 sek.)

This would mean, that the hemo debuff is just worth 102.85 dps, or even lower because of finishers.
It's boosted by crits, so you need to multiply up by the average crit rate of the physical DPS in your raid.

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Old 11/14/07, 12:54 PM   #1192
Darlal
Piston Honda
 
Night Elf Rogue
 
Doomhammer
Originally Posted by Whishes View Post
Short question.
My math might be wrong, but in the sheet the hemo debuff is a dps increase of 147 dps.

Shouldn´t it be:
Overall dmg of 10 stacks (360) / time to regenerate 35 energy? (3,5 sek.)

This would mean, that the hemo debuff is just worth 102.85 dps, or even lower because of finishers.
a bit more robust:

using 2s/5r - 1 cycle takes 7 combo points
7*35 energy for hemo = 245e
25e for snd - .4*25e for relentless strikes + 25e for rupture - 25e for relentless strikes = 15e
total energy = 15 + 245 = 260
260 energy requires 26 seconds to generate

26 second cycle with 70 hemo charges for a total

let's assume a 25% melee crit rate and 30% mitigation on 2/3 (white) damage

46 white hits = 11.5crits/34.5mitigated

11.5(36)(2)+34.5(36)(.7)= 414 + 869.4 = 1283.4

24 yellow hits = 6 crits/18 normal
6(36)(2) + 18(36) = 432 + 648 = 1080

total damage = 1283.4 + 1080 = 2363.4

2363.4/26 = approx. 91 dps for the raid

Last edited by Darlal : 11/14/07 at 1:24 PM.

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Old 11/14/07, 1:22 PM   #1193
Devil Warrior
Von Kaiser
 
Worgen Death Knight
 
Llane
Originally Posted by Darlal View Post
a bit more robust:

using 2s/5r - 1 cycle takes 7 combo points
7*35 energy for hemo = 245e
25 for snd - .4*25 for relentless strikes + 25e for rupture - 25e for relentless strikes = 15e
total energy = 15 + 245 = 260
260 energy requires 26 seconds to generate

26 second cycle with 70 hemo charges for a total of 2520 damage
2520/26 = approx. 97 dps for the raid
using 4s/5r (my suggested cycle) - 1 cycle takes 9 combo points
9*35 energy for hemo = 315e
25 for snd - .8*25 for relentless strikes + 25e for rupture - 25e for relentless strikes = 5e
total energy = 5 + 315 = 320
320 energy requires 32 seconds to generate
4/5 T5 PPM of 1.5 = 25e over 40 sec = .625e/sec
32 * .625 = 20e, provides roughly 2 seconds of energy regen, reducing cycle to 30 seconds.

30 second cycle with 90 hemo charges for a total of 3240 damage
3240/30 = approx. 108 dps for the raid

not counting T5 4/5

32 second cycle with 90 hemo charges for a total of 3240 damage
3240/32 = approx. 101.25 dps for the raid

Hemo debuff will be valued higher the longer your own cycle is, and will be valued lower the shorter your cycle is.

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Old 11/14/07, 1:37 PM   #1194
Whishes
Glass Joe
 
Gnome Rogue
 
Blackrock (EU)
Yes, but all this numbers dont even come close to the ~147 dps in the sheet, so, is the hemo debuff affected by crit, or is the number in the sheet simply wrong?

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Old 11/14/07, 1:45 PM   #1195
royaljester
Piston Honda
 
Orc Death Knight
 
Destromath
Originally Posted by H3ly View Post
Does Envenom not play any role in the choice between imp poisons and vile poisons? With the amount of speed combo points get racked up with mutilate, imp. poisions basically ensures that one will have a 5-point stack before or a few seconds after your last mutilate, and almost always hits the target for at least 1.7k points of damage.

However, perhaps I'm thinking of this from a PVP point of view, since stunlocks are used more frequently, and I understand that deadly poisons could be more suitable in raiding situations, since it's guranteed that poisons will stay for their full duration.

Sorry if that was mentioned, I haven't taken the time to read the full discussion.
The problem is that you should almost never use envenom in a PvE situation.

A) You should almost always be using Rupture. period.

B) Since you will probably have WF mh, DP oh only = harder to get poison procs, even if you had imp poisons, but since you shouldn't take that either (imo, vile = more dps overall), you'll not want to waste any stacks of poison on the target with envenom, it loses a lot of dps in the downtime of the poison stack.

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Old 11/15/07, 3:03 AM   #1196
Volc
Glass Joe
 
Human Rogue
 
Blackrock
Is the current spreadsheet setup with the mace spec changes. I was interested in putting in a duel spec setup with it to see how dps varies

mace/sword spec.

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Old 11/15/07, 5:37 AM   #1197
Zurgat
King Hippo
 
Zurgat's Avatar
 
Troll Rogue
 
Aszune (EU)
Could this item be added to a next version ?


Seems to be a world drop, but according to http://www.worldofraids.com/ it came from a pickpocketed lockbox.
Seems to be better than [Arcanite Steam-Pistol] stats wise.

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Old 11/15/07, 7:44 AM   #1198
presagio
Glass Joe
 
Night Elf Rogue
 
Runetotem (EU)
I was working on a way to model SealFate for HemoSF build and you will receive some information after i had finished.
I think i found something wrong on the sheet.

The starting point is that the best cycle shout be something like 4-5 snd /4-5 rupture.
I try to avoid making another hemo while at 4 combo point.

I have built a little excel that do the math for the cycle lenght based on crit % and then consider the uptime % of snd and rupture.

I consider with 0 expertise Hemo cost = 35,38 and a little cost on rupture finisher asweel.

The thing that currently made me wonder is the istant for second of the cell Q17 in Buffed DPS sheet.
It's 0,361 that mean 36,1 hemo every 100 seconds or 1277,22 energy every 100 seconds and of course it cannot be.

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Old 11/15/07, 8:58 AM   #1199
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Seal Fate is not amenable to statistical modelling - period.

Statistical modelling is all about working out the "average" number of procs per cycle, and determining what's best to do based on that average rate. However, in the real world you have to deal with actual procs and streaks, where sometimes you will have too few combo points, sometimes too many. That will never be captured by any statistical model that addresses average rates.

On average, you have one testicle and one tit. I don't advise using that as a basis for predicting your love life.

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Old 11/15/07, 9:03 AM   #1200
Whishes
Glass Joe
 
Gnome Rogue
 
Blackrock (EU)
Yes, if you put a more correct number in the sheet, you can see a sad truth, the dps of 3x/0/3x seems to be a bit lower than 20/41 sword.
And is not nearly competitive with a 11/28/22 spcc

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