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02/16/13, 3:00 AM
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#91
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Glass Joe
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I dont see how Assa is benefits more of the meta, im guessing this is due to Assa having way less hits to proc the meta.
Combat and Sub have way more hits per second, assuming it can proc of any damaging abillity.
Both Combat and Sub will get alot more procs from masterys.
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02/16/13, 7:53 AM
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#92
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Glass Joe
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Originally Posted by F0xx
I dont see how Assa is benefits more of the meta, im guessing this is due to Assa having way less hits to proc the meta.
Combat and Sub have way more hits per second, assuming it can proc of any damaging abillity.
Both Combat and Sub will get alot more procs from masterys.
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The reason they benefit more from it has nothing to do with the proc. It's the EP value of crit for assassination over combat.
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02/16/13, 12:35 PM
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#93
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Glass Joe
Blood Elf Rogue
Kil'Jaeden
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Where are you drawing that conclusion from? Assassinations Crit EP isn't very much either. It's fairly mediocre along with Haste. Mastery is the stat that pulls a bit ahead for Assassination. Both Combat and Assassination have crit EP's right around 1.
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02/16/13, 2:47 PM
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#94
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Glass Joe
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Originally Posted by Desuka
Where are you drawing that conclusion from? Assassinations Crit EP isn't very much either. It's fairly mediocre along with Haste. Mastery is the stat that pulls a bit ahead for Assassination. Both Combat and Assassination have crit EP's right around 1.
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I stand corrected. I've always been under the impression that crit was a key assassination stat (I've never played assassination as I despise it with everything within me). I guess its just as bad for them as it is for us. maybe it used to be that way once... As secondary stats go crit has pretty poor value, I just wished they had given the option of another stat, even mastery would have been more useful but haste would have been great.
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02/18/13, 4:07 AM
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#95
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Von Kaiser
Orc Rogue
Tarren Mill (EU)
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Crit is actually pretty strong for Assassination, the only reason Crit EP drops in BiS gear conditions is due to the huge Crit we recieve from Terror in the Mists Trinket. Now with no clear BiS crit trinket for 5.2 I imagine that Crit will again still be behind Mastery, but will be above Haste and Expertise, which is why the notion of the meta being better for Assassination than it would for combat holds its weight.
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“Why didn't evolution make a giraffe good at carpentry so it could build a ladder?” - Karl Pilkington
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02/18/13, 7:45 AM
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#96
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Von Kaiser
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EP values are relative to attack power. Comparing assassination and combat's EP for crit in a 1:1 comparison is nonsensical, as the specs scale differently with AP.
Classes will be balanced via many tools, only one of which is the meta (which, by the way, behaves differently for different specs). Complaining about the itemization isn't going to accomplish anything, and asking for more people to join you in complaining is not what this forum is for.
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02/22/13, 3:32 AM
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#97
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Von Kaiser
Blood Elf Paladin
Darkspear (EU)
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I've been playing around with Shuriken Toss a lot lately and have been experimenting with a slightly new approach to combat using "Shuriken Toss weaving". The basic idea is to play off Bandit's Guile and Restless Blades. The way it works is to start the fight as normal until KS/AR/SB are on cooldown and then SS/RvS until you reach the Moderate Insight. At this point, use ST to build CP while only hitting RvS/SS to refresh Moderate Insight just before it falls off (at around the 14 second mark). During this time, you will capitalize on the damage bonus of Moderate Insight for weapon swings while building and spending large amounts of CP (with Evis/Rupture/SnD) to lower the cooldowns of KS/AR/SB (via Restless Blades). If a cooldown finishes, SS/RvS to Deep Insight, use the cooldown and reset. If you hit Deep Insight before a cooldown is up, capitalize on it as usual and then resume a normal rotation until returning to Moderate Insight.
I don't have any numbers yet, but on a target dummy, just using recount, it seemed to be trumping the standard rotation. I am very new to this spec, however, so I might just be Doing It Wrong(tm). I was wondering if anyone else has experimented with this approach at all? Does this even sound feasible, considering the loss of Anticipation?
Last edited by rozetta : 02/22/13 at 5:54 AM.
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02/22/13, 9:21 AM
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#98
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Von Kaiser
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Originally Posted by rozetta
I've been playing around with Shuriken Toss a lot lately and have been experimenting with a slightly new approach to combat using "Shuriken Toss weaving". The basic idea is to play off Bandit's Guile and Restless Blades. The way it works is to start the fight as normal until KS/AR/SB are on cooldown and then SS/RvS until you reach the Moderate Insight. At this point, use ST to build CP while only hitting RvS/SS to refresh Moderate Insight just before it falls off (at around the 14 second mark). During this time, you will capitalize on the damage bonus of Moderate Insight for weapon swings while building and spending large amounts of CP (with Evis/Rupture/SnD) to lower the cooldowns of KS/AR/SB (via Restless Blades). If a cooldown finishes, SS/RvS to Deep Insight, use the cooldown and reset. If you hit Deep Insight before a cooldown is up, capitalize on it as usual and then resume a normal rotation until returning to Moderate Insight.
I don't have any numbers yet, but on a target dummy, just using recount, it seemed to be trumping the standard rotation. I am very new to this spec, however, so I might just be Doing It Wrong(tm). I was wondering if anyone else has experimented with this approach at all? Does this even sound feasible, considering the loss of Anticipation?
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Why would you want to stay in Moderate Insight for as long as possible? Transitioning to Deep Insight is the primary goal of bandits guile.
Target dummies are never a good measure of DPS because they are rarely fully raid debuffed (and you, the player, are most likely not fully raid buffed). Supposing you did meet these conditions and took a long enough parse (~5min seems to be the accepted standard) to level out most of the variance, the only way I could see ST pulling higher DPS is if you had terrible weapons. IIRC ST does not scale off weapon dmg. So if you had high AP due to great gear in every other slot but a green weapon then maybe ST would pull ahead of SS as a damaging finisher. I have not done the math on that because it is a very unlikely scenario.
TLDR: No it does not sound feasible.
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02/22/13, 1:11 PM
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#99
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Von Kaiser
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Schmoopy: There is some merit to his idea, but there are problems with it, as well.
Typically with the standard rotation, approximate uptimes are 20% each at no/shallow/moderate insight and 40% at deep insight. This is an approximate averaged damage bonus of 18%. If you assume you stretch out moderate insight to 58 seconds (4 iterations at 14.5 sec each), that extends the bandit's guile cycle to ~88 seconds. This decreases no/shallow insight to ~8.5% each, decreases deep insight uptime to ~17%, but increases moderate insight uptime to about 66% of the time. This averages out to about a 19% damage bonus, which slightly edges out the standard rotation.
Shurikan Toss is more energy efficient than sinister strike in terms of both damage and combo points. But once you factor relentless strikes and combat potency, the energy income for combat rogues exceeds 20 energy/sec. Using Shurikan toss is an energy positive rotation and you will not be able to sustain it for 58 seconds without capping energy. The problem lies in the low energy cost of Shurikan Toss.
Edit: I just ran the Combat T14H BiS sample profile through simcraft (with some modifications to the default action list to accomodate the removal of anticipation), then change the action list to incorporate Shuriken toss spam during moderate insight. The dps output dropped from 109.9k to 108.6k when using shuriken toss. It's close, but shuriken toss is slightly down. ST does do more damage-per-energy but the energy overflow went up from 90.36 per iteration to 121.97 per iteration (and this was only using shuriken toss when adrenaline rush is down to prevent energy overflow). I did not force cooldowns to be used during deep insight (in large part because you can't use both adrenaline rush and killing spree during deep insight because deep insight just doesn't last long enough). Note that by talenting shuriken toss, it's at the expense of anticipation, which means you can't delay finishers to advance insight before using them. Nor can you hold off to advance insight to use cooldowns without wasting restless blades potential if you have to use a finisher before advancing bandit's guile.
Last edited by shadowboy813 : 02/22/13 at 2:15 PM.
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02/22/13, 1:30 PM
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#100
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Glass Joe
Night Elf Rogue
Argent Dawn (EU)
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Shuriken scales with 30% of your AP. Sinister scales with about 17% of AP ( 1/14*2.4), if I remember correctly. So compare the following with all raidbuffs (does hunter's mark affect shuriken?):
Shuriken (base dmg + AP*APscaling)/energyCost and likelihood of energycapping vs Sinister (base dmg + wep dmg + AP*APscaling)*setBonusMultiplier /energycost
thus you get the DPE of each. Shuriken needs to be >(1/2) the DPE of Sinister to be worthwhile by itself, ignoring finishers gain. I won't comment on the bandit's guile and restless blades implications, as I do not have enough experience to come with ballpark numbers there.
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02/22/13, 3:12 PM
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#101
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Von Kaiser
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The problem does not lie with ST low energy cost. If you made it cost more enegery it would just increase it's inefficiency. The problem lies with the inefficient use of GCDs.
Taking Athariel's scaling coefficients with 9000 average weapon dmg and 40000 AP SS hits for about 9.8k more damage than ST does. Account for those being within a moderate insight (20% increase in damage) that increases to 11.8k damage difference. So even accepting the math that ST cycle is an overall 19% dmg buff and normal cycle is 18% this is insufficient to make up for the large amount of damage lost from casting ST rather than SS.
None of this takes into account the chance to generate a second combo point with SS either.
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02/22/13, 4:02 PM
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#102
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Von Kaiser
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Originally Posted by Schmoopy
The problem does not lie with ST low energy cost. If you made it cost more enegery it would just increase it's inefficiency. The problem lies with the inefficient use of GCDs.
None of this takes into account the chance to generate a second combo point with SS either.
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Rogue gameplay is not concerned about using GCDs. It's concerned about using energy. ST does more damage-per-energy than sinister strike (even with t14 2-set). It's just so cheap it leads to capping energy, and that's wasted energy.
The inefficient use of GCDs is exactly because of the low energy cost. If ST cost 50% more and did 50% more damage, it would retain its energy efficiency but the rotation would become energy-depleting and no longer be constrained by the GCD.
ST is more efficient for combo point generation than SS even if you consider the revealing strike proc (33.33... energy/cp for sinister strike, 20 energy/cp for ST).
Last edited by shadowboy813 : 02/22/13 at 4:19 PM.
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02/23/13, 3:10 AM
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#103
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Von Kaiser
Blood Elf Paladin
Darkspear (EU)
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The problem is indeed capping energy, even in gear that isn't optimized for haste (when testing this, my gear was gemmed and reforged for mastery). This probably works better under BF, even though ST isn't copied to other targets, but Anticipation is most likely more flexible for most fights.
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03/06/13, 9:21 AM
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#104
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Glass Joe
Undead Rogue
Stormreaver (EU)
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With shadow focus reducing energy cost by 75% now instead of 100 is it still worth having specced still or should we consider the nightstalker talent?
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03/06/13, 1:57 PM
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#105
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Glass Joe
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Originally Posted by Hiddendagger
With shadow focus reducing energy cost by 75% now instead of 100 is it still worth having specced still or should we consider the nightstalker talent?
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75% is still quite potent. It still essentially makes abilities used in stealth free when you factor in energy regen during the GCD.
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