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03/03/08, 9:46 AM
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#451
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Glass Joe
Night Elf Rogue
Frostmourne (EU)
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Originally Posted by songster
I suspect you've forgotten to set your race correctly in the sheet and are (incorrectly) benefitting from the human racial (+expertise with swords). If I remember rightly, the default race is human.
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Thank you for your answer but i do not benefit from racials bonuses which would make swords better than daggers - i imported my profile from the armory and double checked the race selection. My chars race is nightelf.
It still seems
21:11:18 called in wowhead_item::start:324 Item not found!
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21:11:18 called in wowhead_item::start:324 Item not found!
... somehow
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03/03/08, 12:28 PM
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#452
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King Hippo
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Originally Posted by light
Thank you for your answer but i do not benefit from racials bonuses which would make swords better than daggers - i imported my profile from the armory and double checked the race selection. My chars race is nightelf.
It still seems
21:11:18 called in wowhead_item::start:324 Item not found!
>
21:11:19 called in wowhead_item::start:324 Item not found!
... somehow
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I don't know...I imported your gear from the Armory using 2.4.0.3. Switched in Tracker's Blade, switched in the S2 Quickblade, shows Tracker's as a 12.64 dps upgrade over the S2 Quickblade.
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In other news, looks like "fixing" Windfury threw the NextStat equations into a tizzy for Buffed AEP calcs (the same calcs that show for Open Office AEP). The estimates are still used in some areas of the spreadsheet but with the negative values its showing, that's whats screwing up Ashtongue.
Looks like I will need to address this to fix it. On the plus side, OO AEP values should vastly improve. The downside is that the fixes are non-trivial and I'm not sure how soon I will get this done.
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03/03/08, 12:39 PM
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#453
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Glass Joe
Gnome Rogue
Thunderhorn (EU)
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Pawn doesnt accept the import string i copy paste, tried last 2 versions of pawn with last 2 versions of the spreadsheet, any ideas?
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03/03/08, 12:57 PM
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#454
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Von Kaiser
Undead Rogue
Sen'jin (EU)
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I think there was a time the string missed ) at the end but I'm not sure about this (haven't used pawn a while)
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03/03/08, 1:07 PM
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#455
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Red makes it better.
Blood Elf Paladin
Area 52
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Dmm, it seems that the 2.4.0.4NA version is a bit buggy.
I suspect something to do with Mace spec as thats how I created the bug.
If you use a 16/45 combat mace/sword spec, using 4/5 T6, rod of the sun king, blade of savagery combo with WSC/MoB trinkets you get a weird error with the Ashtongue trinket if you switch Main Hands to a sword type.
Switch to the Ashtongue trinket, then swap to combat sword spec and put in Blade of Infamy in the MH slot. You get a -230 dps loss which seems very wrong.
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03/03/08, 2:12 PM
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#456
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King Hippo
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Originally Posted by Apoq
Dmm, it seems that the 2.4.0.4NA version is a bit buggy.
I suspect something to do with Mace spec as thats how I created the bug.
If you use a 16/45 combat mace/sword spec, using 4/5 T6, rod of the sun king, blade of savagery combo with WSC/MoB trinkets you get a weird error with the Ashtongue trinket if you switch Main Hands to a sword type.
Switch to the Ashtongue trinket, then swap to combat sword spec and put in Blade of Infamy in the MH slot. You get a -230 dps loss which seems very wrong.
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2.4.0.4 is pretty unusable right now unless one removes Windfury (and since 99% of all rogues get WF - use 2.4.0.3). The buffed NextStat formulas flipped out when I improved Windfury modeling (giving negative AEPs). Some of the proc modeling relies on the NextStat formulas (like Ashtongue - to adjust dps to your specific gear/cycle) and thus the problem.
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03/03/08, 2:15 PM
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#457
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King Hippo
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Originally Posted by Nerevarine
I think there was a time the string missed ) at the end but I'm not sure about this (haven't used pawn a while)
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Good call, it does still appear to be missing a final parentheses.
Add &")" to the end of both strings should probably fix the problem.
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03/03/08, 3:50 PM
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#458
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Grand Crusader
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Originally Posted by Harlon
This would be true for rouges who are not Human, human rogues would benefit more by switching out shard of contempt for DST as 44 is the cap and having the boots + shard is using up itemisation points on someting that isn't needed. You could say that it would be best to switch out the boots for something else to keep the expertise cap but the slayers boots are miles ahead of the next best which is the Ninjah's.
So although you will not be capped on expertise a human rogue will notice a slight increase in dps switching out the SoC for the DST.
On another note could anyone do some math showing me why 8 stats on rings is better than 4 weapon dmg (thats for both rings) because as far as i can see 2 dmg wins by a mile.
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The Human Racial is 5 Expertise, which is ~20 Expertise Rating. Considering the cap is 107 - 20 for the Human Racial, and 39 for the Talent, you get 57 for the cap, and the combination of the boots and the shard would put you over the cap. Considering most rogues are in fact, not human, however, going 11 over the cap means that DST is the definitive #2 trinket for a human, which Shard and DST are a bit of a toss up for any other race.
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PvP = The Reason We Can't Have Nice Things
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03/03/08, 10:46 PM
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#459
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King Hippo
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2.4.0.4a is posted
I did a couple reversions (and added the missing 18 Agility in the Golden Bow). Seems functional for now. Windfury is a little better but still a little undervalued. The spreadsheet is fighting the rest of the fixes to fully improve it.
Figured I'd get a functional version out now, with more improvements when I have some time.
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03/03/08, 11:02 PM
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#460
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Von Kaiser
Blood Elf Rogue
Frostmourne
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Badge daggers are now 1.8 speed up from 1.7 (at least the MH and the OH mutilator)
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03/04/08, 12:16 AM
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#461
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Glass Joe
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Fist/Sword compared to Sword/Sword
Which is better in the end for high end raiders, Fist/Sword or Sword/Sword for rogues.
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03/04/08, 1:31 AM
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#462
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Piston Honda
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Plug your gear into the spreadsheets, and find out for yourself. Many topics have been made on the subject, and there are plenty of posts that say which of the combinations are better.
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03/04/08, 10:34 AM
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#463
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Don Flamenco
Draenei Paladin
Darkspear
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A minor feature request: the default Mutilate build in the dropdown list should include 3 points in Puncturing Wounds rather than 3 points in Improved Poisons.
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03/04/08, 3:49 PM
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#464
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King Hippo
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I'll add that next version...
Somewhat sort of related...
I'm frequently asked about the various sample Gear sets. To be perfectly honest, I slapped a couple together when the feature to save them was added just to show people what can be done with them. I personally can't see putting the time forth to update the default gear sets with other things that could be done to improve the rest of the spreadsheet.
That said, if someone wanted to take the initiative to put together a more comprehensive set of default gear (possibly even including gear for specific talent specs like Mutilate), I'd be willing to change/expand these defaults.
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03/04/08, 4:06 PM
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#465
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Red makes it better.
Blood Elf Paladin
Area 52
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Originally Posted by Dontmindme
That said, if someone wanted to take the initiative to put together a more comprehensive set of default gear (possibly even including gear for specific talent specs like Mutilate), I'd be willing to change/expand these defaults.
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IMO, I'm not sure it would be worth doing it simply because those presets would all be expected to get updated when new gear comes out or older gear gets changed.
You can achieve the same thing by using the update item feature, no?
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03/05/08, 5:47 AM
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#466
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King Hippo
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Though the added value wouldn't be very big, it might be nice.
I wouldn't worry too much about it unless you have a sea of time on your hands and nothing more critical worth fixing.
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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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03/05/08, 10:44 AM
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#467
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Von Kaiser
Gnome Rogue
Shadow Council
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Hi all,
I'm having an issue with the 4-piece T4 bonus. I'm 20/41 Combat Swords with 4/5 Vile Poisons. I'm currently using head and legs for the 2-piece, and I just got the shoulders. Socketed with +8 hit gems, they give me a -0.85/-1.78 dps change from Bladed Shoulderpads, which is more or less what I was expecting. I use Trickster's Stickyfingers, but still have my T4 hands lying around, so I tried those in the sheet with my usual setup and got -4.87/-8.48 from Trickster's to T4. With both pieces together, though, I get -8.09/-12.84, which is more than the loss from the two pieces combined. Looking further, I see that the 4pc T4 set bonus is changing my recommended cycle from 1s/5r to 2s/5r, and is giving me -3 dps for the set bonus. Any idea why this might be so?
Thanks.
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03/05/08, 11:19 AM
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#468
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Piston Honda
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The current version does not have either warglaive selectable from the drop down but if you import from the armory it will show. I've played with the location filter with no success.
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03/05/08, 11:56 AM
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#469
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King Hippo
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Abaxial---
I made the mistake of saving the current version with Daggers selected as the weapon types. I apparently forgot to change that after looking at some Mutilate issues. To the right of items on the Gear_Buffs sheet in among the locations, is the MH and OH weapon types. You will need to change that to Swords to see them.
Captain Winky---
My first thought would be to make sure you haven't lost your Meta bonus. Other than that, you might be in a situation where the 4-pc bonus is pushing you in the middle of the 2 cycles. There is a little fluctuation when recommended cycles change which might account for that.
Zurgat, and others---
All I was saying about Default Gear Sets is that if someone else wanted to put together a more thought out collection (besides what I did by importing 3 actual rogue gear sets at approximately different gear levels), I'd be interested in switching. If it doesn't happen, it doesn't happen.
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03/05/08, 12:30 PM
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#470
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Von Kaiser
Gnome Rogue
Shadow Council
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Originally Posted by Dontmindme
Captain Winky---
My first thought would be to make sure you haven't lost your Meta bonus. Other than that, you might be in a situation where the 4-pc bonus is pushing you in the middle of the 2 cycles. There is a little fluctuation when recommended cycles change which might account for that.
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The double-switch replaces two yellow gems for two yellow gems, so I'm not losing the RED bonus. I can understand how the 15% chance of an extra CP would screw with my average cycle, but it seems counterintuitive that adding extra CP over the same time period would force me into a longer cycle. It seems to me that I'd just be getting added buffer to keep my 1s/5r cycle going, rather than actually extending the cycle.
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03/06/08, 6:06 AM
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#471
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Von Kaiser
Draenei Shaman
Theradras (EU)
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I just noticed something I can't explain:
hit rating is with my actual gear about 5% better than haste in the spreadsheet aep chart (1.01 vs 0.96)
but if you are above the style hit cap the difference should be very small
here is an example:
1000 swings, 8% miss+dodge = 920 hits
1000 swings, 7% miss+dodge = 930 hits
1000 swings, 1% haste = 1010 swings, 8% miss+dodge = 929.2 hits
haste is a little bit worse than hit but not about 5%... or did I make any mistake?
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03/06/08, 6:42 AM
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#472
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Glass Joe
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The sheet doesn't seem to account for the existance of hit cap either at the moment. It was giving me DPS increases from Talbuk at 419 hit rating >_>
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03/06/08, 6:57 AM
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#473
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Piston Honda
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Originally Posted by darighaz
The sheet doesn't seem to account for the existance of hit cap either at the moment. It was giving me DPS increases from Talbuk at 419 hit rating >_>
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The displayed hit rating includes hit from talents. Your hitcap, therefore is 442 (363 of which you need from gear).
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03/06/08, 7:01 AM
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#474
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Piston Honda
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Originally Posted by IMB111
I just noticed something I can't explain:
hit rating is with my actual gear about 5% better than haste in the spreadsheet aep chart (1.01 vs 0.96)
but if you are above the style hit cap the difference should be very small
here is an example:
1000 swings, 8% miss+dodge = 920 hits
1000 swings, 7% miss+dodge = 930 hits
1000 swings, 1% haste = 1010 swings, 8% miss+dodge = 929.2 hits
haste is a little bit worse than hit but not about 5%... or did I make any mistake?
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Hit is additionally valuable in helping you to land your extra attacks from sword spec and WF.
Also, passive haste does not offer you the same benefit toward proc effects that hit rating does. I believe passive haste is accounted for when considering proc % on PPM effects, which means that increasing your haste does not increase your procs, whereas increasing your hit rating does. If I'm wrong about this particular mechanic, I apologize. I believe I read about it somewhere in the mongoose/executioner thread.
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03/06/08, 10:38 AM
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#475
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Piston Honda
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Originally Posted by IMB111
I just noticed something I can't explain:
hit rating is with my actual gear about 5% better than haste in the spreadsheet aep chart (1.01 vs 0.96)
but if you are above the style hit cap the difference should be very small
here is an example:
1000 swings, 8% miss+dodge = 920 hits
1000 swings, 7% miss+dodge = 930 hits
1000 swings, 1% haste = 1010 swings, 8% miss+dodge = 929.2 hits
haste is a little bit worse than hit but not about 5%... or did I make any mistake?
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Don't compare 930 to 929.2, compare 10 to 9.2. It's in the ballpark of 5%.
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