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09/19/07, 11:32 PM
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#751
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Von Kaiser
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Originally Posted by Vulajin
The problem is, if Shiv had comparable DPE to Sinister Strike, it would be kinda overpowered in PvP since you could Shiv spam forever, dealing as much damage as if you were Sinister Striking and getting poison procs on every single one and being able to do it regardless of being disarmed or not.
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Plus shiv can't be dodged.
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09/20/07, 1:15 AM
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#752
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Piston Honda
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Originally Posted by AniwenofLothar
A question for the "pro" rogues out there...
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Not a pro, but I'll chime in. Agree with Vulajin.
1 - Lose the Shiv, completely.
2 - Get your 1s/5r cycle down, and stick with it, except during AR.
3 - Stop feinting. If your MT (and, in the case of Gruul, OT) can't keep up with you, obviously you can't do this. But it is a rarity in my experience - either you are uber-l337, or someone will need to talk with your tanks about it, because they are going to really threat cap you in later fights. You shouldn't need to do more than vanish partway through the Gruul fight.
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09/20/07, 3:13 AM
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#753
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Don Flamenco
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Originally Posted by Makdoh
Lately I've considered speccing "back" to mutilate as our raid progress is not that demanding anyway and I still want to be able to do some PVP. I then composed a build that looks pretty much like this.
Then I noticed that - according to this spreadsheet (.13 version) - I would do less DPS with improved SnD than without it (around 15 less).
Is this a bug or do I miss something important?
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Here are some numbers from my mutilate respec, in BT.
Naj'entus 1549 dps
Shade of Akama 2228 dps
Teron Gorefiend 1638 dps (I was smoking dmg, then got marked for death)
Gurtogg Bloodboil 1466dps (no fel rage, and I may be a bit too cautious threatwise)
We did a reliquary run, but our interrupt rotation wasnt smooth, then disconnect issues caused us to not complete reliquary)
Essence of Suffering 2051 dps
I had a lot of fun, it was quite a bit more entertaining than combat daggers. I had a 5500 mut crit on essence of desire, a mob with 0 armor once sunders are on, even got a nice 4831 envenom crit during the night. If you can afford the gold, and your guild is in farm mode, I would recommend trying it out. I ran with a enh shaman, a warrior, and sometimes a hunter throughout the night, only using major agi pots, food, and scrolls for consumables.
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09/20/07, 3:41 AM
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#754
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Glass Joe
Gnome Rogue
Bloodfeather (EU)
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I haven't had much time recently to search for this, but I'm just wondering does the modelling for Dragonspine Trophy in the latest release include the "25 second hidden CD" that's currently on the PTR?
And also, has haste been changed to PTR values on it?
Thanks 
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09/20/07, 11:35 AM
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#755
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Glass Joe
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inaccurate envenom calcualtions
i dont know whether your formulas are wrong or you are missing something important out there but my rupture does flat average damage of ~1600 while envenom does average of ~3400 (5/5 Vile poisons, T5 2xSet bonus, 3% bigger crits from meta gem, 20% more damage from nature attack - debuff from enhancement shammy's stormstrike), max envenom hit is 5600 for me with cold blood. Rupture lasts 16 sec while i can easily hit 2 envenoms during that time(in spamming envenom mode) and my crit rate is fairly low, which means that with higher crit (improved leader of the pack) and T5 4 set bonus (chance on finishing move to cost no energy) envenom will leave rupture far away in dps dust as it already does so anyway.
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09/20/07, 12:36 PM
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#756
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Von Kaiser
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It takes into account the dps you lose from losing Deadly Poison.
Also 1600 rupture seems low.
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09/20/07, 12:57 PM
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#757
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Glass Joe
Gnome Rogue
Bloodfeather (EU)
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Originally Posted by Crumpet
I haven't had much time recently to search for this, but I'm just wondering does the modelling for Dragonspine Trophy in the latest release include the "25 second hidden CD" that's currently on the PTR?
And also, has haste been changed to PTR values on it?
Thanks 
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Forget that I found the answer
Does this mean, even with the haste nerf and the 25 sec internal CD on DST, it's still the best Rogue trinket in the game? :o
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09/20/07, 1:21 PM
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#758
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Von Kaiser
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Originally Posted by Crumpet
Does this mean, even with the haste nerf and the 25 sec internal CD on DST, it's still the best Rogue trinket in the game? :o
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Yes, but not by a ridiculous amount. So guilds deep in Black Temple don't really have to make stops at Gruul every week.
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09/20/07, 1:37 PM
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#759
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Glass Joe
Gnome Rogue
Blackrock (EU)
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Sorry, for interrupting you in your discussion.
I have a question about Tsunami Talisman vs. Warp-Spring Coil.
How was the TT. forumla was changed, and what you think about TT. vs. WSC.
I get wit my gear about 5 dps more with TT. in .12 it was about 2Dps less then WSC.
And again, sry for my bad english.
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09/20/07, 2:17 PM
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#760
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Von Kaiser
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Originally Posted by dinesh
Not a pro, but I'll chime in. Agree with Vulajin.
1 - Lose the Shiv, completely.
2 - Get your 1s/5r cycle down, and stick with it, except during AR.
3 - Stop feinting. If your MT (and, in the case of Gruul, OT) can't keep up with you, obviously you can't do this. But it is a rarity in my experience - either you are uber-l337, or someone will need to talk with your tanks about it, because they are going to really threat cap you in later fights. You shouldn't need to do more than vanish partway through the Gruul fight.
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I usually feint off the start because our tanks don't have a lot of +hit, so I generally assume they've missed the first couple hits. Hopefully as we progress we'll get some tanking +hit/+skill items and they can improve themselves in that area (if that really makes much of a difference... heh)
however thank you for your input, I've pulled shiv from my bars and did pretty well last night, pulling near 600 dps on Voidreaver with 250 arcane resist and no group-buffers (2 non-BM hunters and a warlock), and pulling 660 dps with a DPS time of 80% in a buffed group on lurker (shaman, warrior, druid). I'm not sure why my damage is so low still, but I assume the lurker fight isn't exactly ideal situations for melee (I do attack during spouts but, between repositioning, whirls and attacking the islands, there's a lot of time where I cannot or have nothing to attack)
Anyway, thanks again for both your inputs 
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"Such ... is the state of life, that none are happy but by the anticipation of change; the change itself is nothing; when we have made it, the next wish is to change again."
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09/20/07, 2:30 PM
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#761
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Don Flamenco
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Originally Posted by oneofthem
i dont know whether your formulas are wrong or you are missing something important out there but my rupture does flat average damage of ~1600 while envenom does average of ~3400 (5/5 Vile poisons, T5 2xSet bonus, 3% bigger crits from meta gem, 20% more damage from nature attack - debuff from enhancement shammy's stormstrike), max envenom hit is 5600 for me with cold blood. Rupture lasts 16 sec while i can easily hit 2 envenoms during that time(in spamming envenom mode) and my crit rate is fairly low, which means that with higher crit (improved leader of the pack) and T5 4 set bonus (chance on finishing move to cost no energy) envenom will leave rupture far away in dps dust as it already does so anyway.
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Perhaps YOUR formulas are wrong? perhaps YOU are missing something?
Yes, you have stacked pretty much everything in favour of using envenom. Even so, I fail to see how you would be AVERAGING 3400 damage per envenom. I could see an average crit getting that kind of number..
Remember that a full stack of deadly poison with vile poisons is roughly 90 dps. Also, in order to be able to spam Envenom like that, you'll need dual-deadly poison instead of WF. Thats another dps hit - not so much if your getting GoA I suppose.. especially as a Mutilate build.. but still a hit. Also, Envenom is 35 energy, rupture is 25. Yet another hit for Mr. no-combat-potency.
Now for rupture.. how are you only getting 1600 dmg out of a rupture? I looked up your armory.. your AP isn't stupid low. Do you not raid with any feral druids? Rupture should be ticking for average of 250 in your AP, with some decent procs and/or an enhancement shaman you would be near 300 per tick. 8 ticks.. thats 2k to 2400 - nearly 100 dmg per energy. Even with your (imo) absurdly high estimate of 3400 dmg per envenom on average, thats only a few dmg per energy higher than rupture, and you didn't take into acount the deadly poison loss which would lower your envenom attacks by a good 450-500.
I'm not really using solid math here.. just giving you rough numbers from what I see in raids and general tendancies and I'm trying to be as generous as I can to mutilate.. but I just don't think you're looking at the whole picture. Perhaps someone can repost the (more scientific) math done on Envenom vs Rupture to back me up here.
Sorry if I'm coming off a bit strong or offensive here. I guess I just react when someone uses "I just got a big crit with move X, so it must be better than move Y" as proof that months of theorycrafting are wrong. Envenom will greatly sacrifice your dot damage to give you a high-max-dmg instant attack. It is a fun move but overall it just costs too damn much.
Ps. If you're hitting 2 envenoms in 16 seconds, you're likely hurting your dps. You have 160 energy to spend in 16 seconds. Envenom is 35 energy, assume both envenoms give you 25 energy back. Thats 20 energy cost for the finishers, 140 left. Assume both proc you an extra combo point. 140 energy is 2 mutilates, assume both have at least one crit. That gives you a pair of 4 point envenoms.. assuming EVERYTHING goes your way.. and you are able to stack 4+ deadlies up within that timeframe. Instead you could of had a rupture ticking and an evis (you used 2 finishers.. I get to use 2 finishers :P).
If you assumed you started the 16 seconds with 5 combo points.. just shift the timeframe a bit and make sure you end with 5 combo points so the cycle is repeatable.
Last edited by Latito : 09/20/07 at 4:14 PM.
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09/20/07, 2:40 PM
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#762
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AUGH CHAMPION TIME
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Originally Posted by Vulajin
The problem is, if Shiv had comparable DPE to Sinister Strike, it would be kinda overpowered in PvP since you could Shiv spam forever, dealing as much damage as if you were Sinister Striking and getting poison procs on every single one and being able to do it regardless of being disarmed or not.
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Except that if you were adding PvP utility, you'd be losing IP off the hand (I'd guess you'd probably run Wound, since it has a damage component), which reduces the DPE down again to a more manageable level. As for the disarm argument, we already CAN do this for "almost" as much damage (should we use a damaging poison on our offhand), so that's not realy a major issue, in my eyes.
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09/20/07, 2:43 PM
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#763
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Don Flamenco
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Originally Posted by AniwenofLothar
I usually feint off the start because our tanks don't have a lot of +hit, so I generally assume they've missed the first couple hits. Hopefully as we progress we'll get some tanking +hit/+skill items and they can improve themselves in that area (if that really makes much of a difference... heh)
however thank you for your input, I've pulled shiv from my bars and did pretty well last night, pulling near 600 dps on Voidreaver with 250 arcane resist and no group-buffers (2 non-BM hunters and a warlock), and pulling 660 dps with a DPS time of 80% in a buffed group on lurker (shaman, warrior, druid). I'm not sure why my damage is so low still, but I assume the lurker fight isn't exactly ideal situations for melee (I do attack during spouts but, between repositioning, whirls and attacking the islands, there's a lot of time where I cannot or have nothing to attack)
Anyway, thanks again for both your inputs 
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Why are you using AR on VR? Yes.. I am aware that the poundings are arcane, but the majority of strats are "melee stays in, chain heal + seal of light + imp LotP + circle of healing them". The more risky strat would be having your melee run out on the poundings.. risky because you can take 6k spikes from those balls, but in general less overall dmg taken. I dunno.. if you can kill him that way I guess thats what works for your guild :P.
Lurker isn't a great fight, but make the most of it - don't run to platforms. Melee should be killing the inner circle adds. Or does your guild chain-sheep them the entire fight? Spout really shouldn't affect your dps, and whirl only takes you out for a few seconds every 15?
Rogues are definately a class that is affected by buffs a lot. My dps can vary by ~40% pending which buffs I'm getting.. and thats coming from a rogue who always gets at least ONE buff (warrior or feral at minimum). If I went from a warlock group to an Enhancement sham + warrior + feral group.. could easily be a 50-60% jump in dps.
Just make sure you keep Snd up, do your best to keep rupture up. Your hit rating is ok, but not spectacular so you might have some energy problems. Worst case fall back to a 2s/5r or 3s/5r.
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09/20/07, 2:56 PM
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#764
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Vula'jin the Void, blessed by the loa
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Originally Posted by Latito
Perhaps YOUR formulas are wrong? perhaps YOU are missing something?
Yes, you have stacked pretty much everything in favour of using envenom. Even so, I fail to see how you would be AVERAGING 3400 damage per envenom. I could see an average double-crit getting that kind of number.. maybe even a MH-crit, OH-hit situation. And lets face it - a move which has two attacks and is affected by a ton of modifiers.. counting the 5600 max as "it must do high dps!" really doesn't mean much.
Remember that a full stack of deadly poison with vile poisons is roughly 90 dps. Also, in order to be able to spam Envenom like that, you'll need dual-deadly poison instead of WF. Thats another dps hit - not so much if your getting GoA I suppose.. especially as a Mutilate build.. but still a hit. Also, Envenom is 35 energy, rupture is 25. Yet another hit for Mr. no-combat-potency.
Now for rupture.. how are you only getting 1600 dmg out of a rupture? I looked up your armory.. your AP isn't stupid low. Do you not raid with any feral druids? Rupture should be ticking for average of 250 in your AP, with some decent procs and/or an enhancement shaman you would be near 300 per tick. 8 ticks.. thats 2k to 2400 - nearly 100 dmg per energy. Even with your (imo) absurdly high estimate of 3400 dmg per envenom on average, thats only a few dmg per energy higher than rupture, and you didn't take into acount the deadly poison loss which would lower your envenom attacks by a good 450-500.
I'm not really using solid math here.. just giving you rough numbers from what I see in raids and general tendancies and I'm trying to be as generous as I can to mutilate.. but I just don't think you're looking at the whole picture. Perhaps someone can repost the (more scientific) math done on Envenom vs Rupture to back me up here.
Sorry if I'm coming off a bit strong or offensive here. I guess I just react when someone uses "I just got a big crit with move X, so it must be better than move Y" as proof that months of theorycrafting are wrong. Envenom will greatly sacrifice your dot damage to give you a high-max-dmg instant attack. It is a fun move but overall it just costs too damn much.
Ps. If you're hitting 2 envenoms in 16 seconds, you're likely hurting your dps. You have 160 energy to spend in 16 seconds. Envenom is 35 energy, assume both envenoms give you 25 energy back. Thats 20 energy cost for the finishers, 140 left. Assume both proc you an extra combo point. 140 energy is 2 mutilates, assume both have at least one crit. That gives you a pair of 4 point envenoms.. assuming EVERYTHING goes your way.. and you are able to stack 4+ deadlies up within that timeframe. Instead you could of had a rupture ticking and an evis (you used 2 finishers.. I get to use 2 finishers :P).
If you assumed you started the 16 seconds with 5 combo points.. just shift the timeframe a bit and make sure you end with 5 combo points so the cycle is repeatable.
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I agree with your general point about Envenom, but I think at the start of your post you got some wires crossed and confused Envenom with Mutilate.
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Originally Posted by AniwenofLothar
however thank you for your input, I've pulled shiv from my bars and did pretty well last night, pulling near 600 dps on Voidreaver with 250 arcane resist and no group-buffers (2 non-BM hunters and a warlock), and pulling 660 dps with a DPS time of 80% in a buffed group on lurker (shaman, warrior, druid). I'm not sure why my damage is so low still, but I assume the lurker fight isn't exactly ideal situations for melee (I do attack during spouts but, between repositioning, whirls and attacking the islands, there's a lot of time where I cannot or have nothing to attack)
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No two bones about it, that is startingly low. Out of curiosity, what are you using to measure your DPS? Recount? WWS? SW Stats? KombatStats? I find that the numbers can vary pretty widely, but generally Recount and WWS are most accurate.
Let's start with the basics. Are you keeping Slice and Dice up as close to 100% of the time as you can? I recommended the 1s/5r cycle to you, but I also mentioned that I run 2s/5r myself. My rule of thumb for that choice is that, even in the situation where I get really low combat potency procs and no Ruthlessness or Relentless Strikes, I want Slice and Dice to drop for at most 1-3 seconds. Any more is unacceptable. Last night on Morogrim I was kicking myself because once on the run back from a grave, I opted to build up to 5 CP and Rupture before refreshing Slice, which had already fallen. I lost about 20 seconds of Slice time, and the difference between me and the other rogue was about 40 DPS at the end (compared to maybe 20 DPS usually).
If you're running a cycle with a higher Slice coefficient (3s/5r or higher, I'd say), then you should probably start the fight (or any time you have to interrupt your cycle for a non-negligible duration) with a 1s or 2s to make sure you get it up as soon as possible and that it won't fall off later.
Last edited by Vulajin : 09/20/07 at 3:17 PM.
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09/20/07, 3:04 PM
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#765
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Glass Joe
Night Elf Rogue
Dun Modr (EU)
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GoA+DP/IP = WF?
Hello, long time reader, first time poster.
First thanks for the job on this spreadsheet it's helping me a ton since it was created : )
And now to my question...
Did a search about it, but couldn't find anything. But, in the last version i'm finding GoA totem + DP MH IP OH to be superior or almost equal to WF MH DP OH. The difference with my gear and build makes GoA variant win by almost 1 DPS (not much, but when trying to get best of the best it's important!). Someone else has the same results?
I know WF took a good nerf, but wasn't expecting GoA to be better or equal.
Thank you.
(Build tested Talent Calculator - World of Warcraft )
Gear
Netherblade Facemask (Relentless Earthstorm Diamond/Shifting Tanzanite)
Worgen Claw Necklace
Shoulderpads of the Stranger (Glinting Noble Topaz)
Bloodsea Brigand's Vest (Glinting Noble Topazx2/Shifting Nightseye)
Drape of the Dark Reavers
Shard-Bound Bracers (Glinting Noble Topaz)
Deathmantle Handguards
Belt of Deep Shadows (Glinting Noble Topaz)
Netherblade Breeches
Edgewalker Longboots (Bold Ornate Ruby/Glinting Noble Topaz)
Ring of a Thousand Marks
Garona's Signet Ring
Bloodlust Brooch
Dragonspine Trophy
Talon of Azshara
Merciless Gladiator's Quickblade
Veteran's Musket
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