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02/20/13, 4:18 AM
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#137
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Von Kaiser
Worgen Rogue
Stormrage (EU)
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Looking at logs for a straight nuke fight (Garajal HC), a current BIS Rogue is doing 9-10% of its damage with Envenom. A 20% buff is therefore a ~2% overall damage increase.
Dispatch is also ~10% of overall damage and so a 15% increase is ~1.5% overall.
So this should be ~3.5% overall.
This is probably to compensate for Assassination scaling issues vs Sub and Combat in BIS T15.
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02/20/13, 8:18 PM
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#138
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Glass Joe
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PTR Class and Set Bonus Issues, Part III - Forums - World of Warcraft
Rune of Re-Origination
We're going to make some changes to this trinket based on testing and feedback. Our goal was to make it decent if you didn't game it at all but offer some opportunities for enhanced benefits if you did. We're going to try to meet that goal better with these changes:
- 10 sec duration (down from 20 sec) but with double the proc rate.
- Increase your highest secondary stat by 200% of the sum of your two lowest secondary stats. For example: you have 3500 mastery, 5000 crit, 7000 haste. Rune procs, and you get [-3500 mastery, -5000 crit, +17000 haste]. Same logic as before, just double the size of the buff to your highest stat.
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02/21/13, 4:57 PM
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#139
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Glass Joe
Night Elf Rogue
Die Aldor (EU)
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Originally Posted by jtstormrage
It is better overall than a 2 min Cloak with Prep imo. I can't think of any examples when we need a double cloak or cloaks in quick succession.
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Its a small nerf for Amber-Shaper. You can get the debuff 2 times in a row.
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02/22/13, 4:01 AM
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#140
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Von Kaiser
Worgen Rogue
Stormrage (EU)
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This is on MMO Champion.
•Vitality increases your Attack Power by 35%, up from 30%.
I hope it is a datamining mistake. I don't want to have to play Combat.
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02/22/13, 7:10 AM
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#141
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Glass Joe
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Originally Posted by jtstormrage
This is on MMO Champion.
•Vitality increases your Attack Power by 35%, up from 30%.
I hope it is a datamining mistake. I don't want to have to play Combat.
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Not sure why you would think this means you have to play combat. Combat has been behind assassination for single target dps for a while now. This is their one buff to try to bring combat equal to assassination in that regard. I'm glad it's not a data mining mistake as I don't want to have to play assassination. We are getting a big nerf to bladefury it's nice that they are finally giving us something positive.
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02/22/13, 7:57 AM
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#142
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Glass Joe
Orc Rogue
Defias Brotherhood (EU)
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Originally Posted by Septicx
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Dispatch got buffed more than that in the latest post!
- Dispatch now does 460% weapon damage, up from 400%. Additional damage increased by 33%.
- Envenom base damage increased by 20%.
Last edited by Rangvald : 02/22/13 at 8:09 AM.
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02/22/13, 8:05 AM
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#143
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Von Kaiser
Troll Rogue
Kel'Thuzad (EU)
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What scares me is that to bring Assasinations DPS up a notch they chose to buff dispatch twice. Buffing a spell that's mostly used sub 35% may increase overall dps, but it creates new issues. We've seen in the past that certain encounters favor or even demand specs which are able to provide huge execute DPS to shorten the last phase of the encounter, and while Assa already had an edge there in comparison to the other two specs, these two buffs are going to make it even worse.
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02/22/13, 8:27 AM
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#144
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Von Kaiser
Blood Elf Rogue
Temple Noir (EU)
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From someone who hated being forced into Combat spec over the years, I understand your plight. At the same time, I think even with these Execute buffs we are still going to be very far from the kind of burden Blade Flurry was on Stone Guard or Garalon in T14.
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02/22/13, 11:52 AM
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#145
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Glass Joe
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I had hoped they would be bringing Sub back up to be on par with the other two specs. It is very difficult to execute perfectly, and right now you can pull pretty nice numbers if everything goes right (high energy going into ShD, both SnD and Rupture at full duration before, no waiting for ShD due to boss mechanics etc.) but there is very little room for error. I had hoped to see it get buffed a bit more numbers wise, but I suppose that is just wishful thinking. I am really glad to finally be able to drop combat though, playing Assassination/Sub for 5.2 will make things a lot more enjoyable.
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02/22/13, 5:35 PM
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#146
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Glass Joe
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Originally Posted by Vinestal
Not sure why you would think this means you have to play combat. Combat has been behind assassination for single target dps for a while now. This is their one buff to try to bring combat equal to assassination in that regard. I'm glad it's not a data mining mistake as I don't want to have to play assassination. We are getting a big nerf to bladefury it's nice that they are finally giving us something positive.
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Indeed. Though it does beg the question now about the stat weights. My spreadsheet is showing with my current gear that agi gems may be ever so slightly (and I mean by about 1.7 EP (vs agi/haste - orange gems) for red sockets (the delta on orange gems in yellow sockets is a lot less - currently showing at about 0.68 EP) better. Prior to this going 1.35*AP, it definitely wasn't (even at 1.3).
It may be worth some discussion.
Last edited by yakut : 02/22/13 at 5:43 PM.
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02/23/13, 5:19 PM
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#147
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Don Flamenco
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So, we're in the position where we need to make another core engine change.
The way procs have been managed so far, is that we have the luxury of just managing one stat, and a set amount of that stat. The issue is that Rune of Re-Origination affects not 1, but 3 stats. So while thinking about how to model the mechanic, I came up with two solutions.
1 - We update the proc system so that the buffs (ie, the stat and value data in the proc objects), are stored in tuples within an array/dict/whatever. Looking something like " 'buffs': [('agi', 4000), ('haste', 4000)], ". This is far more futureproof, but might require a little more testing to make sure I don't break anything in the process.
2 - We make 3 different proc objects, one for each stat, then enable and connect them via another method similar to the one we used for matrix restabilizer.
Right now, I'm working on the first solution. It would not only handle this mechanic, but allow us to easily handle potential future trinkets that include procs with two stats without having to do significant coding, like a proc with agi and haste. In a sense, they're kind of doing it now.
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02/25/13, 8:30 PM
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#148
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Von Kaiser
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Are you sure the RPPM calculation is correct? Looking at the new RPPM trinkets the uptimes are higher then seems possible. Looking at Heroic Bad Juju as an example, with the test stats from the combat script the proc alone of bad juju is worth 18.2K EP. 100% uptime would be worth around 22.6K EP. That suggests an 80% uptime on the proc which seems unrealistic for a .5 RPPM trinket.
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02/25/13, 8:38 PM
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#149
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Don Flamenco
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No, I haven't been since I started adding the RPPM trinkets in. But that concern predates the multi-stat change.
EDIT: Think I figured it out. Pretty sure we're calculating the rppm multiple times and adding them together for trinkets, when we should only be doing it once. Give me a couple days to fix it and make sure that was that was the problem, I don't have time tonight.
Last edited by Pathal : 02/25/13 at 9:31 PM.
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02/26/13, 6:05 PM
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#150
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Glass Joe
Human Rogue
Frostmane (EU)
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- Undid the buff to Vitality for Combat. It's back to 30% AP.
- We are concerned that fully geared Subtlety, Enhancement and Windwalker DPS are still too high. None of these are particularly easy specs to play, so it might be okay that given that players won't realistically be able to hit their theoretical maxima. Just wanted to let you know they are on our radar.
Anyone tried Sub on PTR? is it really that strong?
Source: PTR Class and Set Bonus Issues, Part III - Forums - World of Warcraft
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