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01/28/11, 3:53 AM
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#391
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Piston Honda
Human Rogue
Aggramar (EU)
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Your question doesn't prompt a clear cut answer. And your post goes some way to outline why that's the case: You ask if it'd be worthwhile to not reforge expertise into haste when the latter is your only reforging option. Current theorycrafting says it isn't; you think it might be for encounters that aren't of the "hit-the-boss-for-six-minutes-straight" persuasion. The predicament is that current theorycrafting models to a large extent presupposes just that. As such, reactions outside that framework are situational and tend to be more dificult to model.
As you phrase it yourself:
Originally Posted by Swiftblade13
While the misses on the finishers might not be so bad (though SnD dropping due to two consecutive envenom misses happens a bit too often for my liking) it feels to me like I sometimes get a bad stretch of RNG that causes me to build combo points slowly.
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Your foundation for asking this question is anecdotal, and more than anything, the answer is situational. In some encounters, it might be, in others it might not. To that end, whether or not sticking with expertise is worthwhile is pretty much up to you. My suggestion would be to test it. Try to get an idea of your dps while target switching with both reforging strategies. If one works notably better for you, in the raid content your guild is currently going through, well, I guess that more than anything is your answer.
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They've done studies, you know. 60% of the time it works, every time.
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01/28/11, 7:12 AM
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#392
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Glass Joe
Goblin Rogue
Black Dragonflight
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If SnD falls off after you get 2 failed envenoms, you should probably be quicker to notice or envenom when SnD has more duration remaining. Any concerns over haste vs expertise is moot if you have SnD fall off on a regular basis and then spend CP on putting it up again mid fight, that should be a much more significant dps loss to be concerned with.
Expertise is unlikely to be better than haste on any fight where you attack the mob from behind. If you know you're going to be on a target for < 10 seconds and feel that the risk of dodges will hurt your dps, I think this is no more than a feeling. You're counting on the small chance of many dodges happening consecutively. I could see situationally using expertise items for fights where parries are an issue, but not because of very short dps windows. The situation would have to be one where a single occurrence of such a string of dodges would be of huge consequence, such as wiping the raid because something lived for more than a few seconds. If this did occur, it would probably not repeat itself. I think this is the general rule besides gearing expertise: if you are afraid of RNG, you can take a dps loss, but theorycrafting generally focuses on best-case or common scenarios.
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01/28/11, 9:51 AM
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#393
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Von Kaiser
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Originally Posted by Swiftblade13
It is understood at this point that DPS will be lost by using expertise where you could have used any of the higher EP stats. My question is that when I reforge and get to the point where I have expertise that cannot be reforged into any more useful stat other than haste I have second thoughts.
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It's hard to imagine a situation where haste is the only option for reforging. If you are hit capped (spell of course) and have a piece of gear with exp/mastery, try reforging that to hit and reforging something else that you already reforged to hit into mastery instead. Sometimes you have to change quite a few pieces of gear to get hit close to the cap and still grab as much mastery as you can get.
Other than that, Onodrim gave a great non-condesending answer.
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01/28/11, 12:08 PM
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#394
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Glass Joe
Blood Elf Rogue
Sinstralis (EU)
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Originally Posted by Omniwank
On the topic of capping Expertise, keep in mind that dodged Envenoms are a free Envenom buff. Not only will this increase its own uptime, but it allows you to divert those CPs toward Rupture uptime as well. Also, the "2 seconds left on SnD" scenarios are rare even at low ilvls and on bosses that require target swapping for aoe. Last, the only bosses I can think of where you spend any significant time parrying the boss are Al'akir, Maloriak, and Argaloth, with the latter two only being for roughly 1/3 of the encounter.
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I have some doubts about this theory.
Take this example:
-you are nearly energy capping
-it remains 11 sec before your rupture falls off
-you miss your envenom with 4 cp so the envenom buff is active and you still have 4 CP
In most cases you can't rupturing or don't want to do it because the uptime is too high.
In that case, you are forced to use envenom. The other solution would be to wait for the end of the envenom buff but you will be ernergy capping. Therefore I believe using envenom is the best thing to do.
Correct me if I am wrong.
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01/28/11, 12:13 PM
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#395
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Glass Joe
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You're right, but as it's been discussed several times already, those one or two seconds of envenom do not cost you any CP, and are in essence, free damage. You've basically turned a 5 second envenom buff into a 6 second envenom buff.
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01/28/11, 1:06 PM
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#396
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Bald Bull
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Originally Posted by Ambitious
Correct me if I am wrong.
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You're not wrong, you just didn't understand what he was saying. There are times when a dodged envenom will allow you to (potentially) increase rupture up-time without capping energy because, by chance, you have <2 sec remaining on rupture. No one is suggesting you cap energy in favor of refreshing rupture with the 4+ CP you just tried to use toward envenom. Three general scenarios present themselves:
1. You cannot refresh rupture before capping and must overwrite your "bonus" envenom buff immediately after the dodge.
2. You cannot refresh rupture, but have time to pool before capping and can let the "bonus" envenom tick (though in personal experience, rarely--if ever--for the full duration) before envenoming again.
3. You can refresh rupture before capping, likely maximizing the benefit from the "bonus" envenom (because it can typically tick for its full duration [or close to it], as you will be spending energy following the rupture on CP builders).
DPS contribution of a dodged envenom should increase as you go down the list. In my experience, #3 is more rare than the other two scenarios, but it certainly happens. #1 and #2 seem just as likely to happen >35% (and also outside of Bloodlust), but I find it rare to be able to pool much at all sub-35% and/or during Bloodlust. This is anecdotal, of course, but it seems logically sound.
I would be curious to know if situation #3 presents itself more often when using low CP ruptures compared to 4+. I understand the logic of spending fewer CPs on rupture to spend more CPs on envenom, I'm just wondering if 1-2 CP ruptures increase the frequency of #3 and thus further contribute to envenom up-time.
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01/28/11, 3:49 PM
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#397
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Glass Joe
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The great expertise debate
Round and around we go with the expertise debate to what seems like no end. I believe it is a gross oversimplification for theorycrafters to assume the reported expertise stat weight in this thread to be anything more than a statistical mean across varying mechanics of the game. (Confirm / Deny?)
Expertise stat weights will vary depending on the individual boss fight mechanic (i.e. standing in front or behind the boss). To theoretically maximize your dps throughout a raid I would argue the necessity to gear depending on each encounter- one set with some expertise (how much would need testing but capping is likely less than optimal) and the other without expertise. If the ultimate goal is maximization of dps then this would be the only correct answer in the expertise debate – gear specifically for each encounter’s mechanic. This may only mean a couple of pieces to swap out in order to accumulate the optimal (#?) expertise when standing in front of a boss.
Considering the majority of raiders at this point do not have the option of having multiple gear sets it begs the question- what is the optimal amount of expertise to have for each raid instance? I would presume each raid would have a different answer due to mechanics of each of the fights. Obviously capping expertise is wrong but additionally claiming that zero expertise is equally as faulty. Due to the ridiculous amounts of testing that would be necessary to quantify the optimal median expertise for each of the three current raiding instances I’m assuming that is why most have answered “make your own choice” depending on your own gaming paradigms. At the end of the day, those that claim the answer is one or the other at all times are flat out wrong if the end goal is overall dps maximization.
(BTW first post here and how can I be more Elitist than arguing both sides are wrong  )
Last edited by Saltypirate : 01/28/11 at 4:22 PM.
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01/28/11, 3:53 PM
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#398
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Glass Joe
Blood Elf Rogue
Sinstralis (EU)
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Originally Posted by wuffles
No one is suggesting you cap energy in favor of refreshing rupture with the 4+ CP you just tried to use toward envenom.
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Yes of course, but energy capping is a consequence of this theory that means waiting for the end of envenom if you cannot use rupture. As you said in most cases using rupture when an envenom is dodged is not possible.
I don't know if you see what I mean, I think we are saying the same thing in a different way anyway.
Originally Posted by wuffles
I would be curious to know if situation #3 presents itself more often when using low CP ruptures compared to 4+. I understand the logic of spending fewer CPs on rupture to spend more CPs on envenom, I'm just wondering if 1-2 CP ruptures increase the frequency of #3 and thus further contribute to envenom up-time.
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I used to use 1-2 CP ruptures in raid, and I noticed it was easier to apply rupture when envenom was dodged, but it's just my own experience, a feeling, not mathematics.
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01/28/11, 5:27 PM
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#399
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Piston Honda
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The difference between 0 expertise and capping expertise (as a non-gnome) is 781 expertise rating.
To put this in perspective. Unless I'm missing something, if you reforged mastery to expertise (starting at 0 to the cap) you would lose 0.2 ep x 781= 156.2 ep.
And I believe that ep = dps in a very approximate manner. So on a 20k dps gear set, you'd lose 156.2 dps by reforging to the cap because dodges annoy you.
And yes, on fights where you stack in front of the boss for any noticeable amount (Maloriak, Chimeron, Double Dragons, heroic rohash etc) that might even be a dps gain to cap expertise. I don't have the aptitude or ability required to figure that out.
Now the fact of the matter is that 156 dps on 20k is under 1% dps loss. In all honesty instead of people arguing that it's not a dps loss to gem/reforge for expertise, why don't we just say something like the combat guide does.
"Capping Expertise is approximately a 1% dps loss on standard fights, and likely less for any fight where you stand in front of the boss for any meaningful length, it is up to the individual rogue to decide if that dps loss is worthwhile to have a more consistent cycle and be able to focus more on fight mechanics"
That way everyone is happy. I mean to be fair, a more stable cycle will also let rogues focus more on environmental effects, and so there may even be a dps gain due to reduced user error.
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01/28/11, 6:40 PM
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#400
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Im***est.
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Originally Posted by Saltypirate
Round and around we go with the expertise debate to what seems like no end. I believe it is a gross oversimplification for theorycrafters to assume the reported expertise stat weight in this thread to be anything more than a statistical mean across varying mechanics of the game. (Confirm / Deny?)
Obviously capping expertise is wrong but additionally claiming that zero expertise is equally as faulty. Due to the ridiculous amounts of testing that would be necessary to quantify the optimal median expertise for each of the three current raiding instances I’m assuming that is why most have answered “make your own choice” depending on your own gaming paradigms. At the end of the day, those that claim the answer is one or the other at all times are flat out wrong if the end goal is overall dps maximization.
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There is no 'great expertise debate,' except for the one between the people who actually understand how the stat works, and how the various models we're using to estimate it's value work, and the endless trickle of dimwits who wade in here daily, utterly confounded by the fact that Expertise might not be worth capping, and then feel the need to ask why it isn't, rather than just reading the thread. They are generally summarily infracted.
There is no such thing as an 'optimal median value' for Expertise, unless by that you mean the minimum amount of expertise you can have on your gearset without having to trade it in for crit or white hit, because it's value is at least higher than those stats. Every point of expertise is in fact as good as the point previous to it. Negating the first .25% chance to be dodged increases your DPS just as much as negating the last .25% chance to be dodged, and that amount is less than an equivalent amount of haste rating or mastery will increase your DPS.
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Originally Posted by missiletoad
You're still up for First Degree Slaughter of English Spelling, so sit the fuck down, defendant.
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01/28/11, 8:49 PM
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#401
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Glass Joe
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I believe I may have misspoke. My understanding of expertise is that the contribution to dps is implicitly dependent on game play unlike other stats by reducing blocks/parries and therefore having an effect on damage/dps. If this is correct, the value of the stat would vary based on the position of attack e.g. worthless behind target / more successful attacks in front. If this is the proper understanding it would presumably lead to assigning separate EP weights on the stat dependent on position. This rationale is why I proposed swapping out a few pieces depending on the mechanic of each boss to gain/lose the expertise. Understandably difficult to model therefore the assigning 1 overall weight is the easiest way to boost the average player's dps (and we're all thankful EJ does so). The "debate" part is both positions (have it or don't) have validity that even the "endless trickle of dimwits" can see. Of course, I could be wrong and the EP weight is exactly 1.1 regardless of standing in front or behind the boss - I've just never seen a boss dodge/parry when attacking from behind.
Last edited by Saltypirate : 01/28/11 at 9:07 PM.
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01/28/11, 8:59 PM
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#402
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Mike Tyson
Night Elf Rogue
Doomhammer
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Bosses don't parry from behind. They do dodge from behind. The 1.1 value assumes you're behind so only getting dodges. As discussed, the value does go up when you have to attack from in front. Of course, if you're attacking from the front, that's not the only thing that changes (as, for instance, you can't Backstab from in front) so I'd refrain from drawing too many conclusions about what happens in that circumstance. Particularly because while it does happen during some phases of some fights, its not common enough that I'd worry excessively about massively reoptimizing based on the possibility.
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01/30/11, 3:43 PM
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#403
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Glass Joe
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Originally Posted by Feist-Mok
There is no 'great expertise debate,' except for the one between the people who actually understand how the stat works, and how the various models we're using to estimate it's value work, and the endless trickle of dimwits who wade in here daily, utterly confounded by the fact that Expertise might not be worth capping, and then feel the need to ask why it isn't, rather than just reading the thread. They are generally summarily infracted.
There is no such thing as an 'optimal median value' for Expertise, unless by that you mean the minimum amount of expertise you can have on your gearset without having to trade it in for crit or white hit, because it's value is at least higher than those stats. Every point of expertise is in fact as good as the point previous to it. Negating the first .25% chance to be dodged increases your DPS just as much as negating the last .25% chance to be dodged, and that amount is less than an equivalent amount of haste rating or mastery will increase your DPS.
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You should really put this on the front page. I was confused when I read the original guide, but am not anymore. Thanks.
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01/31/11, 1:52 PM
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#404
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Glass Joe
Night Elf Rogue
Bleeding Hollow
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I was wondering, if for any reason I should need to sacrifice DPS for, say, survivability, or maybe in the rare case I actually need imp expose armor for my group, am I correct in thinking that ruthlessness is the weakest Assassination talent in this regard? My naive observation is that it seems pretty weak for a three talent point ability.
Also, I had a question on the OP's comment about Imp Expose Armor
Improved Expose Armor
Generally, this is not a recommended talent as this particular debuff is easily provided by two tank classes and 50% chance can lead to disruptions in your rotation and DPS. Additionally, it is not a personal DPS gain for an Assassination rogue to maintain Expose Armor with or without this talent.
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How can it not be a personal DPS gain for an Assassination rogue to maintain Expose Armor with the talent? With Imp Expose Armor and Relentless Strikes it literally costs nothing but a global cooldown to use expose armor if you have 5 combo points. The combo points will be refunded from Imp Expose armor and the energy refunded from Relentless Strikes. Surely the armor debuff would be worth one measly global cooldown.
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01/31/11, 2:17 PM
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#405
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Piston Honda
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Originally Posted by Strill
How can it not be a personal DPS gain for an Assassination rogue to maintain Expose Armor with the talent? With Imp Expose Armor and Relentless Strikes it literally costs nothing but a global cooldown to use expose armor if you have 5 combo points. The combo points will be refunded from Imp Expose armor and the energy refunded from Relentless Strikes. Surely the armor debuff would be worth one measly global cooldown.
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Expose Armor is a DPS loss because you have to move an additional talent out of a DPS talent to make Improved Expose Armor 100% effective. As an Assassination rogue, the majority of your damage break down is magic (~55%-60% for single target). Because of this, the trade off of a DPS talent for a debuff that acts on less then half of your damage is a loss. Further, as mentioned in your quote, the same debuff is provided automatically by two of the tanking classes and in most raid environments, it is likely at least one will be present.
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