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Old 12/14/10, 7:13 PM   #76
Verain
Von Kaiser
 
Night Elf Rogue
 
Ursin
Avalanche can't proc off of instant? How can I test if it can proc off of wound? Does the combat log 100% tell the truth and any avalanche right after an attack was procced by that?

I've been opening with garrote if possible, then a one point slice and dice, then mutilate almost always twice (once if that takes me to four, which is rare), then envenom (or EA then envenom if in a heroic and no one is bringing the buff, to which I bring two points of improved expose armor). That refreshes the slice and dice and gives me time to get up a rupture and build combo points for a real envenom.

That method delays my rupture by about 10 seconds in the worst case, but it seems to pretty reliably keep up the slice and dice. It's frustrating to be making these decisions based on what feels right, but I so haven't had the time to math anything out yet. I also find that I'll use cold blood early in the fight with intention of getting extra energy to put up that rupture faster (cold blooding the first envenom).

My intuition is that paying as little for slice and dice as possible is correct, and that every combo point put on beyond the first is a "wasted" combo point, being that the energy return of rupture takes so long to add up to a whole mutilate. This method also gets S+D active on the second global, which has some small merit over the third I guess.

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Old 12/14/10, 7:29 PM   #77
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Consult the Mechanics Testing thread for IP/Avalanche information. I also did a shorter test that seemed to indicate that WP doesn't proc it either, but I didn't run it long enough to get full statistical confidence - partly because it was late and I was tired, and partly because the question is to some extent moot, as Wound Poison is generally not worth using for any spec.

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Old 12/14/10, 7:53 PM   #78
fourdots
Von Kaiser
 
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Human Rogue
 
Gilneas
Originally Posted by Krushinator View Post
This seems to indicate that the only setback to being under expertise cap is possibly having to refresh SnD manually. Even with the energy loss from dodged attacks, does expertise rating really have just a 1.1 EP value before the cap? What changed from 3.3 to now that made expertise so insignificant?
I have a question about this that I haven't seen addressed here. It seems as though the focus of the discussion has been on cp generators and finishers, and I understand the part they play in exp's relative lack of ep weight now. But now that my exp is in the dumper, I've also noticed that about 5% of my melee swings are being dodged as well. Bearing in mind that a certain percentage of melee swings are going to be misses anyway, it seems as though by having a low exp rating that we're effectively raising the number of misses we have from all sources, resulting in a loss of physical and poison damage that was never an issue in Wrath.

So I'm just wondering if the recovery of some of that lost dps might give one a reason to want to raise one's exp, not to the cap perhaps, but at least to the point where the melee swings are being dodged at a significantly lower rate.

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Old 12/14/10, 8:03 PM   #79
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
As it turns out, missing white attacks just isn't that big a deal for Assassination - Expertise's effect on white attacks is the same as white hit, which, I might note, is the weakest stat for Assassination rogues, behind even crit. Its not that those misses don't cost you damage - they do - it just turns out that fixing this is less efficient than making your poisons hit harder (mastery) or having more attacks to start with (haste).

The reason why we focus on the yellow effects of expertise is that that's what differentiates it from white hit. And as it turns out, those differences work out to a small amount of energy lost needed to reapply dodged Mutilates, Backstabs, and finishers, mitigated slightly by increased Envenom uptime. So expertise is a little better than white hit... but not a *lot* better, and in particular not good enough to be worth capping in many cases.

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Old 12/14/10, 8:48 PM   #80
Affness
Glass Joe
 
Human Rogue
 
Lightninghoof
hmmm, it is a bit of off topic, but i got a question ...

is the requirement for relentless earthsiege diamond fixed yet?

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Old 12/14/10, 9:45 PM   #81
Felform
Glass Joe
 
Orc Rogue
 
Al'Akir (EU)
very much no
they said future patch so we'll prolly have to wait for that

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Old 12/15/10, 2:24 PM   #82
Morfea
Glass Joe
 
Night Elf Rogue
 
Terenas
While Assassination rogues do predominately poison spell damage, given that spell hit's value is close to mastery's and both are well behind Agility, it is conceivable that we won't get to spell hit cap.
Considering this, would it just be good to just not worry about hit after the yellow hit cap? Or should certain things be considered when comparing the weight of a piece of gear between hit and mastery in the case that we are yellow hit capped but not spell hit capped? Most gear so far seems stacked with hit but from what I've played with, we'd still have to push it to get to that point.

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Old 12/15/10, 2:34 PM   #83
Killme888
Piston Honda
 
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Goblin Rogue
 
<FH>
Black Dragonflight
Here's some values for some of the trinkets for people too lazy to do their own math (assuming 100% uptime on Fluid/Tia and 20% uptime on the procs):

Mutilate:

[Prestor's Talisman of Machination]: 1467
[Fluid Death]: 1437
[Essence of the Cyclone]: 1336
[Prestor's Talisman of Machination]: 1297
[Essence of the Cyclone]: 1182
[Tia's Grace]: 1149


Combat:

[Prestor's Talisman of Machination]: 1633
[Fluid Death]: 1572
[Prestor's Talisman of Machination]: 1445
[Essence of the Cyclone]: 1394
[Essence of the Cyclone]: 1233


As Fluid Death & Tia's Grace are easily obtainable, I found no reason to do any other trinket which is below them.

A warning though, the proc uptime is closer to 18%~, so the values for proc trinkets are abit inflated, for example [Prestor's Talisman of Machination] would be about 1414 instead. It also doesn't take into account the ramp-up time for Fluid/Tia, which is going to affect their EP too, but not by much at all.

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Old 12/15/10, 2:36 PM   #84
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by Morfea View Post
Considering this, would it just be good to just not worry about hit after the yellow hit cap? Or should certain things be considered when comparing the weight of a piece of gear between hit and mastery in the case that we are yellow hit capped but not spell hit capped? Most gear so far seems stacked with hit but from what I've played with, we'd still have to push it to get to that point.
Just because you can't make it to the cap is no reason not to try for it. Until you get there hit is more valuable than any other stat, so its just good sense to stack it. The spell hit cap is not some magical number that gives you a huge DPS bonus when you get there - its just the point where hit stops being the most valuable stat, such that you should prioritize some other stat instead.

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Old 12/15/10, 4:07 PM   #85
Syncness
Von Kaiser
 
Night Elf Hunter
 
Caelestrasz
Originally Posted by Killme888 View Post
As Fluid Death & Tia's Grace are easily obtainable, I found no reason to do any other trinket which is below them.
Sorry, Tia's Grace is the only pre-raid available item, is it possible you could simply list how to test a trinket for EP values so I could do it myself? (and future reference)

Many thanks,

Nexism.

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Old 12/15/10, 4:42 PM   #86
paraa
Glass Joe
 
Tauren Druid
 
Frostmourne (EU)
I wonder myself how strong Darkmoon Card: Hurricane is? You haven´t listed it. Is it really that bad?

edit: wowhead is down at the moment so I can´t link DMC: H sry about that...

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Old 12/15/10, 5:13 PM   #87
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Well, we don't actually have any testing on the proc rate for DMC, so its hard to say anything definitive; however, assuming its 1 PPM (which seems plausible) it's uninteresting for Mutilate but pretty good for Combat.

On a related note, I sort of disagree with the trinket EP values a couple posts back in this thread. I wrote a small program using ShadowCraft as the backend to compare trinkets for Assassination and Combat at specific near-BIS gear sets, and came up with the following trinket EP values:

Assassination
heroic_prestors_talisman_of_machination: 1426.24849878
fluid_death:                             1387.76296847
heroic_essence_of_the_cyclone:           1311.52713267
prestors_talisman_of_machination:        1262.14909046
heroic_tias_grace:                       1249.02648025
heroic_key_to_the_endless_chamber:       1206.90078548
darkmoon_card_hurricane:                 1180.97130948
essence_of_the_cyclone:                  1159.72233447
heroic_left_eye_of_rajh:                 1158.19274338
unsolvable_riddle:                       1098.30860438
unheeded_warning:                        1010.0863035
Combat
heroic_prestors_talisman_of_machination: 1587.470001
fluid_death:                             1482.21812325
prestors_talisman_of_machination:        1406.71748082
darkmoon_card_hurricane:                 1373.47963511
heroic_essence_of_the_cyclone:           1358.27045555
heroic_left_eye_of_rajh:                 1298.41614865
heroic_key_to_the_endless_chamber:       1295.70939023
heroic_tias_grace:                       1244.2592468
essence_of_the_cyclone:                  1201.11519623
unheeded_warning:                        1198.2000663
unsolvable_riddle:                       1084.97730932
Note that Tia's Grace and Fluid Death may underperform their theoretical value on interrupted fights.

Also note that these are for a particular gear set at near BIS values; answers will be slightly different if you check at a different gear level or different assumptions. So while values above have 15 digits of precision, they're probably only accurate to 2 or 3 places, and - depending on how different your gear is from the set I used to generate the numbers - possibly not even that. However, it does provide a decent general picture of which trinkets are good and not.

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Old 12/15/10, 7:25 PM   #88
Killme888
Piston Honda
 
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Goblin Rogue
 
<FH>
Black Dragonflight
Yea like I said, my values were based on those 2 uptime assumptions and was using your values from the Cata FAQ. So they'll be a bit higher than the actual values, but they're still pretty accurate to tell which trinket is generally better than another as they're in the same order as your list and pretty close in EP difference apart.

As for Tia/Fluid, I think there's only a single fight far that has a 15 sec interruption on the transition to the last phase on Ascendant Council. Nef & Conclave of Wind is pretty close too, but you can keep it up pretty easily.

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Old 12/16/10, 5:16 PM   #89
dmbrandon
Glass Joe
 
Blood Elf Rogue
 
Skullcrusher
A commenter on wowhead claims he had 41 procs in 10 minutes, with several procs in close succession. Does anyone have the tools to steadily test this? I'd really like some solid data before dropping 20-40k on a trinket.

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Old 12/17/10, 12:09 PM   #90
Malkom72
Glass Joe
 
Night Elf Rogue
 
Uldaman (EU)
Hi all,


After some test on Boss dummy, I have 0.04% of miss with 14.96% hit rating. It seems that the cap is down to 15% from 17%....

Have you the same result on your side ?

I can send some screenshot if you want....

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Old 12/17/10, 12:37 PM   #91
Yurifel
Glass Joe
 
Goblin Rogue
 
Cho'gall
Darkmoon Card

After quickly running the numbers on this log, it would seem that 1 PPM is probably correct.

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Old 12/17/10, 12:39 PM   #92
pinkshirtbadman
Von Kaiser
 
Blood Elf Rogue
 
Aegwynn
Originally Posted by sakon90 View Post
I've got an observation on the hurricane enchant, I only have it on my OH dagger, and I catch it procing the enchant effect 2-3 times. Checked my c-sheet to just be sure, and it really is stacking the haste buff to +1350 from a single enchant. Now given I haven't used any logging onto this to check the overall up-time of both enchants, but since it doesn't clip previous proc's with the new one, if it stacks so well would it potentially outweigh Landslide if it could be stacked to a certain value? Or does landslide also do that with its proc effect?
I've noticed this same thing, I have the enchant only on one weapon, and nothing on the other.
I am however very commonly getting two buffs from it up at the same time. I'd assume this is a bug has there been any confirmation?

Last edited by pinkshirtbadman : 12/17/10 at 12:46 PM.

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Old 12/17/10, 3:01 PM   #93
Killme888
Piston Honda
 
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Goblin Rogue
 
<FH>
Black Dragonflight
Originally Posted by Malkom72 View Post
Hi all,


After some test on Boss dummy, I have 0.04% of miss with 14.96% hit rating. It seems that the cap is down to 15% from 17%....

Have you the same result on your side ?

I can send some screenshot if you want....
You have 16.63% spell hit, don't look at your melee hit. Spell hit requires less hit rating for each percentage than melee hit.

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Old 12/17/10, 7:54 PM   #94
(KR)Pantha
Glass Joe
 
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Pantha
Undead Rogue
 
Non-US/EU Server
Please let me translate the thread

I think this thread is extreamly helpful for someone who just started
Please let me translate this thread and bring it to wow forum on KR realm.
Thanks againg for all whom dedicated to this thread.

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Old 12/17/10, 8:17 PM   #95
(KR)Pantha
Glass Joe
 
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Pantha
Undead Rogue
 
Non-US/EU Server
Originally Posted by (KR)Pantha View Post
I think this thread is extreamly helpful for someone who just started
Please let me translate this thread and bring it to wow forum on KR realm.
Thanks againg for all whom dedicated to this thread.
just in case, translated version goes right on to my blog and here's the address:
나만의 공간 - 와우 암살 도*

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Old 12/18/10, 5:51 AM   #96
Réflex
Glass Joe
 
Blood Elf Rogue
 
Al'Akir (EU)
Originally Posted by Luckyspoon View Post
I believe that this thread is being written towards BIS gear and enchants. If I did my math correctly, that would mean that Enchant Weapon - Hurricane 's EP is about 540... while Enchant Weapon - Landslide is like... 1000... which is a BIG difference. if it was 800+ it would be worthwhile to put on the list.

As for the question of if this would be second best, You are Probably correct, it is the next highest in EP value for the newest weapon enchants.
Here goes nothing . Since hurricane is 540 ep and landslide is 1000 that would make landslide better but in my case after asking a GM my hurricane on MH and with no enchant on offhand procs twice all the time witch would make its EP 1080, Not sure if you toke that in when you made the EP 540 but if not that means its better if im not wrong.

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Old 12/18/10, 6:43 AM   #97
Caffeine
Von Kaiser
 
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Goblin Rogue
 
Kilrogg (EU)
Originally Posted by Réflex View Post
Here goes nothing . Since hurricane is 540 ep and landslide is 1000 that would make landslide better but in my case after asking a GM my hurricane on MH and with no enchant on offhand procs twice all the time witch would make its EP 1080, Not sure if you toke that in when you made the EP 540 but if not that means its better if im not wrong.
The second stack you are seeing is proccing through your poisons. Afaik you can have 3 buffs at once, one from each hand (if both weapons are enchanted with it, obviously) and one from the spell (poison) procs.

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Old 12/18/10, 2:04 PM   #98
Luckyspoon
Glass Joe
 
Night Elf Rogue
 
Darkspear
Originally Posted by Réflex View Post
Here goes nothing . Since hurricane is 540 ep and landslide is 1000 that would make landslide better but in my case after asking a GM my hurricane on MH and with no enchant on offhand procs twice all the time witch would make its EP 1080, Not sure if you toke that in when you made the EP 540 but if not that means its better if im not wrong.
My appologies, I was partially retarded that day. I was supposed to multiply that high number by the percent of uptime, whcih I did not. One or two posts after that Aidriana corrected me. As far as the hurricane I think there are a few people that are testing the enchant further. I *believe* landslide will still be further ahead because of sheer uptime. But it may work out to be best to havelandslide on mh and hurricane offhand or the other way around. Maybe someone with more information can catch us both up.

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Old 12/18/10, 4:00 PM   #99
merro
Glass Joe
 
Blood Elf Rogue
 
Hyjal
Would we be able to get any insight as to whether H Tia's Grace is still at higher EP than H Key to the Endless Chamber at current gear levels? If we compare the trinket effect, Tia's Grace gives slightly less than 340 agility with the ramp-up time while Endless Chamber gives an average 342 agility, if we assume 20% uptime on the proc. Stat wise, Tia's Grace gives 285 mastery while Endless Chamber gives 285 hit. Given the trinket effects and the fact that spell hit capping can still be an issue, it would seem Endless Chamber is ahead.

Originally Posted by Aldriana View Post
Well, we don't actually have any testing on the proc rate for DMC, so its hard to say anything definitive; however, assuming its 1 PPM (which seems plausible) it's uninteresting for Mutilate but pretty good for Combat.

On a related note, I sort of disagree with the trinket EP values a couple posts back in this thread. I wrote a small program using ShadowCraft as the backend to compare trinkets for Assassination and Combat at specific near-BIS gear sets, and came up with the following trinket EP values:

Assassination
heroic_prestors_talisman_of_machination: 1426.24849878
fluid_death:                             1387.76296847
heroic_essence_of_the_cyclone:           1311.52713267
prestors_talisman_of_machination:        1262.14909046
heroic_tias_grace:                       1249.02648025
heroic_key_to_the_endless_chamber:       1206.90078548
darkmoon_card_hurricane:                 1180.97130948
essence_of_the_cyclone:                  1159.72233447
heroic_left_eye_of_rajh:                 1158.19274338
unsolvable_riddle:                       1098.30860438
unheeded_warning:                        1010.0863035
Note that Tia's Grace and Fluid Death may underperform their theoretical value on interrupted fights.

Also note that these are for a particular gear set at near BIS values; answers will be slightly different if you check at a different gear level or different assumptions. So while values above have 15 digits of precision, they're probably only accurate to 2 or 3 places, and - depending on how different your gear is from the set I used to generate the numbers - possibly not even that. However, it does provide a decent general picture of which trinkets are good and not.

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Old 12/19/10, 12:17 PM   #100
Dreelm74
Glass Joe
 
Dwarf Rogue
 
Farstriders
Ok, I have hit the spell hit cap and begun reforging into mastery. My question, is there a cap for mastery in order to know when to start working on haste?

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