Okay, I guess the question I should have asked on the last page was:
According to the tooltips, in v3.x, with untalented Improved Poisons, at 70, the highest available rank of Wound Poison gives better DPS than the highest available rank of Instant Poison. Has this been observed in-game?
For 5/51/5 Combat and with my gear spreadsheet shows Rupture > Eviscerate > Envenom and it makes sense when you don't have Improved Poisons helping re stacking Deadly Poison up.
Also what I heard from guild mate is that 5s/5r would be the best cycle for Combat. Considering that Rupture glyph is WotLK stuff and Eviscerate glyph isn't, it seems to be best doing 5s/5r/5evi cycle instead. Even with Rupture glyph 5s/5r seems to surpass 5s/5r/5evi only if the target has more than 6800 armor. This probably varies according to different gear levels.
Edit: Also about gemming for Combat. Above 265 hit rating Wicked Pyrestone seems to be best for yellow slot. If you go under 265 hit rating Rigid Lionseye and Glinting Pyrestone seem to be better than Wicked Pyrestone. Delicate Crimson Spinel > Bright Crimson Spinel, probably due added crit to benefit PotW (don't forget added dodge/armor to benefit UA either). Can anyone confirm these before I go regemming my gear?
Ok I update my post and fix it :P.
Yeah about gemming for Combat i doubt there is some cap where you should use Wicked Pyrestone in my case I had 229 hit and 1 Wicked Pyrestone .. if I change it with Glinting Pyrestone my DPS got lower and if I add enother Wicked Pyrestone it get lower again so overall i dobut there is some precise rule about when to gem this and when to gem that.. overall I think everyone should play a bit with spreadsheet for best balance of gems.
Okay, I guess the question I should have asked on the last page was:
According to the tooltips, in v3.x, with untalented Improved Poisons, at 70, the highest available rank of Wound Poison gives better DPS than the highest available rank of Instant Poison. Has this been observed in-game?
At 2500 Attack Power, 30 Attack per minute MH, 60 Attack per minute OH, no hit/mitigation discrimination
Wound Poison V
Each strike has a 50% chance of poisoning the enemy, causing [112 + 0.04 * AP] Nature damage and reducing all healing effects used on them by 50% for 15 sec.
Deadly Poison VII
Each strike has a 30% chance of poisoning the enemy for [204 + 0.08 * AP] Nature damage over 12 sec. Stacks up to 5 times on a single target.
As such, it does look like Wound Poison is better than both IP and DP, and IP will at 36 attack per minute become better than DP. But this is purely napkin math, so it should be verified.
Improved Poisons (Assassination) now increases chance to apply poisons by 5/10/15/20/25%.
As written several times in the previous pages, Patch notes of 3.0.2 are quite possibly outdated and do not correspond to the patch itself. Browse back a few pages and you will see a ScrShot of it as evidence that it is indeed 10%.
So with 5/5 Imp. Poisons, the breakeven point is at 3150 AP, below that Wounding Poison is better, above that Instant Poison is better. The less points you have in Imp. Poisons, the higher the breakeven point is, with 0/5 Imp. Poisons, Wounding is always better. Vile Poisons doesn't change the results in any way.
One thing I'm rather worried about right now is if we're aiming for more crit (in form of agi or 10 ap / 5 crit gems and AToL (which I hadn't used before)) and less hit than before, won't we be crit capped in most of the situations for our white hits in form of glancing blows? It may be that I'm just understanding game mechanics wrong and am being stupid right now, but you guys could maybe help me out with that concern. :p
Quick note, it appears Blizzard nerfed Duskbat Drape
It's now +10 hit instead of reducing fall damage. Since the glyph is slightly less effective than the cloak was, effective safe fall distance is now less if you used the cloak.
Before you start to drift, and your soul begins to scream.
I just wanted to tell you, that you're listening to a dream.
So with 5/5 Imp. Poisons, the breakeven point is at 3150 AP, below that Wounding Poison is better, above that Instant Poison is better. The less points you have in Imp. Poisons, the higher the breakeven point is, with 0/5 Imp. Poisons, Wounding is always better. Vile Poisons doesn't change the results in any way.
I already calculated the break even points for WP/IP here: http://elitistjerks.com/f31/t26242-r...35/#post935177
It is
0.3*(161+0.1*AP) = 0.5*(112+0.04*AP)
48.3 + 0.02*AP + 0.01*AP = 56 + 0.02*AP
0.01*AP = 7.7
AP = 770
Originally Posted by Maestroquark
Quick note, it appears Blizzard nerfed Duskbat Drape
It's now +10 hit instead of reducing fall damage. Since the glyph is slightly less effective than the cloak was, effective safe fall distance is now less if you used the cloak.
So adjusting for a 10% modifier with Improved Poison we get:
Talents
Formula
Damage
MH
OH
WP 0/5 imp:
[112 + 0.04*2500]*0.5
= 107
3210
6420
IP 5/5 imp:
[161 + 0.1*2500]*0.3
= 123.3
3699
7398
IP 2/2 vile 5/5 imp:
[161 + 0.1*2500]*0.3*1.2
= 147.96
4438.8
8877.6
Looking at these numbers I'm curious about something...
Last night on live I was testing out mutilate on the dummies in stormwind, and recount had my avg IP hit as ~450 dmg... that seems significantly higher than the numbers based on the formula used here. The formula would put my posion dmg at around 360.
Did they nerf IP VII compared to 2.4? I didn't buy new poisons, I just used the ones I had in my bag already.
We did a Gruul for fun yesterday to check the HP nerf (needless to say, he was melted).
Using deadly on the main hand and wound on the offhand, my top 3 damaging abilities were: auto-attack, mutilate and wound poison, and the third got a respectable chunk. I will be doing Sunwell today for more testing.
Reading some of the last pages I could not find why would fast/fast daggers be better than slow ones. (I read most people agreed on the subject, by using spreadsheets) but I am curious about why is that true.
fast daggers means more poison procs and more energy gain from Focused Attacks. This dps boost is more than wear slow dagger for more damage on mutilate. More Poisons and Energy >> More Mutilate Damage
Looking at these numbers I'm curious about something...
Last night on live I was testing out mutilate on the dummies in stormwind, and recount had my avg IP hit as ~450 dmg... that seems significantly higher than the numbers based on the formula used here. The formula would put my posion dmg at around 360.
Did they nerf IP VII compared to 2.4? I didn't buy new poisons, I just used the ones I had in my bag already.
Did you have AP procs, where there any damage increasing debuffs on the dummy, did you factor in crits in your average number?
I'm still not able to log in on my main, but the tool tip for IP6 was consistent with the one from wowhead. But tool tips may be wrong of course.
Did you have AP procs, where there any damage increasing debuffs on the dummy, did you factor in crits in your average number?
I'm still not able to log in on my main, but the tool tip for IP6 was consistent with the one from wowhead. But tool tips may be wrong of course.
No procs, no cd's used, trinkets or anything. I was the only person attacking the dummy, so there were no debuffs on it. I did account for crits, as recount separates them by default. The average crit was over 650.
There you go. There are 4 points of filler that I put into endurance and imp sprint. You are welcome to put them wherever you want instead that fits.
Big thanks to those people who have been kind enough to summarize and make posts like the one above for those of us unable to follow line by line every discussion in this thread.
Re Combat swords spec: Could someone link me to the maths that makes 5 points in Relentless Strikes worth more than 3 points there and 2 points in Blood Splatter. A 30% boost in Rupture damage, to say nothing of one of the better openers seems to pretty good and a 70% chance of +25 energy is not too shabby? My napkin maths just got covered in coffee, it's late here and the realms are still not all up.
Big thanks to those people who have been kind enough to summarize and make posts like the one above for those of us unable to follow line by line every discussion in this thread.
Re Combat swords spec: Could someone link me to the maths that makes 5 points in Relentless Strikes worth more than 3 points there and 2 points in Blood Splatter. A 30% boost in Rupture damage, to say nothing of one of the better openers seems to pretty good and a 70% chance of +25 energy is not too shabby? My napkin maths just got covered in coffee, it's late here and the realms are still not all up.
With grateful thanks
Rupture accounts for maybe 10% of your dmg, so lets just say a 3% increase in dmg by taking blood spatter.
The extra energy from relentless strikes however allows you to better perform 3 finisher cycles, which will account for a larger than 3% increase over using a 2 finisher cycle.
Now this is just speaking generally... it may be different for you and your gear, so just plug everything into the spreadsheet and see how the different talent changes affect your dps, cycle uptime, etc.
Blade Flurry ignores Killing Spree. Tested several times earlier today. Pleased with the change to autoattack, but still a long way to go. Gave me only ~40 dps (or 4000-5000 damage every 2 minutes) on PTR.
Can someone with better combat log knowledge determine whether this is still the case? KS does not trigger BF attacks? There is so much synergy to be had there if they get it working / decide to implement it.
As a general rule the difference between 100% and 70%, or any % less than 100, is significantly more in practice than 30%. Predictability and low variance is more important now than it ever has been before with the glyph and regen mechanics changing to allow weaving in an occasional third finisher. Having a 100% chance to get 25 energy back allows the player to move on to the next decision in the cycle much sooner instead of having to prepare for two possible outcomes and reacting to whichever one actually occurs. For my own play I would be comfortable trading away slightly higher DPS talents just to remove the variance introduced by short changing relentless strikes even more so with strictly inferior talents like blood spater.