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Old 10/11/07, 11:06 AM   #16
Gryzemuis
Von Kaiser
 
Undead Rogue
 
Deathwing (EU)
Maybe a few words about poisons and shaman totems would be useful ?

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Old 10/11/07, 11:58 AM   #17
Anath
Glass Joe
 
Human Rogue
 
Skywall
I have noticed that a great many Rogues skip Master Poisoner in their Mutilate builds. Does anyone know why? I noticed in WWS logs that Rogues at the hit cap were seeing poison resists, so I assume it's governed by Nature Resistance. Are these resists level-inherent resistances that can't be ignored or would Master Poisoner take them off the table?

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Old 10/11/07, 1:05 PM   #18
Shaker
AUGH CHAMPION TIME
 
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Human Rogue
 
Elune
Note that for a combat Mutilate build, offhand spec matters much less.
Change to "offhand speed".

Also, the gemming recommendations should be noted to be aimed at COMBAT rogues, as +hit will lose a ton of value from not having either DW Spec or Combat Potency. I'm not 100% sure what those rogues should gem for (well, I know Agility is good, but not sure if 1 crit rating will be better or worse than 1 hit rating).

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Old 10/11/07, 3:32 PM   #19
NvidiaN
Glass Joe
 
Undead Rogue
 
Magtheridon
Vulajin, you stated in the 'gear selection' section that besides haste, for which there is no real itemization, increasing hit rating is the best option for increasing DPS. Then in the 'regarding the hit cap' area you say, "Hit is an extremely valuable stat for rogues, but single-mindedly increasing hit at the expense of other stats will hurt your DPS output". I'm wondering how this can be possible if the first item is true. I was hoping you could elaborate on this, as I'm currently having issues with the spreadsheet.

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Old 10/11/07, 3:51 PM   #20
aquasheep
Glass Joe
 
aquasheep's Avatar
 
Night Elf Rogue
 
Hyjal
Originally Posted by NvidiaN View Post
Vulajin, you stated in the 'gear selection' section that besides haste, for which there is no real itemization, increasing hit rating is the best option for increasing DPS. Then in the 'regarding the hit cap' area you say, "Hit is an extremely valuable stat for rogues, but single-mindedly increasing hit at the expense of other stats will hurt your DPS output". I'm wondering how this can be possible if the first item is true. I was hoping you could elaborate on this, as I'm currently having issues with the spreadsheet.
An example I use to illustrate this is: let's say you are far below the hit cap and are trying to choose between two upgrades to your gear. If one upgrade gives you +1 AP and the other gives you +1 hit rating, you should choose +1 to hit, since it is clearly the better option.

If on the other hand, one upgrade gives you +100 AP and the other gives you +1 hit rating, you would be foolish to choose the +1 hit; regardless of how far below the cap you are, 100 AP is still a better upgrade.



It's an extreme case, but many people seem to think that the hit cap is the only thing that maximizes their DPS, and make the wrong choices in these kinds of tradeoffs without realizing it.

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Old 10/11/07, 3:56 PM   #21
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
Originally Posted by NvidiaN View Post
Vulajin, you stated in the 'gear selection' section that besides haste, for which there is no real itemization, increasing hit rating is the best option for increasing DPS. Then in the 'regarding the hit cap' area you say, "Hit is an extremely valuable stat for rogues, but single-mindedly increasing hit at the expense of other stats will hurt your DPS output". I'm wondering how this can be possible if the first item is true. I was hoping you could elaborate on this, as I'm currently having issues with the spreadsheet.
Hm, those two statements do sound contradictory. What I'm getting at is that if you have two pieces of gear and one just happens to have more hit on it, doesn't make the piece with more hit better. In other words, even if you're not hit-capped, you should always consider the overall stats on an item, and not just the hit rating. Just by way of a simple example, I would expect most rogues would prefer Warp-Spring Coil over Romulo's Poison Vial, even if they're not hit-capped.

Re: everyone else who posted anything overnight or this afternoon, I'll be getting around to it all shortly.

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Old 10/11/07, 4:01 PM   #22
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Originally Posted by NvidiaN View Post
Vulajin, you stated in the 'gear selection' section that besides haste, for which there is no real itemization, increasing hit rating is the best option for increasing DPS. Then in the 'regarding the hit cap' area you say, "Hit is an extremely valuable stat for rogues, but single-mindedly increasing hit at the expense of other stats will hurt your DPS output". I'm wondering how this can be possible if the first item is true. I was hoping you could elaborate on this, as I'm currently having issues with the spreadsheet.
All this means is that although 1 hit rating is more valuable than 1 Agility, given the choice between 5 hit rating and 10 agility, take the agility.

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Old 10/11/07, 5:19 PM   #23
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
Several sections modified based on suggestions, combo point cycle section added. Input is always appreciated, particularly where I have placed the text "(HELP!)" with some question or request for clarification.

Originally Posted by Anath
I have noticed that a great many Rogues skip Master Poisoner in their Mutilate builds. Does anyone know why? I noticed in WWS logs that Rogues at the hit cap were seeing poison resists, so I assume it's governed by Nature Resistance. Are these resists level-inherent resistances that can't be ignored or would Master Poisoner take them off the table?
I believe that Master Poisoner comes out to be worth slightly fewer additional poison procs per hit than Improved Poisons. As to why one would not take both, I don't necessarily know.

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Old 10/11/07, 6:16 PM   #24
Dontmindme
King Hippo
 
Dwarf Rogue
 
Icecrown
Originally Posted by sp00n View Post
Some theorycrafting stuff you might or might not want to add:
Damage calculation for special attacks

Backstab
  • without talents:
    ( (DAMAGE+(AP/14*1.7)) * 1.5 + 255 )
  • with Opportunity:
    ( (DAMAGE+(AP/14*1.7)) * 1.5 + 255 ) * 1.2
  • with Opportunity & Surprise Attacks:
    ( (DAMAGE+(AP/14*1.7)) * 1.5 + 255 ) * 1.2 * 1.1

Actually, I have done testing that shows that Opportunity and Surprise Attacks are additive. Spec both without Murder. Go out to the Dwarf start area. Kick some level 1 Young Ragged Wolves to verify 0 armor gives 110/220 on a crit. Now backstab them multiple times with a starter dagger. Guess what?
The damage is consistant with (DAMAGE+(AP/14*1.7)) * 1.5 + 255 ) * 1.3
and not with
(DAMAGE+(AP/14*1.7)) * 1.5 + 255 ) * 1.2 * 1.1

Even if you want to believe the armor is above 0 but still rounds to 110, the kick test proves the armor is not high enough to give damage reduction consistant with Opportunity and Surprise Attacks being multiplicative.

I suspect the same of Aggression and Surprise Attacks but have not tested this.

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Old 10/12/07, 7:52 PM   #25
Shaker
AUGH CHAMPION TIME
 
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Human Rogue
 
Elune
Could you post a combat log with the weapon stats so we can verify this?

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Old 10/12/07, 7:59 PM   #26
Xoya
Bald Bull
 
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Xoya
Orc Shaman
 
No WoW Account
Question:

On main hand theory: in general, any considerations about weapon stats are subordinate to the fact of limited itemization. The selection of weapons provided supports a strategy of picking the highest DPS weapon of "slow" speed (1.7-1.9 for daggers, 2.6-2.8 for fists/maces/swords). Note: there are exceptions (e.g. [Talon of Azshara] > [Merciless Gladiator's Slicer]).
On the topic of maces, given their improvement in 2.3 and available weapons in T6 content I'm assuming they will be desired above all other types of specs. If this is the case, how does [Dragonstrike] compare to [Syphon of the Nathrezim]?

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Old 10/12/07, 10:17 PM   #27
Dontmindme
King Hippo
 
Dwarf Rogue
 
Icecrown
When I did the testing, both when Surprise Attacks was first added and recently when I saw that the spreadsheets were calling the combination multiplicative, I did not take combat logs. But quite frankly, this is one instance where a combat log tells you little.

You can't tell from the combat log whether I'm attacking Level 1 Young Ragged Wolves or Level 2. If you get lucky and get a crit and a hit with your kicks, it takes a minimum of 2 to demonstrate armor and using a 1-3 damage dagger, it doesn't take many swings to see min and max damage for both normal hits and crits. It's very easy to replicate. But most of the important information doesn't show in the combat log, like your base AP, equipment, etc.

I have since switched to swords and now have Murder which has been showing some unusual behavior at times given that Wolves are beasts, so I cannot currently repeat this on Live without blowing 20g respecing (and I'm cash tight after buying some LW patterns recently. I plan to do a more comprehensive analysis if I can ever get a character copied to the PTR to see which talent synergies are additive and which are multiplicative and checking again how the PTR is handling Murder. Until that time, I have done testing with this. I could not find a post anywhere on these forums showing where someone tested that they multiplicative. It seems people are assuming they multiply.

I reported this information [Rogue] DPS Spreadsheet
You can verify my math...

The weapon in question was the 1.6 speed 1-3 dagger Dirk sold by the vendor.

Last edited by Dontmindme : 10/12/07 at 10:23 PM.

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Old 10/12/07, 10:53 PM   #28
Bael
Von Kaiser
 
Tauren Druid
 
Thaurissan
Originally Posted by Vulajin View Post

On poisons and Windfury: for PvE, always choose Deadly Poison on the offhand.
Does this apply even when Windfury is unavailable?

We are low on raiding shamans and typically rely on poisons; I've always used Deadly Mainhand, Instant Offhand in the (perhaps mistaken) belief that the faster attack speed of my offhand will generate more poison applications. Does factoring in the extra hits of Sinister Strike/Sword Specialisation outweigh the faster speed? Windfury being unavailable, is it worth applying Instant to the mainhand instead?

If so, at what point in the discrepancy between mainhand-offhand speeds are you more likely to achieve a higher rate of Instant procs with the offhand?

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Old 10/12/07, 11:28 PM   #29
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
Originally Posted by Xoya View Post
Question:

On the topic of maces, given their improvement in 2.3 and available weapons in T6 content I'm assuming they will be desired above all other types of specs. If this is the case, how does [Dragonstrike] compare to [Syphon of the Nathrezim]?
I don't know if you can "assume" that maces will be desired above other specs. 5% additional critical damage is awesome (I love my RED as much as anyone else), but so are extra attacks. I'll get back to you later on this, though, I'll see if I can't whip up a quick model of the new mace spec and do some comparisons.

Originally Posted by Bael View Post
Does this apply even when Windfury is unavailable?

We are low on raiding shamans and typically rely on poisons; I've always used Deadly Mainhand, Instant Offhand in the (perhaps mistaken) belief that the faster attack speed of my offhand will generate more poison applications. Does factoring in the extra hits of Sinister Strike/Sword Specialisation outweigh the faster speed? Windfury being unavailable, is it worth applying Instant to the mainhand instead?

If so, at what point in the discrepancy between mainhand-offhand speeds are you more likely to achieve a higher rate of Instant procs with the offhand?
Both Aldriana's spreadsheet and my spreadsheet seem to indicate that, for my combination of weapons ([Talon of Azshara] and [Merciless Gladiator's Quickblade]), IP/DP is a couple DPS better than DP/IP. The difference is certainly too small to be noticeable. I'd say leave it up to taste. Note, I tried switching to [Blade of Savagery] for my offhand and the difference was still in favor of IP/DP.

Will it be different with other weapon types? Possibly. You're more than welcome to check the spreadsheets yourself. Personally, I think the napkin math to figure out the difference between DP/IP and IP/DP is a bit too complicated, it's much better to just use one of the excellent spreadsheets we have available to us.

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Old 10/12/07, 11:49 PM   #30
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
Okay, did a quick model assuming that mace spec functions additively with RED (I have no idea if this will be the case, but it seems to be the most likely assumption to make). Started with [Talon of Azshara] and [Merciless Gladiator's Quickblade] as my control set. Then I switched to [Dragonstrike] and [Merciless Gladiator's Bonecracker] and lost 35 DPS. Upgraded the main hand to [Syphon of the Nathrezim] and lost another 11 DPS. Switched the offhand to [Swiftsteel Bludgeon] and gained back 16.5 DPS.

Long story short, looks like mace spec will be right up there with fists in 2.3, but swords and fist+sword will still win out.

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