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Old 10/02/08, 4:09 PM   1 links from elsewhere to this Post. Click to view. #2901
 chalon
CHALMON
 
Night Elf Rogue
 
Lightbringer
Yes, you definitely have to consider how long your buff may drop for the raid if you run Envenom. For Mutilate builds you can run a 96%+ uptime on DP if you're Envenoming without watching your Envenoms, but it's still a 4% drop of the buff. Another thing to consider is maybe only using a 4 Pt Envenom when you have a 5 stack up, which will then leave 1 DP stack.

However, if you have double buff coverage, then it's no big deal at all, and it may not even make sense for you to spec for that buff. It'll be on a case by case basis certainly, but it's definitely something to not forget about.

As for Rupture vs. Eviscerate, Eviscerate is better than it used to be, but Rupture still pretty handily beats it. Both untalented and especially if you look at 2/2 Blood Splatter (+Glyph +4 piece bonus +maybe Serrated Blades) vs. 3/3 Imp Evis. So you still want to try to run Rupture as much as possible.

I do not believe it's optimal to get Aggression with a raid Mutilate spec.
 
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Old 10/02/08, 4:12 PM   #2902
 gwystyl
Circus Peanut Quality Control
 
gwystyl's Avatar
 
Night Elf Rogue
 
Ysera
Originally Posted by Ena.the.rogue View Post
But the question remains, how much damage loss from other members of your raid will be caused by the lack of your poison, even if it's only for 2-3 seconds? I have no idea how to create an accurate mathematical model that would tell us, but my gut feeling is that it is never worth hitting Envenom and risking downtime on your poisons.
There will be Sting up on the boss at all times, I would imagine, and this counts towards making the target "poisoned" for mutilate, does it not?
 
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Old 10/02/08, 4:14 PM   #2903
Ena.the.rogue
Von Kaiser
 
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Night Elf Rogue
 
Korialstrasz
Another point that I don't think has been brought up yet is the value of Overkill. At first glance it looks like a dumb talent that belongs in subtlety, but since it's required for mutilate, I think it's worth taking a second look.

The main effect of having this talent is the need to be stealthed as often as possible. You'll always want to start the encounter stealthed, and will want to use vanish as often as it's available. Some energy pooling before those vanishes would probably be a good idea too, so that you can get as many abilities in under the cheaper energy cost window.

This lead me to thinking about ways to finagle more vanishes, the most obvious one being the elusiveness talent. (Is there a vanish glyph that anyone knows about?) And with the comments in the blue post today about using sap as a valid form of cc in raids (it's possible, really), I'm wondering if a few more points in subtlety might not be such a bad idea, something like this: Talent Calculator - World of Warcraft

Originally Posted by gwystyl View Post
There will be Sting up on the boss at all times, I would imagine, and this counts towards making the target "poisoned" for mutilate, does it not?
It counts for Mutilate, but not for Master Poisoner or Savage Combat.

Last edited by Aldriana : 10/02/08 at 5:04 PM.

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Old 10/02/08, 4:22 PM   #2904
Phidaux
Glass Joe
 
Night Elf Rogue
 
Suramar
Regarding:
So, first off, the usual comparison of talent DPS for a Combat-SS build:

Talent DPS per Point
Malice 41
Ruthlessness 29
Blood Spatter 35
Lethality 30
Vile Poisons 63
Imp Poisons 35
Imp SS 120
DW Spec 65
Imp SnD 104
Precision 32
Aggression 29
Blade Flurry 49
Blade Twisting 48
Vitality 120
AR 66
Combat Potency 83
Surprise Attacks 101
Savage Combat 62
Prey on the Week 107
Killing Spree 145
Relentless Strikes 73
Serrated Blades 63
Are your stat weights constant or have you already tweaked them post Vitality buff(15% more energy)

The reason i ask is with Vitality giving a constant 25 energy per 10 sec, would the value of Relentless Strikes go down and would the value of Imp Poisons go up?

By running a 5/51/5 + 10 build, combat spec's can now run a 3 finisher rotation most of the time, however if we ran a 18/51/0 +2 build we would get Imp Poision. Is 1 envenom or eviserate per rotation really more damage over the course of a fight then 20% more Poison dmg?

Thank you for your input
 
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Old 10/02/08, 4:25 PM   #2905
 chalon
CHALMON
 
Night Elf Rogue
 
Lightbringer
Originally Posted by Ena.the.rogue View Post
Another point that I don't think has been brought up yet is the value of Overkill. At first glance it looks like a dumb talent that belongs in subtlety, but since it's required for mutilate, I think it's worth taking a second look.

The main effect of having this talent is the need to be stealthed as often as possible. You'll always want to start the encounter stealthed, and will want to use vanish as often as it's available. Some energy pooling before those vanishes would probably be a good idea too, so that you can get as many abilities in under the cheaper energy cost window.

This lead me to thinking about ways to finagle more vanishes, the most obvious one being the elusiveness talent. (Is there a vanish glyph that anyone knows about?) And with the comments in the blue post today about using sap as a valid form of cc in raids (it's possible, really), I'm wondering if a few more points in subtlety might not be such a bad idea, something like this: Talent Calculator - World of Warcraft
The Vanish trick was talked about a bit a couple pages ago. It's something to think about but Aldriana brought up the point that it throws off your white attacks. Still though, situationally it may be worth it.

I can't imagine throwing 5 additional points in Subtlety to get Elusiveness will be better than 2% more hit and 3% more crit other than in very specific scenarios (possibly).

There is a Glyph of Vanish, which improves your movement speed by 30% when in Vanish (Minor Glyph IIRC).

Sap is a valid form of CC in 25-man raids, yes. I've used it in 25-mans both on Faerlina's adds and the dragonkin caster trash in Obsidian Sanctum.
 
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Old 10/02/08, 4:30 PM   #2906
Ariashley
Von Kaiser
 
Blood Elf Paladin
 
Dunemaul
So with the changes to the combat tree, I did some testing yesterday in a ZA group on the PTR specced combat swords again. Didn't have the chance to repeat with a 2nd copy of myself and an assassination build. It's clear that combat is a lot better than it was. I downloaded a new copy of Vulajins spreadsheet to see how the theoretical DPS at 70 plays out with assassination and combat. With only changing weapons and specs, I see a 28% theoretical DPS decrease from combat swords 5/51/5 to assassination daggers 51/5/5 and the sheet is showing Relentless Strikes to be more valuable than opportunity.

When I used the previous incarnation of this sheet assassination was significantly ahead of combat. So it looks to me like either 1) I've done something horribly wrong with the spreadsheet, which I'll have to check in an hour or so or 2) they over nerfed assassination. Has anyone else found that assassination is now behind combat?
 
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Old 10/02/08, 4:40 PM   #2907
 chalon
CHALMON
 
Night Elf Rogue
 
Lightbringer
Originally Posted by Ariashley View Post
With only changing weapons and specs, I see a 28% theoretical DPS decrease from combat swords 5/51/5 to assassination daggers 51/5/5 and the sheet is showing Relentless Strikes to be more valuable than opportunity.
Are you sure you setup the cycles properly when you switched to daggers?

It will depend on your gear, but I believe in most cases Combat is +/- 5% of Assassination. Really just depends on what gear, weapons, etc you're using on which one ends up ahead, and what type of mob you're fighting (Murderable or not).
 
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Old 10/02/08, 4:41 PM   #2908
TheDoctor
Piston Honda
 
Human Priest
 
Arathor
I still find Assassination to be ahead of Combat but not by as large a margin as it was previously. Did you change the CP Builder on the sheet?
 
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Old 10/02/08, 4:41 PM   #2909
eyesolated
Glass Joe
 
Night Elf Rogue
 
Onyxia (EU)
Your problem is that Envenom 4 deals 1080 damage at 5 CP (plus 35% of AP), not 740. The tooltips just haven't been updated yet.
That'll tip the scales, i'll update my calculations tomorrow with that number.

What you've omitted in this calculation - and what I find makes a fairly significant contribution to the damage difference - is that using Envenom increases the number of Instant Poison procs you get as well, which works out to a nontrivial damage boost for it - during, the 6 seconds after the Envenom, you're 15% more likely to proc DP, so assuming you attack on the order of once a second with the IP-ed weapon (extremely easy to do), you get almost a full IP proc out of using Envenom, which translates to over 1000 damage - which tips the scales towards Envenom fairly strongly.
Actually, i have that included in the last test series, where i put the net DPS loss of Envenom to 0 due to the extra IP proc. Though i don't see where you get the 1000 damage from (i.e. at what AP level), because if i remember my sheet correctly (i only have it at work), at 2000AP it was around 440 or so. Regardless, that calculation is in in the last test, but Vulajin's Update on Envenom's Base damage will probably end up being more than enough to offset any DP-Tick Losses.

Still, from my fairly short experiences on the PTR, it seems unlikely to build up a full 5-Stack of DP fast enough for a 2-Finisher Cycle using SnD/Envenom using a combat build without (seems to me sometimes it won't even build up in a 3-finisher cycle with rupture baked in) the poison talents, but i guess we'll see about that.

But the question remains, how much damage loss from other members of your raid will be caused by the lack of your poison, even if it's only for 2-3 seconds? I have no idea how to create an accurate mathematical model that would tell us, but my gut feeling is that it is never worth hitting Envenom and risking downtime on your poisons.
A fairly simple model would be to "guesstimate" the number of DPSers dealing physical damage in any given raid (ferals, rogues, hunters, enhancer shamans, ret pallies and arms/fury warriors basically), take Blizzard's intention to bring all classes in around 5% top DPS and calculate the raid DPS loss from there. Without doing any calculations, one melee DPS @ 2000DPS would lose 40 Damage per second of downtime. Even if you take 10 physcial DPSers with you, that would be around 400 Damage per second downtime. If Chalon's numbers about an achievable uptime of 96% are correct, that would mean that in a 10 Minute fight you'd have 24 seconds without the buff (assuming Envenoming is the only cause for your poisons dropping), which means you lost 9600 Damage, i.e. less than 5 seconds of a single DPSer at 2000 DPS, marginal to say the least.
 
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Old 10/02/08, 5:03 PM   #2910
 chalon
CHALMON
 
Night Elf Rogue
 
Lightbringer
The DPS number in 25-man Naxx, provided everyone has decent gear is more like 3500-4500, not 2000 .

Also, the 96% DP uptime number is not from any calculations I've done, but rather from DPS parses of fights like Patchwerk on Beta, running a 4+n/4+r/(sometimes)4+n cycle.
 
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Old 10/02/08, 5:09 PM   3 links from elsewhere to this Post. Click to view. #2911
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
Originally Posted by Phidaux View Post
Regarding:

Are your stat weights constant or have you already tweaked them post Vitality buff(15% more energy)
Those estimates were made after the last beta patch, so yes, they include the 25% version of Vitality.

Originally Posted by eyesolated View Post
Actually, i have that included in the last test series, where i put the net DPS loss of Envenom to 0 due to the extra IP proc. Though i don't see where you get the 1000 damage from (i.e. at what AP level), because if i remember my sheet correctly (i only have it at work), at 2000AP it was around 440 or so. Regardless, that calculation is in in the last test, but Vulajin's Update on Envenom's Base damage will probably end up being more than enough to offset any DP-Tick Losses.
Well, if you're attacking once per second, you make 6 extra attacks during the buff, each with an extra 15% chance to proc, for a total increase of .9 poison procs; with, say, 4000 AP (easily attainable at level 80, and in Naxx 25 gear you're often over 6000), an IP proc does 350 + .1 * 4000 = 750 damage base. When you factor in crit chance, any applicable poison talents, and the raidwide +13% magic damage buff, that starts looking awfully close to 1000 damage.
 
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Old 10/02/08, 5:09 PM   #2912
 Golijov
Rogue with a cello
 
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Draenei Paladin
 
Cenarion Circle
Originally Posted by Safiyania View Post
Having spent some time tonight playing around with Vulajin's BC 0.4.1 sheet in order to figure out what I'll be doing regarding spec and gemming and I came across a couple of points that I found interesting.

One, with regards to gemming in 3.0.2 TBC, spec does not appear to govern gemming choice as much as it does currently. It seems that the general rule of thumb for either combat or mutilate builds is to stack delicate crimson spinels in most slots, use glinting pyrestones in yellow sockets if pursuing a socket bonus, and use blues as always to activate RED. So, it would seem that the EP trends observed for level 80 content will actually translate down to level 70 content as well - assuming the spreadsheet results to be correct (which to date this sheet has proven useful and accurate in modelling dps trends in my own experience). A rather nice touch if I must editorialize, as it generally makes it much less painful to later switch specs based on weapon drops as one progresses through the content.

Second, when playing around with potential mutilate builds for 3.0.2 TBC the sheet again is indicating, for my gear and the buffs I reasonably expect to have on a Demon boss a a 51/5/5 mutilate build that invests 3/5 Relentless Strikes and 2/2 Opportunity comes out with a dps estimate that is about 0.72% greater than with 51/5/5 with 5/5 RS (roughly 20 dps given gear, buffs and cycle settings). Also 51/3/7 falls within 0.05% of a 51/5/5 with 5/5 RS. Just a little food for thought regarding the RS change, annoying as it may be.
You might want to go back and double check - I was finding wicked pyrestones to provide ~1-2 more dps per gem than glinting pyrestone (in fact, even smooth lionseye was providing more dps than glinting pyrestone, iirc). Also (and I don't think the spreadsheet has ever modeled this properly), the JC-only AP gem (crimson sun) currently provides 32 attack power on live, despite the tooltip reading 24. So even pre-patch it has also been the best possible gem for a red socket for any build, but of course unique-equipped. Post patch it will actually be worthwhile to use the stone of blades (12 crit rating) gem, as it provides slightly more dps than a wicked pyrestone.

Another strange thing that arose is that delicate CS was being shown as better than bright CS, though by an extremely small margin. I say this is strange because just a couple pages back aldriana had found 2 attack power to be very slightly (around 1%) superior to 1 agility.
 
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Old 10/02/08, 6:52 PM   #2913
Ariashley
Von Kaiser
 
Blood Elf Paladin
 
Dunemaul
Originally Posted by chalon View Post
Are you sure you setup the cycles properly when you switched to daggers?

It will depend on your gear, but I believe in most cases Combat is +/- 5% of Assassination. Really just depends on what gear, weapons, etc you're using on which one ends up ahead, and what type of mob you're fighting (Murderable or not).
You're right. I thought it must be a silly oversight of some kind on my part. I'm getting that combat is about 2% behind assassination (assuming the boss is murderable AND someone else has a crit chance buff). Note that I'm gemmed mostly for hit rating right now, and have about 319 hit rating unbuffed and am in basically BT/Hyjal gear (4 pc T6, badge pants, sunwell neck). Also, my daggers are similar quality to my swords, so weapon quality should not be the reason for the difference. MH dagger might even be slightly better quality than my MH sword.

No one else has found this to be the case, that the two are very comparable now? I still need to a do a test with assassination after this most recent build. We were all pretty sloppy in the test run through ZA yesterday (1 tank, 1 real healer, 1 silly druid healer in blues, 3 DPS - 2 in weird cobbled together leftovers from T5 and 6 content - most of that not enchanted, killed the bear boss and eagle boss) and was getting around 1650-1750 DPS in combat compared to the theoretical of 1850 with only the couple of buffs from my group. It was sloppy since I was spending a lot of time waiting to see if the tank was going to die and using the standard blizzard UI when I don't normally. So it seems like the spreadsheet is giving reasonable results compared with actual.
 
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Old 10/02/08, 7:23 PM   #2914
Achillion
Von Kaiser
 
Achillion's Avatar
 
Undead Rogue
 
Doomhammer (EU)
About Hunger for Blood before expansion

I apologise for any repetition in the thread. I have been searching and reading pages for about 30 minutes now in an attempt to find the information I need and to avoid asking the same questions. My question/suggestion is about any testing and/or theory concerning Mutilate builds after 3.0.2 patch, before expansion. I've seen mention of builds with 51 points in assassination and for some reason, at level 70 I feel that keeping the points spent in the tree down at 41 lets you pick a substantial number of more useful talents.

This is what I have in mind: 42/12/7

So basically it breaks down to losing:
- Cut to the Chase
- Hunger for Blood
- Master Poisoner/Vile Poisons/Imp Poisons/Turn the Tables (naturally depending on where the three talents are spent for)

and gaining:
- Precision
- 2% critical strike chance from Close Quarter Combat (this could also be spent in Improves Slice and Dice)
- Opportunity

The reason for this is the cost of Hunger for Blood vs the cost of a Mutilate, which is the main energy drainer of a raiding cycle. If we take it as damage per energy, is HfB a big enough boost to be worth building a cycle around it? Additionally, is Cut to the Chase worth the 5 talent points versus a talent like Precision?
 
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Old 10/02/08, 7:24 PM   #2915
Ena.the.rogue
Von Kaiser
 
Ena.the.rogue's Avatar
 
Night Elf Rogue
 
Korialstrasz
Originally Posted by eyesolated View Post
A fairly simple model would be to "guesstimate" the number of DPSers dealing physical damage in any given raid (ferals, rogues, hunters, enhancer shamans, ret pallies and arms/fury warriors basically), take Blizzard's intention to bring all classes in around 5% top DPS and calculate the raid DPS loss from there. Without doing any calculations, one melee DPS @ 2000DPS would lose 40 Damage per second of downtime. Even if you take 10 physcial DPSers with you, that would be around 400 Damage per second downtime. If Chalon's numbers about an achievable uptime of 96% are correct, that would mean that in a 10 Minute fight you'd have 24 seconds without the buff (assuming Envenoming is the only cause for your poisons dropping), which means you lost 9600 Damage, i.e. less than 5 seconds of a single DPSer at 2000 DPS, marginal to say the least.
As has been noted, at level 80, the dps of a well geared individual is likely to be considerably more than 2000.

Also, to say it's marginal is to miss the point. The question is whether or not the difference is less than or greater than the loss of dps from using eviscerate over envenom.

Did the previous calculations comparing evis dmg to envenom dmg take into account the eviscerate glyph? That extra 10% crit is quite relevant, assuming there's no similar glyph for envenom.

Originally Posted by Achillion View Post
The reason for this is the cost of Hunger for Blood vs the cost of a Mutilate, which is the main energy drainer of a raiding cycle. If we take it as damage per energy, is HfB a big enough boost to be worth building a cycle around it? Additionally, is Cut to the Chase worth the 5 talent points versus a talent like Precision?
Hunger for Blood lasts 30 seconds. There is no reason to refresh it more often than that, so the overall cost of HfB during a raid should be insignificant compared to Mutilate. You can even refresh it when you have to run away from a boss for whatever reason. It's a straight 9% boost to your damage, which is pretty significant, imo.

Cut to the Chase should allow you to use all of your combo points on damaging finishers. If you normally would have refreshed SnD once every 30 seconds, then during a 10 min fight that's 20 extra damaging finishers. Is that more dps than 5 pts in Precision? Probably. Precision increases your white damage by 5% and increases your overall damage by some nebulous amount by increasing the frequency of on hit procs by about 5%. Damaging finishers usually comprises about 10-15% of overall damage, so you can basically double that.

Also, I don't think giving up Master Poisoner is a good idea, given that it affects every dps in your raid, not just you. For all practical purposes Master Poisoner is strictly better than CQC.

Originally Posted by chalon View Post
The Vanish trick was talked about a bit a couple pages ago. It's something to think about but Aldriana brought up the point that it throws off your white attacks. Still though, situationally it may be worth it.
I don't think that's particularly relevant. Firstly, you're going to be vanishing anyway for threat reasons. Secondly, can't you just make a macro that casts Vanish and turns your auto attack back on at the same time?

Last edited by Ena.the.rogue : 10/02/08 at 7:57 PM.

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Old 10/02/08, 8:00 PM   #2916
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
Originally Posted by Ena.the.rogue View Post
I don't think that's particularly relevant. Firstly, you're going to be vanishing anyway for threat reasons. Secondly, can't you just make a macro that casts Vanish and turns your auto attack back on at the same time?
You may be vanishing for threat reasons, and if you are, then yes, Onslaught will give you a boost. On the other hand even at current I basically never need to vanish for aggro reasons on any boss other than Gurtogg, and, from what I hear, aggro will be even less of an issue in the expansion. So I don't think the argument "you're going to be vanishing anyway" is particularly valid. We may, on occasion, but it's certainly irregular enough that it can't be factored in as a major benefit of Onslaught.

Second, whether you're macroing or not, it's still interrupting your swing timer. I haven't done any conclusive studies of how vanishing and immediately reentering combat affects your swing timer, but I'd be willing to bet that it can't be done without losing at least a little swing time. Which is not to say that you can't still vanish for a damage gain with Onslaught - it's just that the benefits aren't as large as you might expect if you're not factoring in the autoattack issue.
 
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Old 10/02/08, 8:14 PM   #2917
Achillion
Von Kaiser
 
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Undead Rogue
 
Doomhammer (EU)
Originally Posted by Ena.the.rogue View Post
Hunger for Blood lasts 30 seconds. There is no reason to refresh it more often than that, so the overall cost of HfB during a raid should be insignificant compared to Mutilate. You can even refresh it when you have to run away from a boss for whatever reason. It's a straight 9% boost to your damage, which is pretty significant, imo.

Cut to the Chase should allow you to use all of your combo points on damaging finishers. If you normally would have refreshed SnD once every 30 seconds, then during a 10 min fight that's 20 extra damaging finishers. Is that more dps than 5 pts in Precision? Probably. Precision increases your white damage by 5% and increases your overall damage by some nebulous amount by increasing the frequency of on hit procs by about 5%. Damaging finishers usually comprises about 10-15% of overall damage, so you can basically double that.

Also, I don't think giving up Master Poisoner is a good idea, given that it affects every dps in your raid, not just you. For all practical purposes Master Poisoner is strictly better than CQC.
Well it looks like I've been caught slacking my homework. First of all, I just realised now that Master Poisoner affects the whole raid and not just your own attacks, which definitely makes it a "must" for raiding.

Secondly, I've been spending some time in the Blasted Land trying out a cycle on the "undying" mobs since I posted my last message and you're right, HfB is long enough to be able to refresh it without significantly affecting the cycle.

On the matter of Cut to the Chase however, is it worth eviscerating (or envenoming depending on what will be considered better) with fewer than 5 combo points if it will keep your SnD from dropping, or is a less than max eviscerate considered sub-optimal?
 
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Old 10/02/08, 8:21 PM   #2918
Ghost
Von Kaiser
 
Dwarf Rogue
 
Lightninghoof
Second, whether you're macroing or not, it's still interrupting your swing timer. I haven't done any conclusive studies of how vanishing and immediately reentering combat affects your swing timer, but I'd be willing to bet that it can't be done without losing at least a little swing time.
Is there reason to believe that vanish actually interrupts swing timers instead of reseting them to zero and giving immediate hits with both weapons like at the opening of a new combat? Maybe you actually gain white damage by using a vanish->attack macro. Is there any way to even test this?
 
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Old 10/02/08, 8:25 PM   #2919
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
Simplest way would be to take off your OH and wield only a nice slow MH, then autoattack a target dummy (or equivalent) and log what happens when you vanish. It should be pretty easy to tell if you can still get the usual 2.6 (or whatever) spacing on attacks, or if it's more or less than that. Even without macroing or other cleverness it should be possible to distinguish between the various options.
 
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Old 10/02/08, 8:28 PM   #2920
 Shaker
AUGH CHAMPION TIME
 
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Night Elf Rogue
 
Elune
Originally Posted by Ghost View Post
Is there any way to even test this?
1. Go buy a [Fishing Pole]
2. Go find a training dummy (or a mob on live if you don't have access to the beta)
3. Take any haste gear off.
4. Create a macro:
/cancelaura Vanish
5. Start swinging at the training dummy (or monster, though make sure it won't move if you vanish)
6. Wait for a swing, then hit vanish and then immediately afterwards hit the macro to cancel vanish.
7. Do you swing immediately or wait 2+ seconds?

Repeat at different periods of time during the initial swing for results.



I chose a fishing pole because it's a 3.0 swing speed weapon that we can weild, is easy to find, and I live for the day I log into the beta and find a bunch of people swinging fishing poles at the training dummies.

Consistency. It's only a virtue if you're not a screwup.
 
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Old 10/02/08, 8:28 PM   #2921
Tinwhisker
King Hippo
 
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Gnome Rogue
 
Scarlet Crusade
Originally Posted by Achillion View Post
On the matter of Cut to the Chase however, is it worth eviscerating (or envenoming depending on what will be considered better) with fewer than 5 combo points if it will keep your SnD from dropping, or is a less than max eviscerate considered sub-optimal?
If you let SnD drop you're going to spend a heap of extra energy to refresh it through CttC (an extra mutilate + SnD = 85 energy) and lose that up-time in the process.

You're a lot of DPS, you know that? You wanna' earn 14 achievement points the hard way?
 
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Old 10/02/08, 8:36 PM   #2922
 pewsey
grass is always greener
 
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Draenei Shaman
 
Dragonblight
A very brief question about testing strategies. I've got access to Beta and Ptr through the Beta client. I have my rogue on both, both fresh copies at lvl70.

Is there any known differences between the 2 servers that would skew testing between mutilate/combat.

Reason is. I'd rather not wait the 3 days to copy my rogue over to PTR again, and I'm short badges to buy the MH dagger and the MH Fist to try all 3 specs.

I'd suspect that PTR and Beta have identical builds of the combat/talents, but I would be interested to see if somebody knows the actual answer.

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Old 10/02/08, 8:36 PM   #2923
 chalon
CHALMON
 
Night Elf Rogue
 
Lightbringer
Originally Posted by Achillion View Post
On the matter of Cut to the Chase however, is it worth eviscerating (or envenoming depending on what will be considered better) with fewer than 5 combo points if it will keep your SnD from dropping, or is a less than max eviscerate considered sub-optimal?
Definitely. The penalty for not doing a 5pt finisher is much, much smaller than the penalty for dropping SnD.

Originally Posted by Ghost View Post
Is there reason to believe that vanish actually interrupts swing timers instead of reseting them to zero and giving immediate hits with both weapons like at the opening of a new combat? Maybe you actually gain white damage by using a vanish->attack macro. Is there any way to even test this?
It'd be pretty easy to test on a test dummy with /combatlog I'd imagine. Get a single 2.8s fist weapon, equip it on your MH, unequip all other gear. Start up the attacks without any haste effects, and just sit there and auto attack. When you see your auto attack land, immediately hit your (vanish + auto attack) macro and see what happens. Repeat this test multiple times, check your combat log, and you should be able to arrive at a pretty accurate conclusion.

EDIT: Looks like I got beat

Wanted to add a reply to this though:
Originally Posted by pewsey View Post
I'd suspect that PTR and Beta have identical builds of the combat/talents, but I would be interested to see if somebody knows the actual answer.
I believe right now they have the same builds. But it does seem like the PTR servers sometimes lag behind by one build in relation to the Beta servers, though not always.

Last edited by chalon : 10/02/08 at 8:47 PM.
 
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Old 10/02/08, 8:51 PM   #2924
Ghost
Von Kaiser
 
Dwarf Rogue
 
Lightninghoof
Thanks for the advice on how to test this. I just did so with a fishing pole and it appears that vanishing neither resets nor interrupts the swing timer. The combat log was showing a hit landing every three seconds (3.0 attack speed of the fishing pole) regardless of whether I vanished immediately after the previous hit or waited ~2 seconds before vanishing. If this is accurate, then as long as you are very quick to get auto-attack back up, it shouldn't hurt your white damage to vanish during an encounter.
 
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Old 10/02/08, 9:10 PM   #2925
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
Originally Posted by Ghost View Post
Thanks for the advice on how to test this. I just did so with a fishing pole and it appears that vanishing neither resets nor interrupts the swing timer. The combat log was showing a hit landing every three seconds (3.0 attack speed of the fishing pole) regardless of whether I vanished immediately after the previous hit or waited ~2 seconds before vanishing. If this is accurate, then as long as you are very quick to get auto-attack back up, it shouldn't hurt your white damage to vanish during an encounter.
So, that's an interesting results, and good to know, though I'd still hesitate to say that Vanish can be done with no DPS loss; I suspect between latency and whatnot you will not be consistently able to vanish and restart autoattack in less than a quarter second, and in a raid situation with WF, SnD, Haste Rating, etc. it's even odds that you'll have an autoattack within the next quarter second if you vanish at an arbitrary time; hence, unless you're specifically timing your attacks against the swing timer (which is hard, but not impossible) you stand a reasonable chance of clipping a tenth of a second on your autoattack timer. Which, let's be clear, is not a huge damage loss - it's probably only 100 damage or so, perhaps not even that much. But it it worth keeping in mind that vanishing, while low cost, isn't totally zero-cost, either.
 
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