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Old 02/19/08, 6:30 PM   #1516
robfang
Von Kaiser
 
robfang's Avatar
 
Orc Rogue
 
The Venture Co (EU)
In 2_4_0_3 version of the dps spreadsheet (as well as in the older versions) GoA+Deadly Main hand+Instant Offhand is better than WF+Deadly Offhand for all gear levels if 3 or more points spent on either poison talents.

In T4-T5 gear, the discrepancy is around 1% of your total damage while in T6 gear, the discrepancy is negligible.

Edit: The above values are for Combat Swords build. You can expect any dagger build or shadowstep build (due to sinister calling) favor GoA more over WF.

Edit2: According to my calculations, with 2.6 speed MH, 1,5 speed offhand and with slice and dice up;

Untalented,
Main Hand deadly poison provides 59,6 dps
Offhand instant poison provides 22,6 dps

The values match quite well with the poison dps values of the spreadsheet.

I don't think there is anything wrong with the poison dps calculations of the last version of the spreadsheet. If we disregard the slight possibility of miscalculation of dps provided by WF or GoA, we can assume that GoA+Poison on both hands is better than WF+Deadly poison offhand. At least until you get a Warglaive in each hand.

Last edited by robfang : 02/19/08 at 10:49 PM.

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Old 02/19/08, 11:55 PM   #1517
Dontmindme
King Hippo
 
Dwarf Rogue
 
Icecrown
I took a quick look at the Windfury DPS sheet modeling...it's not so bad, but there are deficiencies.

1) It's modeled under the old assumption that no extra attacks will proc other extra attacks which has been proven false. So it's missing synergy with Sword Spec especially.

2) It uses 2 as a crit factor instead of the true buffed crit multiplier.

3) It fails to add other overall damage multipliers to the Windfury damage (like Murder).

4) It doesn't feed back into the proc mechanics (but then again, proc mechanics are just beginning to get converted from estimates, so not much of an issue yet).

Since each of these are underestimating the result, it's probably safe to assume for now that Windfury still edges out IP/GoA. We'll see by how much when it gets fixed and the rest of the accurate proc mechanics go into place.

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Old 02/20/08, 2:31 AM   #1518
Ylliak
Glass Joe
 
Troll Rogue
 
<One>
Das Syndikat (EU)
Our typical melee group looks like this:

Rogue
Rogue
Rogue
Warrior
Enhancement Shaman

In most situations there is aboslutely no point to discuss wheter WF is superior/inferior to IP+GoA, because if your Shaman is skilled he will rotate totems and provide both buffs.

And then - without question - WF is superior.

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Old 02/20/08, 3:17 AM   #1519
Ashere
Piston Honda
 
Night Elf Rogue
 
Khadgar (EU)
Originally Posted by patcherke View Post
1. why doing a 4s5r cycle if you have no T4 set bonus? to get 5 points for the rupture, you need 20s to build them up. To cover these 20 seconds, a 3 point SnD is enough if you have put talents in it (which is the case with the combat builds)
Late reply, I know, but:
Even with a hemo build, it takes 17.5 seconds to build up 5 combopoints for a finisher. With a Ruthlessness Proc, this is only 14 seconds.
On avarage, a Combat build with Combat Potency will be slightly ahead of the hemo build at this. Especially at higher level hasted gear (proc per strike for the win there). So 20 seconds is really a worst worst case scenario. On avarage, a Combat build will be closer to requiring only about 16 seconds to build 5 combopoints, about 10 with a Ruthlessness proc and very good Combat Potency proccing. These are rough numbers, but you get the idea.
So yes, some people will gamble on getting their procs right. If they do get their procs, it's rewarding, if they don't the effect is marginal.

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Old 02/20/08, 7:48 AM   #1520
Discombobulator
Banned
 
Troll Rogue
 
Mal'Ganis
Originally Posted by saedo View Post
In general, envenom is not used at all. Deadly Poison ticks will give more dps. Envenom is only really used as the last 1% move when deadly poison won't tick through. And on that matter, Evis is also generally not used. If the mob is bleedable, Rupture is used.
Oh high HP trash with 5% or less HP Envenom is better than Evi but that about all the raid utility it has atm.

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Old 02/20/08, 2:46 PM   #1521
Shaker
AUGH CHAMPION TIME
 
Shaker's Avatar
 
Human Rogue
 
Elune
I guess nobody else has mentioned it, though it might be in the mut thread, but +15% chance to crit with mut, and elementals won't be defaulted immune to poisons (though ones immune to nature damage will be). Looks like they're trying to bring Mut back in line.

Consistency. It's only a virtue if you're not a screwup.

Kurisu's BSG Reference Sheet

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Old 02/20/08, 2:55 PM   #1522
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
It helps, certainly, but I think Mutilate is still a bit behind even with the change. Bumping Mutilate from (say) 30% crit to 45% crit will up it's expected damage by about 10%; assuming Mutilate was, say, 40% of your damage before, this is then a 10% increase to 40% of your damage, or about a 4% increase to Mutilate DPS (plus whatever you get from the extra combo points, an effect I expect to be fairly small). Thus, for a 1500 DPS rogue, this change would add about 60 DPS to Mutilate, which is larger than the estimated gap between Combat Swords and Mutilate. Additionally, Mutilate still has heavier positional dependency which will limit it's DPS in some circumstances.

So, fundamentally speaking: it helps, to be sure. And it might even be close enough that we now need to devote some attention to modeling it. But I suspect on the whole it still runs behind Combat swords at equal itemization.

That said, itemization needn't be equal; for instance, if you lack Warglaives but can get a Crux of the Apocalypse and a Shiv of Exsanguination (or some such) one might fight that the damage rivals any combat swords setup you can get without Warglaives.

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Old 02/20/08, 3:03 PM   #1523
Shaker
AUGH CHAMPION TIME
 
Shaker's Avatar
 
Human Rogue
 
Elune
Yeah, I agree that it isn't quite up to Combat Swords, but I think at this point it's not nonsense for one of your rogues to talk about doing a dagger spec, if only to soak up the plentiful number of high end daggers. I mean, sure, Warglaives are better, but unless your guild is really lucky, you're going to be looking at what, 2 sets max?

We're a bit more casual, but for me, given that it distributes weapons a little more cleanly, and that one of my raiders just honestly likes the playstyle better, this last change was enough for me to green light him into giving it a try.

Consistency. It's only a virtue if you're not a screwup.

Kurisu's BSG Reference Sheet

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Old 02/20/08, 4:03 PM   #1524
Bendelat
Von Kaiser
 
Blood Elf Mage
 
Thrall
Originally Posted by Aldriana View Post
It helps, certainly, but I think Mutilate is still a bit behind even with the change. Bumping Mutilate from (say) 30% crit to 45% crit will up it's expected damage by about 10%; assuming Mutilate was, say, 40% of your damage before, this is then a 10% increase to 40% of your damage, or about a 4% increase to Mutilate DPS (plus whatever you get from the extra combo points, an effect I expect to be fairly small).
Wouldn't the combo points be a bit more than fairly small? In the mutilate thread there are comments saying that stacking agility and crit over hit once geared provides for much larger dps gains than expected by gut. Mutilate already has massive combo point generation. If relentless procs and a high crit rate you can end up doing mutilate, 4pt finisher, mutilate, 4pt finisher, repeat, for as long as you keep critting.

That keeps up Find Weakness's buff, and provides significant energy generation. That seems to be fairly large and it should scale. Am I missing something?

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Old 02/20/08, 4:13 PM   #1525
Dorvan
Piston Honda
 
Human Paladin
 
Proudmoore
Originally Posted by Bendelat View Post
Wouldn't the combo points be a bit more than fairly small? In the mutilate thread there are comments saying that stacking agility and crit over hit once geared provides for much larger dps gains than expected by gut. Mutilate already has massive combo point generation. If relentless procs and a high crit rate you can end up doing mutilate, 4pt finisher, mutilate, 4pt finisher, repeat, for as long as you keep critting.

That keeps up Find Weakness's buff, and provides significant energy generation. That seems to be fairly large and it should scale. Am I missing something?
Well, you're not going to be able to maintain a pure 1 Mut/1 finisher rotation (assuming a 4+ CP finisher rotation, I suppose going pure 1 Mut/1 finish regardless of CPs might be worth looking at come to think of it)...with 30% crit pre-Mut talent you'll have about a 70% chance to generate 3 CPs with each mutilate. Combined with a 60% proc chance on Ruthlessness and you're looking at being able to do 1 Mut/1 finisher about 40% of the time (perhaps as high as 50% with 4-piece T4). Still, that's a a nice bump over the 30% chance you've got without the talent.

Last edited by Dorvan : 02/20/08 at 4:20 PM.

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Old 02/20/08, 4:21 PM   #1526
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
So, two things:

1) I admit I am conjecturing a bit here, but it is my impression that most people overestimate the benefit gained via extra combo points due to higher crit rate. It helps, to be sure, but I'm reasonably sure that the majority of the damage gained via a crit is from the damage itself and not from the combo point.

2) Increasing crit rate by 15% doesn't give 15% more crits; in reality, the number is more like 10% assuming a typical crit rate (with a 30% crit rate, expected combo points per Mutilate is 2.51; with a 45% crit rate it's 2.7, which is less than 10%). Regardless: you gain an extra .2 combo points per Mutilate. That's 1 combo point every 5 finishers, and thus ~20 Mutilates to get enough combo points for an extra finisher - assuming you don't waste any of those procs, which you likely do (unless you're doing 3+ cycles, anyway). So best case scenario, you get an extra Eviscerate every 2 minutes or so. An Eviscerate does, what, 2400 average damage at the absolute maximum? If so, we're gaining 2400/120 = 20 DPS from the combo points, and in reality I'd be willing to bet that that estimate is generous. So is it negligible? No. It does have an effect. But it's maybe a quarter the benefit of the raw crit damage and thus doesn't really change the underlying point.

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Old 02/20/08, 4:34 PM   #1527
Dorvan
Piston Honda
 
Human Paladin
 
Proudmoore
Thinking about it more and doing a little back of the envelope math it looks like you're definitely going to end up wasting more CPs with the new talent, at least with a 4+ cycle. Basically, there are 2 sequences that can cause a wasted combo point:

no ruthlessness proc -> mut crit -> mut crit

and

ruthlessness proc -> mut non-crit -> mut crit

Assuming 30% base crit, the chance of wasting a combo point on any giving cycle is:

without Puncturing Wounds
.4*.51*.51+.6*.49*.51 = 25.4%

with Puncturing Wounds
.4*.6975*.6975+.6*.3025*.6975 = 32.1%

I wonder if the change is enough to justify switching to a 3+ cycle (ensuring 0 wasted CPs)?

edit -- hm, I didn't take into account that you generate 0 CPs if neither Mut swing hits....that'll actually increase the the proportion of hits that generate 3 CPs, and thus means even more wasted CPs.

edit 2 -- if this change goes through, perhaps Mut is competitive enough that modeling it correctly should become a higher priority? *wink*

Last edited by Dorvan : 02/20/08 at 4:57 PM.

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Old 02/20/08, 4:47 PM   #1528
impossible!
Piston Honda
 
Orc Rogue
 
Kel'Thuzad
Originally Posted by Dorvan View Post
edit 2 -- if this change goes through, perhaps Mut is competitive enough that modeling it correctly should become a higher priority? *wink*
Maybe I'm behind the times -- I haven't been able to keep up for a bit now -- but isn't the inability to adequately model Seal Fate a big part in modeling Mutilate?

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Old 02/20/08, 5:05 PM   #1529
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Well, none of the existing spreadsheets do a 100% accurate job of it, but that's not so much because you fundamentally can't as the fact that it's a pain so no one has done it yet. I have no particular doubt in my mind that if I had a week or two and nothing better to do I could get a good Mutilate/SF model built. It's just that I don't have that sort of free time, and I have lots of better things to be doing.

Now, if people are seriously interested, I might be able to throw together some rough (very rough) approximation of what's going on for those of you who might be interested in some ballpark figures. The level of accuracy would definitely be below what's possible for Combat Swords right now, but it might give a rough idea of stat priority and scaling. I haven't done so already mostly because I'd rather see it done right at some point.

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Old 02/20/08, 5:13 PM   #1530
Dontmindme
King Hippo
 
Dwarf Rogue
 
Icecrown
It's actually not that hard to model. The hardest part of a perfectly accurate modeling is the disruption to one's cycle based on so many possible outcomes and cycle lengths. Much of that can be mitigated by intelligent adaptation of one's cycles on the fly.

Much of the myth of Seal Fate being difficult to model arose from an earlier spreadsheet error in the DPS spreadsheet. Many people called it difficult to model because the DPS spreadsheet was showing unachievable DPS amounts. What really happened was the the spreadsheet was adding instant attack damage to every Seal Fate procced combo point. When this bug was fixed, the displayed DPS values look to much more closely match reality.

In fact, the current Seal Fate modeling (even for non-Mutilate builds) is looking pretty good now that the bug was repaired.

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