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Old 10/17/06, 8:02 PM   #751
Eej
BATTLE-FEVER BATTLE-READY
 
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Eej
Troll Hunter
 
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Originally Posted by Spades
Oh, whoops. Disembowel, Deadly Throw... Eh.

All these low +% talents are ridiculous. Hunters got one too, and it sucks.
Ranged Weapon Spec is pretty awesome, I don't know what you're talking about. My Multishots would be critting for 100 less damage with out it. :<

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Old 10/17/06, 8:04 PM   #752
henaki
Don Flamenco
 
Quit the game
Murloc Rogue
 
No WoW Account
Originally Posted by Eej
Originally Posted by Spades
Oh, whoops. Disembowel, Deadly Throw... Eh.

All these low +% talents are ridiculous. Hunters got one too, and it sucks.
Ranged Weapon Spec is pretty awesome, I don't know what you're talking about. My Multishots would be critting for 100 less damage with out it. :<
He's talking about Combat Experience.

Gur - Level 64 Undead Warlock on Hellfire

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Old 10/17/06, 8:06 PM   #753
Sicks
Piston Honda
 
Night Elf Rogue
 
Deathwing
Do we know for a fact that with SA any attack that would be dodged but isn't can't crit?

Wodin\'s cat changed my life.

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Old 10/17/06, 8:08 PM   #754
Valen
Don Flamenco
 
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Human Rogue
 
Stormrage (EU)
Originally Posted by Antiarc
Let's say a backstab hits for 500, and crits for 1150 (Lethality). You have 30% crit and 15% hit. Your Backstab hit table from behind on a 60 mob looks like:

A dodged backstab costs...what, 8 energy? (I'm maces, and haven't used daggers in raids in forever).

0% miss
5% dodge - 8 energy, 0 damage
35% hit - 60 energy, 500 damage
60% crit - 60 energy, 1150 damage

(0.05 * 8) + (0.35 * 60) + (0.6 * 60) = 57.4 energy per swing, with an average damage per swing of:
(0.05 * 0) + (0.35 * 500) + (0.6 * 1150) = 865 damage

So, you have a damage-per-energy of 15.06

Now, if you replace dodge with hit:

0% miss
40% hit - 60 energy, 500 damage
60% crit - 60 energy, 1150 damage

You average energy per swing is 60 energy
Your average damage per swing is (0.4 * 500) + (0.6 * 1150) = 890

You now have a DPE of 14.83

You're losing a lot more than just some crit - you're losing a lot of DPE. A backstab that doesn't crit is a wasted backstab, and it's far more efficient to have a hit dodged for less energy than to just hit for a full 60.

I realize there are considerations like SnD cycles, but the loss from those is minimal, as recovering from a dodge doesn't take too long, and your overall backstab DPE is much higher.

Rogue damage is limited by energy. If you lower your damage output per energy spent, you lower your overall damage output. There's no way around that, and that's why they added the 5% (now 8%) damage bonus to SA. It puts it back in the black, but it's nowhere near the 8% on the tooltip, compared to not having SA.

In-and-out fights actually benefit from the dodge, since you have have to make the most of your energy, and get a higher DPE from having dodges than having hits, and the "out" times will cap you back at 100/110/120 energy making the odd numbers from dodges inconsequential.
As i said, in theory you will lose dps and i know that, but im talking practice. It happend alot to me that i got 1-2 backstabs dodged on maexxna which lead to me losing the SnD cycle because i lost several seconds, or just lacked 1 tick of energy in the end (which forced me to SS instead to get my 5 snd cycle ready). Same with twins, i normally try to use as much energy as possible and sometimes that very last backstab that you want to land gets dodged and you end up with 51 unused energy and no time to reapply it.

I do *not* say that without dodges you will do more dps on paper, all i say is that in raids, it will prove to be a good *tool*. Or maybe i'm just a fan of consistence.

Btw. i'm not sure but i think dodged backstabs cost 9 energy. Also you should change the 2.3 lethality modifier to 2.24. (not a big difference but it closes the gap a tiny bit.)

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Old 10/17/06, 8:13 PM   #755
Antiarc
Still alive
 
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Human Rogue
 
Cenarion Circle
Originally Posted by Sicks
Do we know for a fact that with SA any attack that would be dodged but isn't can't crit?
We can't know it for a fact, but it's our best guess. We know that the attack table in WoW is atomic, meaning that you only get one roll per attack. For Surprise Attacks to not affect damage output, then it would need to take the crit:hit ratio and assign equal parts of the Dodge slice to the crit and hit portions. The fact that the devs elected to just add a flat damage modifier to it after rogues complained is a pretty good indicator that it just turns dodges into hits.

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Old 10/17/06, 8:20 PM   #756
Faytte
Don Flamenco
 
Troll Rogue
 
Area 52
Change Surprise attacks into a cool 'form' ability.

Discuss.

Farewell, remorse: all good to me is lost; Evil, be thou my good.
~Paradise Lost (bk. IX, l. 171)

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Old 10/17/06, 8:35 PM   #757
Tiiki
Rogue About Town
 
Troll Rogue
 
<Moo>
The Venture Co (EU)
Originally Posted by Faytte
Change Surprise attacks into a cool 'form' ability.

Discuss.
Like we can turn into a small rabbit?

How would that be useful?

:P

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Old 10/17/06, 8:36 PM   #758
henaki
Don Flamenco
 
Quit the game
Murloc Rogue
 
No WoW Account
Originally Posted by Faytte
Change Surprise attacks into a cool 'form' ability.

Discuss.
"DAGGERFORM: MAKES U SHOOT DAGGERZ"

Gur - Level 64 Undead Warlock on Hellfire

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Old 10/17/06, 8:40 PM   #759
Jaz
WAAAGH!
 
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Undead Priest
 
Executus (EU)
I'd take a purely cosmetic form over Surprise Attacks, it's still too boring.

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Old 10/17/06, 8:54 PM   #760
marty
Von Kaiser
 
Human Rogue
 
Windrunner
IMO, they need to move Opprotunity to combat to allow Mutilate builds to be able to spec 41/20 and get both Opp and DW

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Old 10/17/06, 8:58 PM   #761
Antiarc
Still alive
 
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Human Rogue
 
Cenarion Circle
Originally Posted by henaki
Originally Posted by Faytte
Change Surprise attacks into a cool 'form' ability.

Discuss.
"DAGGERFORM: MAKES U SHOOT DAGGERZ"
Underpowered unless it comes with a dagger shotgun and dagger rocket launcher.

And a dagger sniper rifle.

That can one-shot hunters.

From 200 yards.

And then mark their corpse.

Need a Mumble server? I run MMO-Mumble for all your voice chat needs. | My rogue planning tool: Shadowcraft

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Old 10/17/06, 9:09 PM   #762
 frmorrison
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Ashstorm
Human Paladin
 
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Originally Posted by Spades
Removed Deadly Throw? Huh. I was looking forwards to that.

I guess there's not a whole lot of point to the new throwing weapon itemization now.
Deadly Throw is still on the spell list, I don't see that ability being removed, it is quite nice to have a decent ranged attack (and a ranged silence when you get the PvP gloves).

Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'

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Old 10/17/06, 9:15 PM   #763
Glass
besides... it's all in the reflexes.
 
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Glassjaw
Orc Rogue
 
No WoW Account
Remove surprise attacks

Add a 41 point combat talent that costs 100 energy. Every attack for 15 seconds will crit (white and yellow). Put it on a 3 minute cooldown. Then pinch me, because I'm dreaming. Seriously though, this is about the equivalent to the warriors buffs.

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Old 10/17/06, 9:17 PM   #764
henaki
Don Flamenco
 
Quit the game
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So every white attack crits and you get 140 energy on specials that are garuntee to crit 10 seconds after the activation?

That sounds fucking TERRIBLE except in a sustained DPS fight.

Gur - Level 64 Undead Warlock on Hellfire

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Old 10/17/06, 9:20 PM   #765
Mindfang
Von Kaiser
 
Murloc Rogue
 
Frostmane
I wouldn't be against some like

"rogue cleave"

Basically a 40 energy attack that hits 2 nearby opponents with a combo point.

Have its damage range under SS for one target, over for 2 type thing. So terrible unoriginal, but damn, I wouldn't mind it.

That or maybe make surprise attack into a low energy, high damage (whether crit or just naturally high), non-combo point generating ability that lights up after a mob dodges (or parry?) your attack.

Just spiting out ideas =/

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Old 10/17/06, 9:24 PM   #766
Sicks
Piston Honda
 
Night Elf Rogue
 
Deathwing
Recklessness on a 3 minute cooldown = lol. Overpowered when used with Adrenaline Rush and Blade Flurry.

Wodin\'s cat changed my life.

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Old 10/17/06, 9:25 PM   #767
 Maestroquark
Soda Popinski
 
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Ramala
Orc Rogue
 
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Originally Posted by Nethaera
I thought I'd take the time to answer a few more questions that people had based on the Talent Update from yesterday. Please note that everything is subject to change and we are still working on the talents and abilities.

* A concern came up about Warriors and in particular Second Wind-
They already are gaining this health if they have Blood Craze. It's the same health generation rate as Second Wind only based on crits instead of stun/immobilize. We're not convinced this talent alone is overpowered but we'll keep an eye on it.

* Vitality, Mutilate, Deadened Nerves, Envenom-
We are keeping an eye on all of these and will evaluate for possible improvements. We are currently play-testing a lot of class content so please be aware that these may not be final yet.

* There were some concerns over some PvP abilities being in the Combat tree due to the fact that some people consider it a PvE tree. We have no intention to make any one tree a PvP or PvE only. If anything the feeling that Combat is a PvE tree makes us feel that perhaps there aren't enough PvP options in it.

* In regard to allowing Find Weakness to affect all attacks-
We want the increased DPS to come from finishing moves.

* Someone suggested we move Fleet Footed down 1 tier but we are comfortable with where it is at this time.

* For players that want to have something that takes advantage of slow off-hand weapons we have Mutliate. As noted above however, this is something we are still keeping an eye on and will adjust it as we feel necessary.

* There was a question in regard to Combat Potency and Shiv as to whether we would be normalizing weapons speed and we won't be. We would like to favor faster off-hand weapons in this case.
Ala http://blue.cardplace.com/newcache/us/34986074.htm

So ... maybe they see it (or are at least looking for it).

Before you start to drift, and your soul begins to scream.
I just wanted to tell you, that you're listening to a dream.

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Old 10/17/06, 9:42 PM   #768
Stanos
Von Kaiser
 
Human Rogue
 
Illidan
Honestly, they need to move sinister calling to combat. It doesn't fit well with the sub tree (no matter what people say, it's the main PvP sword/mace/fist build) considering the arena gear still doesn't have any agi on it.

It's not a bad talent, it's just out of place.

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Old 10/17/06, 9:45 PM   #769
henaki
Don Flamenco
 
Quit the game
Murloc Rogue
 
No WoW Account
Originally Posted by Stanos
Honestly, they need to move sinister calling to combat. It doesn't fit well with the sub tree (no matter what people say, it's the main PvP sword/mace/fist build) considering the arena gear still doesn't have any agi on it.

It's not a bad talent, it's just out of place.
No, it's just where it needs to be, otherwise sustained DPS for Sub is going to be total shit.

Gur - Level 64 Undead Warlock on Hellfire

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Old 10/17/06, 10:01 PM   #770
Stanos
Von Kaiser
 
Human Rogue
 
Illidan
Originally Posted by henaki
Originally Posted by Stanos
Honestly, they need to move sinister calling to combat. It doesn't fit well with the sub tree (no matter what people say, it's the main PvP sword/mace/fist build) considering the arena gear still doesn't have any agi on it.

It's not a bad talent, it's just out of place.
No, it's just where it needs to be, otherwise sustained DPS for Sub is going to be total shit.
It wasn't before? =p

Instead of that I'd honestly prefer something that has synergy with hemo or whatever. Maybe I'm just crazy though.

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Old 10/17/06, 10:13 PM   #771
Spades
Piston Honda
 
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Gnome Rogue
 
Shattered Hand
Sub isn't supposed to be about sustained DPS anyway. As a BC hemo rogue all I can get is 2/5 Sinister Calling before I lose Cold Blood. It needs to be moved.

"Existence has no pattern save what we imagine after staring at it for too long."
-Rorschach, Watchmen

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Old 10/17/06, 10:29 PM   #772
Kharzaljim
Von Kaiser
 
Kharzaljim
Murloc Paladin
 
No WoW Account
Ok, i'll inject my idea for 41pt combat talent. Maybe a little less cracked out than some seen here.


Dark Efficiency

Chance on any melee hit (5%) to proc a buff on the rogue. Reduces energy cost of Sinister Strike, Backstab, Eviscerate, Rupture, Slice and Dice by 10. 10 second duration.



The idea is to increase the efficiency of combat rogue energy usage, AND when coupled with the new combat potency, create a highly variable energy environment. No more monotonous cycles.

For tweaks, could reduce SS, Backstab energy cost by 20%, for imp SS with 8, backstab with 12. Ideally these would be balanced between the two choices, taking into account the different strike speeds of daggers and swords, and the different strike frequency of SS vs Backstab, and how valuable they are for damage. Possibly as much as a 15 second duration. If you up the duration too much, it become effectively a passive buff, which isn't the point and would likely be overpowered. Similarly, I'd imagine if you upped the proc chance, with things like SnD active, you also get a similar effect.


Or maybe you could just say, 10% chance on melee hit, -10 energy cost from your next ability.




Anyway, there's an idea for you rogues to chew on, maybe it's a little more interesting to you guys than SA, and perhaps a little more realistic to hope for?

If using "he or she" seems awkward to you, try using a neutral gender term. Some people use s/he, others find that clumsy, and try using variations on pronunciation, such has zer or zier. Unfortunately, English doesn't really have the concept for neutral genders, so there's no real consensus yet. But that leaves room for one to be built.

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Old 10/17/06, 10:39 PM   #773
 frmorrison
Protector
 
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Ashstorm
Human Paladin
 
No WoW Account
Originally Posted by Stanos
Honestly, they need to move sinister calling to combat. It doesn't fit well with the sub tree (no matter what people say, it's the main PvP sword/mace/fist build) considering the arena gear still doesn't have any agi on it.

It's not a bad talent, it's just out of place.
Arena gear for Rogues all have agility on it. At first it was all AP, but it changed about a month ago to combining AP/agility.l

The sinister calling is there to encourage people to spec Sub (Blizzard wants all three trees to be good).

Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'

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Old 10/17/06, 11:05 PM   #774
Tiiki
Rogue About Town
 
Troll Rogue
 
<Moo>
The Venture Co (EU)
Originally Posted by frmorrison
Originally Posted by Stanos
Honestly, they need to move sinister calling to combat. It doesn't fit well with the sub tree (no matter what people say, it's the main PvP sword/mace/fist build) considering the arena gear still doesn't have any agi on it.

It's not a bad talent, it's just out of place.
Arena gear for Rogues all have agility on it. At first it was all AP, but it changed about a month ago to combining AP/agility.l

The sinister calling is there to encourage people to spec Sub (Blizzard wants all three trees to be good).
Indeed, it always suprises me when people say 'Oh but talent X should be in this tree' where it would be hideously overpowered.

Blizzard have been very specifically putting PvP and PvE abilities in all 3 of all the classes trees, and also trying to make each one independently raid viable.

To be honest, I don't think they've quite succeeded yet with full Sub. I play 21/0/30 at the moment and would love to go 20/0/41 (and probably will try it) but Cold Blood is an awesome PvP ability that's a big big loss. Maybe the best single talent point outside of Prep in the whole set of trees.

Having said that, new deep sub does look great.

- 10% AP + 15% agi isn't bad at all.
- 30% chance to avoid killing blows (or 15% AoE avoidance, your choice...)
- Iceblock... except you can move around and kill people with it up. And it has a 2min CD and is synergystic with Setup
- 10% extra damage (white+yellow) for 6 seconds out of stealth. With a 3.5 min Vanish and Prep, and Cloak->Vanish=guaranteed stealth, you can be in stealth a lot of the time... plus re-stealthing in PvP is pretty easy.
- Getting kited? Vanish+Premed = 2 CPs on target at range... then -> deadly throw. In fact, being able to add 2CPs on a 2min CD anytime you're stealthed is generally a very nice talent, IMO, for Arena play.
- Cloak+Vanish+Sprint means you never need die in world PvP, EVER.
- Prep will reset: Premed, Cloak, Vanish, Sprint, Evasion...

My build would actually probably be something like:
18/0/43 - only really misses Imp Gouge. And Imp SnD I guess ;)

Compare that to a 41/15/5 Mutilate/Poisons Synergies/Seal Fate build.

They play COMPLETELY differently, and I think that's a great thing. One has about triple the CPs of the other, but is MUCH less survivable. Also, my current Hemo build is 'up there' on Raid DPS- comfortably 10%+ behind the best combat daggers, but good enough. If a 41pt Subt build is 'good enough' for raiding too... I'll be a very happy bunny.

My only real critisicm is that:

1) You can't realistically sink more than 43 pts into Sub (so much good survivability stuff at the bottom) because of the Assassination 'required' talents.

2) You simply CANNOT get all the 'required' dagger talents for the equivalent of the old 21/8/22 build. Once you waste the points in Imp SS and go down to Imp BS, you lose full Lethality- which is livable with, sure, but then you're in the zone of VERY slow CP generation AND not that great BS damage. Though- Ambush+Backstabs out of stealth with the 6 sec buff will be nice.... then again, is Imp Ambush EVER worth it in the new high stam world? I'm not convinced.

Removing all debuffs really is a VERY powerful ability.

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Old 10/17/06, 11:20 PM   #775
Tiiki
Rogue About Town
 
Troll Rogue
 
<Moo>
The Venture Co (EU)
Incidentally, if I'm wrong, and Cloak Of Shadows ignores things like physical debuffs (e.g. Rend) then i'll be very upset!

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