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08/16/11, 12:25 AM
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#251
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Von Kaiser
Night Elf Priest
Bronzebeard (EU)
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Originally Posted by yanhero
During Shadow Dance, its quite easy to get to 4 CP after an ambush, should we eviscerate at 4CP? or do another ambush for the 5th CP?
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I usually do another Ambush. Ending on 4 CP means that HaT has just proc'd, so there's not much point in pooling for another proc as you'd lose 2 seconds of your SD. Doing a 4 CP Evis means you only have an 80% chance for the 25 energy returned by Relentless Strikes as well as only an 80% chance to refresh Rupture (not normally a concern under SD, but still). At most you lose 2 combo points (assuming an initiative proc), which I believe is better than losing 25 precious energy under SD - particularly if it's at the tail-end and using Evis results in you not getting another Ambush off before the end.
There was some relevant discussion early on in this thread in the context of SD vs Evis glyphs - in fact it was towards the bottom of the first page and early in the 2nd page.
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08/20/11, 11:33 PM
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#252
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Von Kaiser
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If rupture falls off, under what criteria is it worth putting it back on? For example, how many seconds must this 2nd rupture last to be worth it? Should we (or perhaps must we) wait for the next vanish to apply this rupture under master of subtlety?
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08/21/11, 4:40 AM
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#253
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Glass Joe
Human Rogue
Argent Dawn (EU)
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Long enough to outdamage an Eviscerate in DPE. Or an Eviscerate while Find weakness is up, in your case.
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08/21/11, 1:32 PM
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#254
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Von Kaiser
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Originally Posted by Ayalana
Long enough to outdamage an Eviscerate in DPE.
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Which is how long? lol...
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08/22/11, 4:19 PM
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#255
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Von Kaiser
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Hi folks.
I read this thread after subtlety captured my interest (thanks everyone), and today performed some testing/research re: glyph of hemorrhage. Since it seems that the community's understanding is a bit hazy on some gritty details about this option, I'm posting in order to share my results and inferences.
In the interest of full disclosure, I'll note up front that my numbers were gathered using a lower level character, and that I have no raid experience with my rogue. Obviously, that means nothing I'm about to say presumes to imply anything. I am sharing math and data only.
warning: long
 ← Click Here
First things first then. The basics in one place.
The damage amount for the Hemorrhage glyph DoT, according to the tooltip, is 40% of the damage inflicted by the Hemorrhage proccing it; the 40% is calculated individually in each instance (ie it's variable like Deep Wounds). The DoT ticks every 3 seconds, and has 24s duration, so it has 8 ticks. The DoT benefits directly from the Hemorrhage debuff (among other things), and seemingly also from Sanguinary Vein (despite having potentially done so already, by being procced from a SV-boosted Hemo). The Hemorrhage debuff increases all Bleed damage done to the target by 30%.
The number 0.6032, used below, is my hypothetical coefficient for the "actual value" of the glyph DoT, which I define to mean the total damage expected from a 1 full duration of normal ticks, expressed in terms of the damage dealt by the proccing Hemo. The "actual value" differs from the total damage dealt under normal circumstances primarily due to ticks critting; rounding error also has a very minor impact (worst case should mean less than 1 dps).
By using this coefficient. I implicitely suggest that the glyph DoT itself does benefit from Sanguinary Vein (ie it double dips), and that this benefit stacks multiplicatively with the benefit from the Hemorrhage debuff. ( 0.6032 ) is equivalent to the following:
( 0.4 (tooltip fraction inflicted by the DoT) * 1.3 (increase due to Hemorrhage debuff) * 1.16 (multiplicative increase due to Sanguinary Vein) )
Similarly, the coefficient 0.5680, shown for comparison, would be used for the same thing if you were assuming linear stacking between the Hemorrhage debuff and Sanguinary Vein. ( 0.5680 ) is equivalent to:
( 0.4 (tooltip fraction) * ( 1.0 (base amount) + 0.3 (hemo debuff) + 0.12 (sanguinary vein) ) ) == ( 0.4 * 1.42 ) == ( 0.568 )
In other words, if the real total damage inflicted by 8 normal ticks of the Hemorrhage DoT closely resembles ( hemo dmg * 0.6032 ), and bears significantly less resemblance to ( hemo dmg * 0.5680 ), the glyph double dipping multiplicatively from Sanguinary Vein is strongly suggested,
Next, data.
Samples were gathered using a training dummy. No buffs or poisons (excepting HaT) were active. The Hemmorhage debuff (but not the DoT) was active at all times; cycles began with the effect already in place. Additionally, each cycle began with 5 combo points available (generated between cycles if necessary). Samples were gathered while using Glyph of Hemorrhage (derp).
Each sample was generated using the following process.
-reset recount
-apply Rupture (to ensure uniform applicability for Sanguinary Vein)
-perform Hemorrhage
-let DoT to run to completion
-if any ticks from the glyph DoT crit, discard the sample (to avoid modelling/approximating/raging over the rounding off-by-1's in "blizzard math")
---else, record:
hemo dmg: A ~~ DoT dmg: B ~~ tick range ~~ (A * 0.6032): C ~~ (A * 0.5680) ~~ A / B ~~ C / 8
577 ---- 346 ---- 43-44 ---- 348.0464 ---- 327.736 ---- 0.59965 % ---- 43.5058
571 ---- 344 ---- 43 ---- 344.4272 ---- 324.328 ---- 0.60245 % ---- 43.0534
625 ---- 376 ---- 47 ---- 377.0000 ---- 355.000 ---- 0.60160 % ---- 47.1250
534 ---- 322 ---- 40-41 ---- 322.1088 ---- 303.312 ---- 0.60300 % ---- 40.2636
1190* ---- 720 ---- 90 ---- 717.808 ---- 675.920 ---- 0.60504 % ---- 89.7260
* (critical strike)
So with regards to these samples, without exception, the value predicted with the multiplicative coefficient (column 4) is much more accurate approximation of the actual damage done than the value predicted with the linear coefficient (column 5). Furthermore, the multiplicative coefficient 0.6032 very closely resembles the actual coefficient for each sample (column 6). When the total damage predicted by the multiplicative model is divided by 8 (ie into ticks), the result of rounding to an integer would produce the actual damage per tick in each instance; a coherant model for replicating the +/-1 ranges even begins to suggests itself.
While 5 samples is a very low number, a less precise estimation was conducted with many of the discarded samples by using ( 8*(avg non-crit tick size) ) instead of DoT damage dealt. The same trends appeared, but as they required a confounding layer reverse-engineering (and because I'm already such a windbag), I chose not to include them. Conforming data from other posters would be excellent.
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TLDR: the 40% figure for the glyph DoT damage does not include the 30% bonus from the Hemorrhage debuff. The glyph DoT appears to benefit from Sanguinary Vein (double dipping when the proccing Hemo is boosted by SV). The 30% from Hemorrhage and the 16% from Sanguinary Vein appear to stack multiplicatively.
Based on these results, the glyph DoT damage directly in terms of the proccing Hemo damage is more like 60.32% when 0 ticks crit. Your crit chance can be used in combination with your average Hemorrhage damage (including crits) and the 60.32% figure to closely predict the DoT's real output for you personally.
Potentially relevant side note: the Hemo debuff and Sanguinary Vein (and Opportunity, but that's shown in the tooltip) stack multiplicatively for Rupture, as well. Assumedly, the same would hold true for bleeds from other classes.
Last edited by Jumai : 08/22/11 at 5:43 PM.
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08/29/11, 4:50 PM
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#256
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Glass Joe
Night Elf Rogue
Windrunner
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shadowmeld change
They recently changed shadowmeld to allow you to use stealth attacks while under its effects similar to how it interacted with druid prowl abilities.
With this I think it should be noted that as a sub rogue you can reapply find weakness with shadowmeld->ambush.
I know this has to be a dps increase but I am curious how much of an increase it is. Shadowmeld is a 2 min cd so I imagine the dps increase of shadowmeld into ambush for find weakness is the same as vanishing into ambush for find weakness.
I suppose this should be noted for assassination as well because it would allow you to garrote (not sure if that'd be a dps increase.)
While I imagine all of this is a nice dps increase I'm also curious if it contends with the top dps races such as worgen 1% crit increase.
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08/31/11, 1:07 PM
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#257
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Von Kaiser
Worgen Rogue
Bloodhoof (EU)
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Hi, I have a quick question about Shadowcraft using Sub spec, in my current gear it's listing crit to be like 1.49 in value, just barely under haste and well above expertise at 1.29. Is this correct in assuming I should follow with what shadowcraft is saying or just take it with a pinch of salt and still go full expertise before forging crit? Cause at the moment it's telling me the best option is just to full reforge crit after haste and go with 4/4 expertise.
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09/01/11, 3:56 AM
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#258
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Von Kaiser
Human Rogue
Auchindoun (EU)
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Originally Posted by orderofmaken
Hi, I have a quick question about Shadowcraft using Sub spec, in my current gear it's listing crit to be like 1.49 in value, just barely under haste and well above expertise at 1.29. Is this correct in assuming I should follow with what shadowcraft is saying or just take it with a pinch of salt and still go full expertise before forging crit? Cause at the moment it's telling me the best option is just to full reforge crit after haste and go with 4/4 expertise.
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Shadowcraft will only provide you with raw numbers. What this means, is that if Shadowcraft tells you Expertise is worth less than Critical Strik rating, then that's how it is, mathematically.
You state that your Expertise value is 1.29 and that your Crit value is 1.49. Obviously, Crit is the way to go here. However, depending on your playstyle and/or the current fight, you might want to get more Expertise, simply to get a more stable rotation, which ensures your strikes always land when most needed.
Going against Shadowcraft recommendations is almost always a bad idea when it comes to clear-cut DPS, but as with the boots runspeed enchant, sacrificing a little DPS to gain some stability and assurance, might sometimes be the right choice. Ultimately, you yourself can only decide if 0.20 EP per rating is worth less or more than being able to reliably hit your target with special abilities and melee attacks.
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09/05/11, 10:19 PM
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#259
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Glass Joe
Blood Elf Paladin
Dreadmaul
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Originally Posted by atroxes
Shadowcraft will only provide you with raw numbers. What this means, is that if Shadowcraft tells you Expertise is worth less than Critical Strik rating, then that's how it is, mathematically.
You state that your Expertise value is 1.29 and that your Crit value is 1.49. Obviously, Crit is the way to go here. However, depending on your playstyle and/or the current fight, you might want to get more Expertise, simply to get a more stable rotation, which ensures your strikes always land when most needed.
Going against Shadowcraft recommendations is almost always a bad idea when it comes to clear-cut DPS, but as with the boots runspeed enchant, sacrificing a little DPS to gain some stability and assurance, might sometimes be the right choice. Ultimately, you yourself can only decide if 0.20 EP per rating is worth less or more than being able to reliably hit your target with special abilities and melee attacks.
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I find this aspect of Shadowcraft a bit confusing as well when it comes to Sub spec. With both assassination and combat it will reforge to either the proper hit/expertise cap - or as close to it as it can get while being the optimal reforge.
As per the first page of the Sub compendium though it states "Once the Yellow Hit cap has been reached (481 with 2/3 Precision), all substats should be reforged to Haste, or Expertise if Haste is already on the gear. Mastery as the weakest substat should be reforged first, followed by Hit and then Crit. "
Which would seem to indicate that you should prioritize Expertise over Crit but this isn't how it plays out when you reforge with Shadowcraft for Sub. Is it simply assuming you will reforge to the expertise cap first or is the cap not important (I thought it was for not missing Evis to keep rupture rolling).
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09/05/11, 10:49 PM
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#260
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Piston Honda
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The first post has not been thoroughly updated in awhile. If you look at the EP weights listed at the front there, they do, in fact show Expertise as being better (or it was believed to be better) at that point in time. Many changes have happened since then and I would trust Shadowcraft over a set of generalized EP weights on that page.
It should not go without saying that there are also quite a few Sub Rogues who cap their expertise despite Shadowcraft reforges putting it at maybe half that. Sometimes cycle stability is more important, for boss mechanics or for your sanity.
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09/13/11, 9:31 PM
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#261
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Glass Joe
Draenei Shaman
Nordrassil
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I was kinda wondering a small thing: as there isn't max-level statweight for raw Attack Power, i was wondering what was it's at compared to other secondary stats.
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09/14/11, 2:28 AM
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#262
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Von Kaiser
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Originally Posted by JaxOh1
I was kinda wondering a small thing: as there isn't max-level statweight for raw Attack Power, i was wondering what was it's at compared to other secondary stats.
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Stat weights are based on Attack Power. The EP value for Attack Power is 1.
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09/14/11, 7:07 AM
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#263
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Glass Joe
Anohreul
Night Elf Rogue
Khaz'goroth
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Just gonna share some dps increasing tips
When you have mastery as the one that activated on the trick of the trades 4 -piece set, it is wise to refresh slice and dice just as it is going out
This also works for matrix re-stabilizer for that purpose, if you have power auras, it is highly suggested to watch these auras ^_^
Also, moonwell chalice can still be used as prepot for our first slice and dice even after the fix.
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09/14/11, 8:17 AM
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#264
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Glass Joe
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Originally Posted by omnimon3000
Also, moonwell chalice can still be used as prepot for our first slice and dice even after the fix.
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Your statement is right applied to somebody who is still using the Fluid death trinket.
But currently most rogues have The Hungerer and Matrix restabilizer equiped, and this trick (as I remember) trigers the internal cooldown when the switch occures. So we can assume that this trick simply replace the trinket proc.
The mastery gain ignores rupture and evicerate, which represents roughly 15-20% of the DPS of a sub rogue.
Therefore the mastery from this trick drops from the range around 0.85 EP to the range of 0.7 EP (values based on my equipment on shadowcraft). So the trick worth 0.7*1700 = 1190 EP for its duration. Slice and dice max duration with the glyphe is 27 sec. By security you start your SnD macro 3 sec before the pull and your first hit lands 1 sec after the pull => your snd active time is 23 sec.
In the case of replacing the normal Hungerer :
Does 23 sec of 1190 EP overtake 15 sec of 1532 haste rating (@1.5 EP) ?
In this case (and in most cases) it doesn't !
The gap is even bigger if you think about switching the matrix restabilizer.
So only do this trick if you still use the Fluid death.
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09/14/11, 10:20 AM
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#265
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Piston Honda
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You will have seen that there is a rumoured legendary dagger coming for rogues in 4.3. I hope this is true and that it is a MH weapon as it will make Sub pretty fantastic given the advantages Sub spec has in terms of EP gains per additional point of MH dagger damage. It would totally make the hard work needed to play Sub worthwhile.
However, if there truly is a legendary dagger for rogues and they make it an OH weapon the reverse becomes true and Sub is the least of the specs in terms of benefit. This based on the following approximate MH OH values for well geared rogues of each spec:
Assass: MH 4.68 OH 1.48
Combat: MH 4.67 OH 1.49
Sub: MH 7 OH 1.22
Fingers crossed my subtle friends - Sub may be about to become a whole lot more relevant and desirable.......or further maginalised.
Last edited by Druss : 09/14/11 at 10:29 AM.
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09/14/11, 12:15 PM
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#266
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Glass Joe
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Originally Posted by Druss
You will have seen that there is a rumoured legendary dagger coming for rogues in 4.3. I hope this is true and that it is a MH weapon as it will make Sub pretty fantastic given the advantages Sub spec has in terms of EP gains per additional point of MH dagger damage. It would totally make the hard work needed to play Sub worthwhile.
However, if there truly is a legendary dagger for rogues and they make it an OH weapon the reverse becomes true and Sub is the least of the specs in terms of benefit. This based on the following approximate MH OH values for well geared rogues of each spec:
Assass: MH 4.68 OH 1.48
Combat: MH 4.67 OH 1.49
Sub: MH 7 OH 1.22
Fingers crossed my subtle friends - Sub may be about to become a whole lot more relevant and desirable.......or further maginalised.
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Although the large difference between those values means that it is possible what you suggest may be the case, it is important to keep in mind that EP values are normalized to each spec and, therefore, not comparable between specs (at least not 1:1). This post by Aldriana should help to explain why this is the case, which also happens to be the reason we can not accurately predict spec scaling based solely on EP values.
Additionally, 1.) the legendary's existence, despite being mentioned in a since removed source, is still speculative, and 2.) because we know nothing about it, things such as speed, stats, and proc will also likely affect each spec differently. As such, I don't believe it is overly productive to make assumptions on what spec will be crowned "King" just yet.
Last edited by Manaba : 09/14/11 at 12:38 PM.
Reason: punctuation
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09/15/11, 3:00 PM
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#267
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Von Kaiser
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Just a thought, what if you were to go 1.9/2.6 with DP on the MH and IP on the OH? Does anyone have the EP value listing of Weapon Speed w/o poison basis? All I am finding is the EP weight of weapon DPS. It's just unlike mutilate we don't require a 2nd dagger, and unlike combat we have no Combat Potency.
Curious if anyone has done the math on this. I tried to plug it into Shadow Craft but you cannot input slow weapons in the offhand, however you can swap the poisons and you get no dps loss with a 1.8/1.4
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09/16/11, 3:24 PM
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#268
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Von Kaiser
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Originally Posted by Jestyr991
Just a thought, what if you were to go 1.9/2.6 with DP on the MH and IP on the OH? Does anyone have the EP value listing of Weapon Speed w/o poison basis? All I am finding is the EP weight of weapon DPS. It's just unlike mutilate we don't require a 2nd dagger, and unlike combat we have no Combat Potency.
Curious if anyone has done the math on this. I tried to plug it into Shadow Craft but you cannot input slow weapons in the offhand, however you can swap the poisons and you get no dps loss with a 1.8/1.4
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scenario 1 33258.4 normal poisons set up
scenario 2 33065.7 switched poison set up with 1.8/1.4
I don't know how you're not getting a dps loss, I'm getting a 192.7 dps loss. And since ip is a ppm mechanic and sub has no preference in the oh for any reason other than dp, you can expect scenario two to do exactly the same dps with a 1.8/2.6 set up as a 1.8/1.4 set up assuming equal stats. The stats on the 2.6 oh would have to be 192.7 dps better than the stats on the same ilvl 1.4 dagger (highly doubtful) to make it break even.
on the other hand, if it's between using a non heroic 1.4 oh and a heroic 2.6 oh it looks like this
scenario 3 33020.4 normal poisons, heroic 1.8/non heroic 1.4
scenario 4 33065.7 switched poison set up with heroic 1.8/heroic 1.4.
Assuming the stats of your heroic 2.6 oh are equal to or greater than the stats of the heroic 1.4 you're using to calculate this then it is roughly 45.3+ more dps to switch the poisons around and use the heroic 2.6 oh. If the stats are slightly worse on the 2.6 oh then you will probably have to do some ep math to figure it out exactly, but if the stats are significantly worse then you probably shouldn't bother doing the math at all.
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09/21/11, 8:10 PM
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#269
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Glass Joe
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Has anyone considered using [Ruthless Gladiator's Insignia of Conquest]?
The proc lasts 20 seconds, with a 45 second ICD.
Assuming you'll have the proc every 50 seconds:
AgilityStatic = (1218 * 20) / 50
AgilityStatic = 487.2
This would give the trinket an EP value of: 1754
I'm completely new to PvE and doing calculations, so if my math is terribly off, please forgive me.
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09/22/11, 6:01 PM
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#270
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Glass Joe
Night Elf Rogue
Burning Blade
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Idk who to Msg, But i would like to Update this post for Omni, i have been playing a sub rogue in Firelands for awhile now and have quite a few things to add in terms of racials, rotations, and fight specifics...ect
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09/23/11, 1:40 PM
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#271
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Mike Tyson
Night Elf Rogue
Doomhammer
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As mentioned in the first post: Omni is no longer maintaining this; hence, we are looking for someone to take over maintenance of the subtlety compendium on an ongoing basis (as in, not just posting a couple updates and then ignoring it until 5.0; I'm talking about someone who will keep it updated as the theorycraft, gear, and encounters evolve. If you're interested in doing this, please PM me and we'll work something out; this probably involves you writing up a new OP (possibly borrowing from Omni's work - talk to him if you'd like to reuse any significant portion of his content) and posting it as a new thread, at which point I will lock this version and discussion can move to the new thread. However, before you set about doing so, please contact me so we don't wind up with multiple people trying to do this at once.
Edit: Thanks to those of you that volunteered, and thanks in particular to Pathal for getting the new OP set up.
Last edited by Aldriana : 10/06/11 at 5:17 PM.
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09/23/11, 8:24 PM
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#272
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Glass Joe
Undead Rogue
Burning Blade
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My guild is about to start H Bale 10 man and I was wondering if it is advisable to switch from Assissnation to Sub for this fight along with proper reforging of course. I know Sub rogues but up some great numbers on him, but is the difference negligible or large enough to warrant going for it and learning the harder rotation.
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09/24/11, 1:36 AM
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#273
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Von Kaiser
Blood Elf Rogue
Jubei'Thos
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The pvp proc trinket actually has a 55 second ICD. It has a very high proc chance. Therefore, the trinket averages to about 20/55*1218=442 agility. With a 3.8 Ep value for agility, the total EP value is 1683. Any fresh 85 may find this appealing, but it shouldn't last very long with fluid death already being better.
I'm actually curious about the on use agility trinket despite its relatively low EP value. Lets break it down, and assume that agility is worth 3.8. 2029*20/120 = 338 agility, or about 1285 EP value, which is of course terrible. However, it ignores two important factors. First of all, this trinket is guaranteed to be up for an entire shadow dance + the 10 seconds following with 70% armor pen. I'm not sure how much this shifts the EP value given that it will always be used during a burst phase. Secondly, an opener with a prepot + master of sub buff + tricks + on use pvp trinket gives a very powerful rolling rupture. Sure it probably only would matter for a few fights right now, but I'm guessing it would be very difficult to model the trinket's value given the circumstances above. Regardless, its value would have to double to be competitive with the current endgame trinkets. I doubt that's the case.
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09/24/11, 11:06 AM
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#274
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Piston Honda
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Originally Posted by Phrixos
My guild is about to start H Bale 10 man and I was wondering if it is advisable to switch from Assissnation to Sub for this fight along with proper reforging of course. I know Sub rogues but up some great numbers on him, but is the difference negligible or large enough to warrant going for it and learning the harder rotation.
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It's all going to come down to your gear. Check the spreadsheet and if Sub is higher, make sure you can manage the rotation optimally to actually see that dps increase. Though after the 2nd round of nerfs, even pulling 25-26k you should beat the enrage timer without any problems.
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10/01/11, 5:17 PM
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#275
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Glass Joe
Night Elf Rogue
Malfurion
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I'm wondering the value of Shadowmeld for sub. Can we assume that it is half the value of vanish because it has twice the cooldown? Although I'm pretty sure it doesn't beat out worgen it seems like an interesting choice for burn phases considering with prep u could open with a full 50 seconds of find weakness making it seem more appealing for burn phase bosses. Thanks in advance, any help is appreciated.
Edit: Actually I just found it doesn't activate Master of Sub, or Overkill.
Last edited by Lithios : 10/01/11 at 5:33 PM.
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