50-100 DPS is pretty huge when you consider that the most of your DPS is driven by your main hand weapon and going from talon to shard is an item level jump of 17 and the swords are still significantly better than the daggers.
Skilling multilate would be 50 DPS worse then skilling combat daggers.
Really? This isn't true for me at my gear level, T4/T5. Is this what I have to look forward to when I get T6 geared? Combat daggers being better than mutilate? I sure hope not. I'd have to go swords. I absolutely hate C-Dags. I played with it in vanilla wow and it was as boring then as it is now.
All my best comments during raids come from a book called, "How to be Witty at Parties"
I don't know about your gear I can only tell you about mine. And it looks like Multilate is 1700 DPS, C daggers 1750 DPS and C swords and being at 1850 DPS.
We are still wipeing Brutalius at 1% and I wont gimp raid DPS by takeing up an infirior spec. I'm a rogue. I don't have much to contribute to the raid beside my DPS. My gear sucks already in compareison to the other three rogues. I'm always the 6th in the top ten DD's and picking up daggers would place me 11th. Also I dont want to tick of the other rogues they told me to spec C daggers and not multilate.
I'm going to write a ticket and give the shard to the S3/warglaive rogue who should have got the shard in the first place. and I will try to get S3, S4, Muramasa or whatever.
Talon is a pretty good weapon. but it drops from the 3rd boss in SSC and shard drops from the last boss of BT, shard should be at least compareable.
If you are currently combat and have been gemming and gearing for combat it isn't suprising that combat daggers is better for your gear than raid muta. The stat weights on gear between combat daggers and combat swords are going to be very similar, mutilate has a different set of priorities because it is a dramatic change in play style. Hit, for example, is worth considerably less than in a full combat build because there is no weapon specilization or combat potency to amp the power of your white hits.
Comparing combat daggers to raid muta in gear you've been optimizing for combat swords up to this point is hardly a fair comparison between the two specs.
My advice would be to spend 105 badges on the Right Fist, then spec Sword/Fist. For my gear at least, it's at least comparable to, and usually an upgrade to, the ToA and BoI.
Venir's Left Fists do not show in the selection box in the latest beta. They are still on the gear page, so if you want to select them you have to unhide the weapons sheet and copy the entries to overwrite some earlier ones. (I know, lame but works)
On the other hand, short time ago the spreadsheet showed Vanir's Firsts to be 10dps more over Talon of Azshara + Akil'zon's Talonblade. The latest one puts them a few dps below. So I am a bit suprised and suspended any purchases. And I see pure fists build is gone from the premade builds?
Oh, btw, I really really hate the weapon type selection box. It's a major pain, especially located so far on the page.
I found a small bug with Sinister Calling and the total agility.
In Gear_Buffs, cell E78 the formula is =SUM(E10:E76)*(1+Talents!F33/100)*(1+Talents!I36*3/100)+scalling*(1+vitality/100)
However, when Sinister Calling is activated and vitality is not, the last part '+scalling*(1+vitality/100)' is calculated as '+1.15*(1+0/100)' and thus gives out 1.15 instead of 0.
Therefore your agility in the sheet is those 1.15 too high.
Also I've noticed that the dodge rate doesn't take into account the defense rating on items. I think it was removed from the main Gear_Buffs page some time ago, but the stat itself remains in the several slot sheets.
Parry is missing completely from the stats, but that's not for what it was mode for anyways.
I'm trying to find out what kind of DPS I could expect if I wanted to do a 100% avoidance tank setup, this is why I found all that funny stuff.
// Edit
Also the difference due to the boss being 3 levels higher is missing in the total dodge rate.
// Edit2
Defense is also not present in the Miss section on the Talents sheet.
Last edited by sp00n : 05/13/08 at 8:07 AM.
Reason: Bosslevel missing
Of course tetracycloide, your right. agility would be more worth for multilate then hit. Regeming would place multilate 29DPS behind combat daggers and cost 135 badges. Considering multilate is so much more fun then cdaggers and you get 20% more heal and also 15% movement speed, wich both isnt required but nice to have, so it might be actually worth it.
So this maybe closes the gap for my equipment between cdagger and multilate, but not between daggers and swords.
I considered going fist/sword when I saw [Vanir's Right Fist of Brutality]. But again its bested by talon and combat swords by 10 DPS. I think this is caused by the talon haveing 2.70 weapon speed and Vanir 2.50 and Vanir's itemlevels being wasted at hasterateing.
And in my particular case, Im not always in the meele group. Wich means 50% of the time I don't have windfury. So Im forced to apply instant poisen wich would mean my DPS would be totaly fucked up if I were Fist/sword. Almost 200 DPS lose just because of missing windfury and not haveing a single point in Vile poisens.
am i the only one that does not see the badge OH (Vanir's Left...) as an option?
Looks like a bug, cell AI95 on the Weapons sheet needs to contain the code below so the count of offhand fists is 19 instead of 16 for the correct population of the offhand fists list.
I think the point was that weapon damage is a better stat for rogues than haste rating, especially rogues with windfury and/or sword specilization. If all of the haste on the fist were removed and it was set to 2.7 speed with the same average damage: min 195, max 361, average 278, 2.7 speed weapon for 102.96 DPS. It would be an upgrade over the current option even if you factor in the DPS loss from your off-hand not getting the haste on the original version.
I suppose, but if that really were the case, then you'd want to drop the AP first because that's the "worst" stat on the weapon. Or you'd also want to drop the agility since it's about equal to haste at that gear level.
New version up. Since the beta was pretty stable and I only implemented minor tweaks since last one, calling this an official version.
Not yet implemented...
Envenom or Expose Armor cycles. (Not that big at least for Envenom which has been shown to be generally inferior to Eviscerate as a 3rd Mutilate finisher.)
Some weapons no longer "Main-hand only". (Neither Wowhead nor WowDB nor the Blizzard Armory have updated to the new tooltips, so I cannot easily determine which have changed yet).
2.4.2.1 dmm
Added
Season 4 PvP gear.
Some ZA and Sunwell boss armor estimates.
SnD and Rupture uptimes to stat block.
Some 5-man helms.
Changed
Boss Armor Estimates fonts changed back to 9 pt.
Twin Blades now based on proc mechanics (1 PPM - 45 second cooldown).
With the upcoming availability of gems from badges, default fill-in gem changed to Glinting Pyrestone.
Brand new cycle model (Thanks Left and Todemax!)
All previously 15% procs now 16.67% (or 1/6th).
Blackened Naaru Sliver estimated as 45 sec cooldown - 10% proc rate.
Deathmantle 4-piece modeled as a 1 PPM effect, no cooldown.
Ashtongue Trinket of Lethality proc moved to Optimize routine for increased accuracy.
Heartrazor now on proc mechanics (currently modeled as 1 PPM).
Fixed
Bug with gems from Armory Import.
Sunder Armor/Expose Armor formulas.
Saved Builds issue overwriting first name in list.
Stat block % changes to be compatible with Open Office.
Incorrect references in Extra Attacks block.
Corrected AR pro-rating model.
Energy expansion SnD formula (missing racials).
Division by zero errors for cycles without finisher damage.
Error in the Delete Options Build Macro.
Selecting the German "Blutelf" now correctly applies the racial bonus.
Boss Level is now correctly applying to crit rate; chance for you to dodge and be missed.
Offhand Executioner armor penetration.
Mutilate proc mechanics (procing off both hands).
Twinblade of Mastery Item ID code.
Weapon lists.
Formula for Agility (small overage when Sinister Calling or Vitality active).
I think there is an logical bug in some armor penetration procc´s.
The problem is if you got a good debuffed boss with for example 6200 armor base and some passiv armor penetration,
you cant use your Executioner /WSC proccs completly cause your going lower than the 0 armor cap.
an an example:
without wsc
boss : 6200 armor
debuffs: -4010 ( 2600 sa /800 ff /610CoR)
passiv : -1500 (sw /bt gear)
armor left : 690
WSC ist calculatet with a average of -450~ armor this amout is addet too your passiv armor penetraion so you got:
boss : 6200 armor
debuffs: -4010 ( 2600 sa /800 ff /610CoR)
passiv : -1950 (sw /bt gear+WSC)
armor left : 240
But every WSC procc will hit the 0 armor cap ,and is just worth -690 armor not -1000 armor,
so the real average is around 300 -armor.
Same with Executioner and other procc´s like this.
Maybe its possibel to fix it, if you check the -armor spikes with base boss armor befor calculating the average.
The whole sheet is modeled via average values, I don't see a change to a more simulation based model anytime soon.
It would give more precise results of course, but I doubt this is doable with Excel at all.
The whole sheet is modeled via average values, I don't see a change to a more simulation based model anytime soon.
It would give more precise results of course, but I doubt this is doable with Excel at all.
It's not actually as complicated as all that. Since there are only three major armor penetration procs, make a chart indicating the uptime of each possible combination of procs (including no procs), and the amount of armor the boss would have under each combination (capping at 0, obviously). Figure out how much damage reduction the boss has in each of these situations, and average that out with the uptime of each combination of procs. Then reverse the armor calculation to figure out an average effective armor value that the boss would have.
The applicable formulas are:
This accommodates the effect of the armor floor and doesn't require anything more complicated than a bunch of multiplication and division.
I heard a rumor that the Shattered Sun Pendant of Might was changed in the latest patch (maybe just the proc rate? I couldn't find details), and was wondering if this was included in the latest update. Or if it's just a false rumor.
I heard a rumor that the Shattered Sun Pendant of Might was changed in the latest patch (maybe just the proc rate? I couldn't find details), and was wondering if this was included in the latest update. Or if it's just a false rumor.
It has not been changed in the spreadsheet. Guess that means I should go out and do some testing. I've heard that it can no longer be dodged or parried (or missed?). Fortunately, this is one item I happen to own.
Open Office 2.4 has completely broken the spreadsheet. There are Err: 529 in several key locations. Apparently there was a change in how OO handles text, numerics and sums. I've attempted to trace the problems back, thus far unsuccessfully. The problem seems to revolve around weapon enchants as far as I can tell, though there may be other issues.
Has anyone had luck resolving this Open Office problem?