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Old 05/20/11, 9:43 AM   #451
Duze
Glass Joe
 
Night Elf Rogue
 
Ткач Смерти (EU)
Hello everyone!
I have a question to discuss.
Usually I use the rotation:

1 SS – SnD – 4 SS – (1RvS) – KSp – Rupt – 4 SS – (1 RvS) – AR – Evisc – 2 (3) SS – SnD – and so on – 5SS – Evisc

Refreshing the SnD occurs in the Deep Insight. I thought that I was a dps loss. And tried another rotation:

1 SS – SnD – 4SS – (1RvS) – KSp – SnD – 4 SS – (1 RvS) – AR – Evisc – 5 SS – Evisc

At this rotation SnD doesn’t drop on the Moderate and Deep Insight. With AR up in the 2nd rotation a can do three Eviscerates in the Deep Insiht, while in the 1st – just two. When the Deep Insight expires I try to refresh SnD when there is no Insight or in the Shallow Insight no metter how much seconds left to drop SnD.
I find the 2nd rotation a dps gain when you don’t have to switch target for 40 sec +.

Did you guys tried something like this in the current content? Any thoughts?

Last edited by Duze : 05/20/11 at 10:14 AM.

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Old 05/20/11, 10:18 AM   #452
chipix
Glass Joe
 
Gnome Rogue
 
Stormrage (EU)
Will Combat Mastery ever surpass Haste on EP value? According to the guide mastery EP is affected by the amount of mastery you have so it is not linear. Of course, difference in EP values between Haste/Mastery is quite big, but maybe at some threshold the EP value will surpass it (like Armor Penetration/Agility in TBC).

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Old 05/20/11, 12:48 PM   #453
Chult86
Piston Honda
 
Goblin Rogue
 
Illidan
At very high levels, haste will have diminishing returns, and Mastery will assume a J-curve. However, it will take very high iLvl's to reach anywhere near those points. I could see Combat energy capping fairly easily if we ever reach an unbuffed Energy/second of around 25, at which point Mastery would take over as the defacto stat.

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Old 05/25/11, 8:00 PM   #454
Amsner
Glass Joe
 
Night Elf Rogue
 
Zul'Jin
Originally Posted by Chult86 View Post
At very high levels, haste will have diminishing returns, and Mastery will assume a J-curve. However, it will take very high iLvl's to reach anywhere near those points. I could see Combat energy capping fairly easily if we ever reach an unbuffed Energy/second of around 25, at which point Mastery would take over as the defacto stat.
Mastery makes for more jump energy regen, which would make it more likely to cap.

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Old 05/28/11, 4:08 PM   #455
matter3
Glass Joe
 
Human Paladin
 
Perenolde
Poisions

I'm wondering about poisons. Why have IP on MH and DP on OH? I'm new to rogue and this has been bugging me. I dont have any raid experience with him but I'm wondering why have poisons set up like that. Is it better to have the DP stack slower becasue at 5 stacks DP doesn't refresh? Or is the Chance for IP to hit just better to have it swinging more times?

All in all If DP refreshes it self and you keep 5 stacks up at all times wouldn't it be better to have it on your MH and have it proc IP on your off hand being that it doesn't hit as much?

Idk if this just seems like I'm babbling or if i explained my question well enough, but any help would nice. i'm still leveling my rogue hitting Outlands today should be 85 in a few days and just want to know.

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Old 05/28/11, 4:28 PM   #456
 Viper
Eyelaser Ninja Pirate
 
Viper's Avatar
 
Troll Rogue
 
Burning Blade
Originally Posted by matter3 View Post
I'm wondering about poisons. Why have IP on MH and DP on OH? I'm new to rogue and this has been bugging me. I dont have any raid experience with him but I'm wondering why have poisons set up like that. Is it better to have the DP stack slower becasue at 5 stacks DP doesn't refresh? Or is the Chance for IP to hit just better to have it swinging more times?

All in all If DP refreshes it self and you keep 5 stacks up at all times wouldn't it be better to have it on your MH and have it proc IP on your off hand being that it doesn't hit as much?

Idk if this just seems like I'm babbling or if i explained my question well enough, but any help would nice. i'm still leveling my rogue hitting Outlands today should be 85 in a few days and just want to know.
When deadly poison is stacked to 5, further procs of it will both refresh your deadly stack and proc the poison of your other hand's weapon. So we put deadly on the faster weapon so that it will stack up faster and get us to the point of proccing extra IP sooner.

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Old 05/28/11, 9:00 PM   #457
Crevan
Don Flamenco
 
Gnome Rogue
 
Darksorrow (EU)
The reason for having deadly on off-hand is because, unlike instant/wound, its proc chance is not normalised, so a faster weapon will generate more poison applications.

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Old 06/01/11, 1:20 PM   #458
Feano
Glass Joe
 
Undead Rogue
 
The Venture Co (EU)
Hi there. Long time reader, first time poster..

I've been wondering if anyone has put thought into how the combat stat weighting would change assuming Blade Flurry is up all the time and a target is in range to be cleaved? I know there would be a change but I'm not well versed enough mathematically to be sure what it would come to.

My rough guess would be to multiply each applicable ep value by 2 (applicable being which stats have effect on the 2nd target, unlike spell hit) then mutiply the outcome by 0.85 to account for the reduction in haste (glyphed)

Agi (2.7*2)*0.85 = 4.59
Yellow hit (1.9*2)*0.85 = 3.23
Expertise (1.65*2)*0.85 = 2.805
Spell Hit 1.4*0.85 = 1.19

and so on...
I think for the above stats I'm possibly close-ish but I have no idea how to compensate for the rupture being dropped and for poisons becoming less of the overall dps - surely that would effect the stat weightings across the board too?

If anyone could help or give some more insight I would be very happy.

Thanks

Feano

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Old 06/01/11, 2:11 PM   #459
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Realistically, they won't change very much. Every point of stat gives you (roughly) twice as much damage as usual, but EP are normalized so the damage granted by 1 AP is 1 EP, such that straight scalar damage multipliers have no effect on EP values.

Now, since switching to BF shifts your damage a bit towards white damage (as you have less energy to spend) and a bit away from poisons (as they don't get doubled), its going to have *some* effect on your EP, but it shouldn't be major. Its probably safe to just use the regular single-target EP; you won't be off by too much.

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Old 06/04/11, 9:48 AM   #460
orderofmaken
Von Kaiser
 
Worgen Rogue
 
Bloodhoof (EU)
Taking a look at the T12 set pieces, I'm kind of unsure which would be the least useful for combat since they all seem to have a valuable stat of some sort for combat on them all, with no crit/mastery pieces. Guessing that gloves, shoulders and helm for definitely would be the strongest with haste on them and hit on the helm also. Which leaves just chest and legs. With expertise.. I suppose it'd depend on how much could be reforged from other pieces out of crit and mastery. The MH axe and OH dagger seems to have expertise on it too, which should help a little to get toward the cap.

At least Blizzard developers have made a really good job on the rogue tier this time, despite all of our other issues ongoing at the moment which seem to be ignored at the time being. I actually like the look of this set.

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Old 06/06/11, 2:14 AM   #461
Amsner
Glass Joe
 
Night Elf Rogue
 
Zul'Jin
Originally Posted by chipix View Post
Will Combat Mastery ever surpass Haste on EP value? According to the guide mastery EP is affected by the amount of mastery you have so it is not linear. Of course, difference in EP values between Haste/Mastery is quite big, but maybe at some threshold the EP value will surpass it (like Armor Penetration/Agility in TBC).
Mastery does assume a J curve, but as already stated, it will take very high item levels for it to surpass haste; at which point i would assume that bliz would already have changed combat (lowered our energy regen). As far as it goes for right now, for myself and the other rogue in my guild, (these values are derived from simulationcraft) Hit has surpassed haste in value. We are both about half heroic half normal gear (i have 9 heroic pieces, 8 normal). With how high hits value is for me right now, i would assume that i would want to gear near poison hit cap before i work on any other non-haste stats. Currently, hits value FOR ME is 1.6907 and hastes value is 1.5413.

I have been messing around with my stats, reforging for hit and then recalculating (both positive and negative scaling deltas), and those values are after i lowered my haste to 1493 (from about 2200) and raised my hit to 1050. This is just experimental, and since poison damage does not transfer with BF, it would not be worth doing, if combat is not your main spec that you use on most encounters (IE: if your just combat for halfus/magmaw).

That in mind, i would assume that if it were to get near that point, of mastery possibly becoming better than haste, that you would be gearing Agil>yellow hit cap>expertise cap> spell hit cap>=haste>mastery>white hit cap>crit, but thats if what im seeing as the current trend continues (current trend being what i got from the numerous calculations i ran, not what is stated on the EJ forums). Again, if your just going combat for a fight that you can use blade flurry on, haste will blow spell hit cap out of the water.

And, i would believe that gearing in that manner would still be a bit better then gearing for mastery, even if theoretically your dps would increase, your energy regen would be horrendously spiky.

Last edited by Amsner : 06/06/11 at 2:19 AM.

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Old 06/08/11, 1:51 PM   #462
Ashran
Glass Joe
 
Troll Rogue
 
<RIP>
Eldre'Thalas (EU)
RvS use

Hello,

I have a question about the use of the RvS (not glyphed) when the Deadly Scheme is up (T11 4P bonus: 100% crit chance on the next Eviscerate).


Is it a DPS increase (the impact of the BG's stage should be taken in count) to use the RvS at five combo points before an Eviscerate?


Thank you for your answers.

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Old 06/12/11, 3:56 AM   #463
nextormento
Von Kaiser
 
Night Elf Rogue
 
Uldum (EU)
Originally Posted by Amsner View Post
Mastery does assume a J curve [...]
I would like to see the log dump from simulationcraft that lets one asume any of this, particularly intervals to caraterice the J-curve of mastery and, to a lesser extent, the tip point for haste/spell hit. Even if it doesn't have an effect in current itemization, such a claim and data could serve to better assess stats on the long run. Studying stat scaling is certainly tricky, as the rules tend to change before we get to any of those points, but, as of now, I can't come up with a balanced gearset (one in which every stat increases roughly equally) that would fall under such behaviour before the mastery hard cap or the haste energy regen softcap.

Last edited by nextormento : 06/12/11 at 4:28 AM.

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Old 06/13/11, 12:28 PM   #464
Alash
Von Kaiser
 
Troll Rogue
 
Karazhan (EU)
Chiming in to applaud this awesome thread and to ask a couple of questions.
  1. How do you put [Delicate Inferno Ruby] on [Storm Rider's Boots]?
  2. Roughly how do you evaluate weapon speed? E.g. how much more EP would an 1.80 OH dagger have to have to beat a 1.40?

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Old 06/13/11, 2:06 PM   #465
eylieen
Glass Joe
 
Human Rogue
 
Frostmourne
Shift click, drag the gem over the socket, click. The color of the socket doesn't have any effect on what gem can be placed in it, only on if you gain the socket bonus or not. It's not worth losing 20agi for a very weak socket bonus, so a raw 40agi gem is superior, and can be placed into the boots regardless of the color of the socket.

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