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02/11/08, 1:56 AM
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#251
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Glass Joe
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Sorry if this is a re-post, I tried to skim through the thread but didn't see any posts addressing it. Is there a way to change your cp usage cycle to see how it effects your dps? Can't seem to figure that out.
Thanks guys.
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02/11/08, 3:53 AM
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#252
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Glass Joe
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Today I actually went into Silvermoon City and attacked an unkillable mob for 17 minutes straight. Using the 3s / 5r cycle, I was only forced to 1s 3s 5r once or twice so that snd wouldn't fall off. I didn't use AR or BF at all, just the cycle. After spreadsheeting my combat log results, my total uptime for Exploit Weakness was 10:28.2 over a period of 16:45.4, making my the uptime for the trinket 62.4%. Averaged out, this makes the trinket ~90cr, putting it again below WSC, Tsunami and Madness.
The only parts of this test that wouldn't be accurate for a bossfight is the mob is only level 50, and channeling a spell. This would make my total hit effectively 100%. However I would think that this would only improve the estimated uptime of the trinket.
I'll probly end up going out there tomorrow to test this again, but my initial reaction to this is that the 80% estimated currently in the sheet is wrong. I realize that there are several factors involved in a test like this, but I was sure my results would be a lot closer to the values in the sheet. The math seems to be there though, so its up in the air for me right now.
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02/11/08, 4:36 AM
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#253
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King Hippo
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Everything working so far, although the upgrade search and the like are horribly slow. (always been)
It's nice to be able to use the gear boxes as well.
Seems hunters will be getting some competition for that bow as well.
Though it's quite nice for hunters that you no longer need to carry a quiver, and can simply use normal inventory space.
Is there any info regarding where the new slayer armor pieces will come from?
I would guess BT and Hyjal, but curious how those would be fit into the current boss loot lists.
Last edited by Zurgat : 02/11/08 at 5:03 AM.
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-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.
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02/11/08, 7:36 AM
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#254
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Glass Joe
Night Elf Rogue
Hakkar (EU)
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Sorry for this post, but i've not founded anything regarding my problem.
I've downloaded the RogueDPS_2_4....., but when i try to do any action(upgrade equip, push the button "gem", "items", "enchants" and other stuff) it opens Visual Basic and appears a little box with the message "impossible to find the project or the library".
Can anyone help me with to resolve this issue?
Thank you
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02/11/08, 7:38 AM
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#255
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Von Kaiser
Draenei Warrior
Hellscream (EU)
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Quick question - does the spreadsheet model the energy proc on Rod of the Sun King? I've unlocked a few tabs and looked around, but with my limited excel skills can't tell.
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02/11/08, 7:41 AM
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#256
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Don't FWOOSH me, Bro.
Dwarf Rogue
Proudmoore (EU)
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Originally Posted by Shank
Sorry for this post, but i've not founded anything regarding my problem.
I've downloaded the RogueDPS_2_4....., but when i try to do any action(upgrade equip, push the button "gem", "items", "enchants" and other stuff) it opens Visual Basic and appears a little box with the message "impossible to find the project or the library".
Can anyone help me with to resolve this issue?
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Try downloading http://rogue.raidcal.com/msxml6.msi
should help fix the problem (if you use Windows).
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02/11/08, 10:43 AM
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#257
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Melody and Silence
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Originally Posted by Zurgat
Is there any info regarding where the new slayer armor pieces will come from?
I would guess BT and Hyjal, but curious how those would be fit into the current boss loot lists.
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BT and Hyjal loot tables should stay the same. The new T6 tokens drop off bosses in Sunwell. They added the new T6 gear so that you would be able to upgrade to Sunwell gear while still being able to maintain 4pc T6 bonus.
A more in depth discussion on which pieces of T6 would be best to keep can be found on the http://elitistjerks.com/632841-post2044.html forum.
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02/11/08, 10:47 AM
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#258
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Don Flamenco
Human Rogue
Kor'gall (EU)
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Originally Posted by Doink
Today I actually went into Silvermoon City and attacked an unkillable mob for 17 minutes straight. Using the 3s / 5r cycle, I was only forced to 1s 3s 5r once or twice so that snd wouldn't fall off. I didn't use AR or BF at all, just the cycle. After spreadsheeting my combat log results, my total uptime for Exploit Weakness was 10:28.2 over a period of 16:45.4, making my the uptime for the trinket 62.4%. Averaged out, this makes the trinket ~90cr, putting it again below WSC, Tsunami and Madness.
The only parts of this test that wouldn't be accurate for a bossfight is the mob is only level 50, and channeling a spell. This would make my total hit effectively 100%. However I would think that this would only improve the estimated uptime of the trinket.
I'll probly end up going out there tomorrow to test this again, but my initial reaction to this is that the 80% estimated currently in the sheet is wrong. I realize that there are several factors involved in a test like this, but I was sure my results would be a lot closer to the values in the sheet. The math seems to be there though, so its up in the air for me right now.
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Wouldn't a 3/5 cycle be slightly inferior to 4/5, 4/4 or perhaps even 5/5 when trying to reach a higher Ashtongue uptime?
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Fans glory to the Gladiators,
Gods glory to the Heroes.
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02/11/08, 1:17 PM
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#259
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Von Kaiser
Orc Death Knight
Bleeding Hollow
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Originally Posted by Grunge
Wouldn't a 3/5 cycle be slightly inferior to 4/5, 4/4 or perhaps even 5/5 when trying to reach a higher Ashtongue uptime?
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A 3s/5r cycle also has the chance of refreshing the buff, thus possibly wasting uptime. If you get a combo point from the 5r, even without CP procs you will have 3 combo points within 8 seconds with the energy to SnD, losing 2 seconds of the duration. Losing 2 seconds of uptime.
a 4s/5r cycle will give you a greater chance of having the trinket proc, and almost no likelyhood of refreshing the proc with the following SnD. You won't risk losing the uptime from a refresh, as well as making your SnD uptime slightly longer so you can build up some energy and spam a few SSes incase the trinket procs, as well as higher trinket uptime.
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02/11/08, 3:59 PM
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#260
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King Hippo
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To optimize one's uptime at 3s/5r, one will not only have to watch the time and energy at the end of the Slice, but also watch the time at the end of the Rupture (letting energy refresh up a bit to let the initial Ashtongue proc finish). Doing this, one should theoretically get higher uptime.
It should also be noted that the spreadsheet is not modeling 3s/5r as 80% rather 80% of 20/21.75 giving 73.56% uptime. Now, certainly that's a rather tight window (only a 1.75 second gap to hit the mark) and thus 3s/5r is prone to more mistakes.
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02/11/08, 4:18 PM
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#261
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Glass Joe
Night Elf Rogue
Azjol-Nerub
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Hemo vs Combat swords
Sorry if this has been covered, I went through the 11 page thread and couldnt find it.
I'm using version 2_4_0_1 and am noticing a couple of strange things when I switch builds using the Talend Build function.
I'm currently specced 20/41/0 combat swords. I notice the following changes to my dps when I switch builds:
Hemo Swords: +4.08%
Hemo/Deadliness: +3.64%
This doesn't seem right to me, as everything I've read has stated the superiority of Combat Swords. Is this because the build is taking into account the hemo debuff?
Sorry if its an obvious question, thanks in advance.
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02/11/08, 4:19 PM
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#262
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Glass Joe
Night Elf Rogue
Azjol-Nerub
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edit: double post
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02/11/08, 4:40 PM
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#263
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Von Kaiser
Orc Death Knight
Bleeding Hollow
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Originally Posted by Aayden
Sorry if this has been covered, I went through the 11 page thread and couldnt find it.
I'm using version 2_4_0_1 and am noticing a couple of strange things when I switch builds using the Talend Build function.
I'm currently specced 20/41/0 combat swords. I notice the following changes to my dps when I switch builds:
Hemo Swords: +4.08%
Hemo/Deadliness: +3.64%
This doesn't seem right to me, as everything I've read has stated the superiority of Combat Swords. Is this because the build is taking into account the hemo debuff?
Sorry if its an obvious question, thanks in advance.
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Theres a box on the right side of the talent window that says "Estimate Hemo Debuff" which you can uncheck to remove if from your DPS estimate.
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02/11/08, 4:52 PM
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#264
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King Hippo
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Originally Posted by Aayden
Sorry if this has been covered, I went through the 11 page thread and couldnt find it.
I'm using version 2_4_0_1 and am noticing a couple of strange things when I switch builds using the Talend Build function.
I'm currently specced 20/41/0 combat swords. I notice the following changes to my dps when I switch builds:
Hemo Swords: +4.08%
Hemo/Deadliness: +3.64%
This doesn't seem right to me, as everything I've read has stated the superiority of Combat Swords. Is this because the build is taking into account the hemo debuff?
Sorry if its an obvious question, thanks in advance.
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I've also addressed this issue more in depth in the 2nd post of this thread, the FAQ. You will also want to enable Hemo under the debuffs as well if you want your correct personal DPS as Hemo.
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02/11/08, 4:55 PM
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#265
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Glass Joe
Night Elf Rogue
Gorefiend
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I'm sorry if this question have been asked but Imp Poison > Vile Poison?
So I was playing around with the rogue DPS spreadsheet and learning how to use it right.
I was 20/0/41 for the weekend to do some PVP fun and since now I'm untalented and going back to 20/41/0 for PVE I went and played around with the talents a bit:
20/41/0 with 4/5 Vile Poison
WorldofWarcraft.com -> Info -> Classes -> Rogue -> Talent Calculator
20/41/0 with 2/5 Vile Poison and 2/5 Imp Poison
WorldofWarcraft.com -> Info -> Classes -> Rogue -> Talent Calculator
20/41/0 with 4/5 Imp Poison
WorldofWarcraft.com -> Info -> Classes -> Rogue -> Talent Calculator
So the spreadsheet that I DL from EJ shows that with
20/41/0 4/5Vile gave 800.35 Unbuffed DPS, 1319.59 Buffed DPS
20/41/0 with 2/5Vile 2/5Imp Poison 805.35 Unbuffed, 1324.68 Buffed
20/41/0 with 4/5 Imp Poison I get 807.26 Unbuffed, 1326.53 Buffed
With that said so Imp > Vile...
Always thought that having 4/5 Vile would yeild a lot more DPS since and if I keep my DP on the target (read boss not trash) that since it would be htiting harder would be much better off then having Imp since I could shiv it on the target before or if it did fall off. But the DPS spreadsheet shows that I been wrong all this time..?
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02/11/08, 4:56 PM
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#266
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King Hippo
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Originally Posted by swelt
Quick question - does the spreadsheet model the energy proc on Rod of the Sun King? I've unlocked a few tabs and looked around, but with my limited excel skills can't tell.
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It's modeled but kinda hidden. You can find part of it on the Unbuffed and Buffed DPS sheets in the various variables to the right of the table. That value goes into the energy cycle formula toward the top of the hidden Unbuffed and Buffed cycle sheets.
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02/11/08, 4:58 PM
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#267
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King Hippo
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Originally Posted by Zilikben
Sorry if this is a re-post, I tried to skim through the thread but didn't see any posts addressing it. Is there a way to change your cp usage cycle to see how it effects your dps? Can't seem to figure that out.
Thanks guys.
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Not at the current time. Although you could "Unhide" the Unbuffed and Buffed Cycles sheets and get an idea. There is a table the has all the normal cycles, shaded column shows each cycle's DPS.
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02/11/08, 5:01 PM
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#268
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Super Macho Man
Night Elf Rogue
Proudmoore
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Originally Posted by Dontmindme
To optimize one's uptime at 3s/5r, one will not only have to watch the time and energy at the end of the Slice, but also watch the time at the end of the Rupture (letting energy refresh up a bit to let the initial Ashtongue proc finish). Doing this, one should theoretically get higher uptime
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Clearly you want to do this; however, situations wherein you need to refresh before Ashtongue ticks off can arise; if, for instance, your SnD is about to run out, or your energy is about to cap out, you need to refresh even if you have a few seconds left on the Ashtongue buff. This isn't going to happen all the time, but it does happen some of the time so you do lose some uptime.
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02/11/08, 5:13 PM
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#269
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King Hippo
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Originally Posted by Rei86
I'm sorry if this question have been asked but Imp Poison > Vile Poison?
So I was playing around with the rogue DPS spreadsheet and learning how to use it right.
I was 20/0/41 for the weekend to do some PVP fun and since now I'm untalented and going back to 20/41/0 for PVE I went and played around with the talents a bit:
20/41/0 with 4/5 Vile Poison
WorldofWarcraft.com -> Info -> Classes -> Rogue -> Talent Calculator
20/41/0 with 2/5 Vile Poison and 2/5 Imp Poison
WorldofWarcraft.com -> Info -> Classes -> Rogue -> Talent Calculator
20/41/0 with 4/5 Imp Poison
WorldofWarcraft.com -> Info -> Classes -> Rogue -> Talent Calculator
So the spreadsheet that I DL from EJ shows that with
20/41/0 4/5Vile gave 800.35 Unbuffed DPS, 1319.59 Buffed DPS
20/41/0 with 2/5Vile 2/5Imp Poison 805.35 Unbuffed, 1324.68 Buffed
20/41/0 with 4/5 Imp Poison I get 807.26 Unbuffed, 1326.53 Buffed
With that said so Imp > Vile...
Always thought that having 4/5 Vile would yeild a lot more DPS since and if I keep my DP on the target (read boss not trash) that since it would be htiting harder would be much better off then having Imp since I could shiv it on the target before or if it did fall off. But the DPS spreadsheet shows that I been wrong all this time..?
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I'm hoping to readdress the Deadly poison modeling in the near future. To be honest, I cannot tell you what the results will be for comparison. Honestly, both stats are fairly close to one another but some decent theorycrafting indicates that usually Vile will win out. Without looking at your gear, assuming we are talking DP offhand with a 1.5 speed weapon, there are a couple things that might shift the balance. The more Haste one has, the balance should shift more to Vile as it would provide more opportunity to reapply without Imp Poison. Similarly, hit rating would do the same since more misses means more chance for it to drop.
So, if you have little Haste rating and a low Hit rating, it will make it more likely that Imp poison might be valued by the spreadsheet more. As to Shiv, the going theory is that the damage one loses from Shiving instead of SS outweighs the gain from keeping DP up.
Until I complete a remodel of DP, there isn't much more I can say.
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02/11/08, 5:17 PM
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#270
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Glass Joe
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Originally Posted by Devil Warrior
A 3s/5r cycle also has the chance of refreshing the buff, thus possibly wasting uptime. If you get a combo point from the 5r, even without CP procs you will have 3 combo points within 8 seconds with the energy to SnD, losing 2 seconds of the duration. Losing 2 seconds of uptime.
a 4s/5r cycle will give you a greater chance of having the trinket proc, and almost no likelyhood of refreshing the proc with the following SnD. You won't risk losing the uptime from a refresh, as well as making your SnD uptime slightly longer so you can build up some energy and spam a few SSes incase the trinket procs, as well as higher trinket uptime.
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Would dropping the ideal combat swords cycle 3s 5r for a more Talisman-favorable cycle actually increase your dps overall? The sheet automatically picks the highest dps cycle, but I'm not formula savvy enough to determine if the dps of the trinket is calculated before or after cycles are chosen. I changed Buffed_Cycles V14 to the corresponding 4s 5r 5s 5r and 5s 5r cycles to force a cycle change, and had a significant dps loss each time. Again though, I don't really know if this means anything.
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02/11/08, 5:23 PM
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#271
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Piston Honda
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Vinq, try a 5s/5r whenever you go test again, as well as a 4s/5r and see if you can account for uptime %'s based on those logs.
And I too would like to know how much dps is lost/gained changing to a 4s/5s and such to accomadate the trinket. I've noticed that on fights where I move a lot, i use WSC still since I'll only be able to maintain a 3s/5r at best, instead of the, at least in my eyes, preferred 5s/5r.
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02/11/08, 5:30 PM
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#272
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Glass Joe
Night Elf Rogue
Gorefiend
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Originally Posted by Dontmindme
I'm hoping to readdress the Deadly poison modeling in the near future. To be honest, I cannot tell you what the results will be for comparison. Honestly, both stats are fairly close to one another but some decent theorycrafting indicates that usually Vile will win out. Without looking at your gear, assuming we are talking DP offhand with a 1.5 speed weapon, there are a couple things that might shift the balance. The more Haste one has, the balance should shift more to Vile as it would provide more opportunity to reapply without Imp Poison. Similarly, hit rating would do the same since more misses means more chance for it to drop.
So, if you have little Haste rating and a low Hit rating, it will make it more likely that Imp poison might be valued by the spreadsheet more. As to Shiv, the going theory is that the damage one loses from Shiving instead of SS outweighs the gain from keeping DP up.
Until I complete a remodel of DP, there isn't much more I can say.
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thank you for that and makes it pretty simple that I might actually not be going 4/5 vile for now atm.
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02/11/08, 5:50 PM
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#273
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King Hippo
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Originally Posted by Aldriana
Clearly you want to do this; however, situations wherein you need to refresh before Ashtongue ticks off can arise; if, for instance, your SnD is about to run out, or your energy is about to cap out, you need to refresh even if you have a few seconds left on the Ashtongue buff. This isn't going to happen all the time, but it does happen some of the time so you do lose some uptime.
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Again, it comes down to modeling. 3s/5r is a border case. It's going to be harder to achieve the theoretical return because with a 21.75 second cycle, you have so little play. The spreadsheet formula in place, handles any cycle of any duration. Without adding an estimated fudge factor (which might have to be added individually to every cycle and given various criteria), the formula gives the theoretical cap for any given cycle. As pointed out previously, any 4s or 5s cycle will fair much better. The longer cycle means one should virtually never energy cap before the buff wears off.
In terms of the never missing the mob because its level 50, this may have a few different effects.
1) It will make it more likely one overcaps energy as you aren't missing any Combat Potency either. This could lead to more time cut off previous buffs.
2) It really shouldn't give you any more uptime than modeled as that is a theoretical max for that cycle of its given duration. The target should still stay at 73.56%.
If you were to repeat the 3s/5r experiment to see if you can reach that uptime, you could also let your energy cap (if necessary) at 3s long enough to max out the buff time (knowing that vs. a boss, that energy might not be there via misses and thus fewer potency procs).
If you are interested in the theoretical uptimes of other cycles (for your testing) as the spreadsheet formula would use...
4s/4r = 61.30%
4s/5r = 68.96%
5s/4r = 59.11%
5s/5r = 65.68%
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02/12/08, 2:34 AM
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#274
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Glass Joe
Undead Rogue
Burning Legion (EU)
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If you wish to see what your subtlety build should look like for personal DPS, go to the Talent page, to the right of the talents there are options including "Include Hemo Debuff DPS Estimate". Turn this to "No". Then you should go to the Buffs on the Gear Buffs page and enable Hemorrhage under the Boss Debuffs as well as the # of raiding Hemo Rogues. This estimate is currently based on 25-man raid content so you would likely use more charges for yourself in 10-mans, 5-mans or soloing. I may expand the options in the future.
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Is this feature of seeing personal hemo dps boost still working? I'm doing everything that's written here and my buffed and unbuffed DPS remains the same. If I change any other boss debuffs like sunder armor for example dps changes and I see it clearly. Whether I set hemo debuff 0 or 1 and # of rogues 0 or 7 DPS numbers remain the same. Am I doing anything wrong or...?
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02/12/08, 2:53 AM
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#275
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Piston Honda
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Originally Posted by Valverrin
Is this feature of seeing personal hemo dps boost still working? I'm doing everything that's written here and my buffed and unbuffed DPS remains the same. If I change any other boss debuffs like sunder armor for example dps changes and I see it clearly. Whether I set hemo debuff 0 or 1 and # of rogues 0 or 7 DPS numbers remain the same. Am I doing anything wrong or...?
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If you have estimate hemo debuff turned on in the talents sheet, ticking hemo debuff in the gear buffs sheet won't have any effect. If hemo estimate isn't turned on, it might be because you haven't selected the number of rogues.
EDIT: Clarification.
Last edited by todemax : 02/12/08 at 11:11 AM.
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