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Old 09/18/08, 1:00 AM   #2131
• Vulajin
Vula'jin the Void, blessed by the loa
 
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Undead Mage
 
Mal'Ganis
Summary of changes:

- Improved Poisons tooltip now reflects that the talent provides 3/6/9/12/15% increased proc chance, and only for Instant Poison and Deadly Poison.
- Focused Attacks now provides 100% chance on melee crits for 1/2/3 energy.
- Infectious Poisons is removed.
- Unfair Advantage can only occur once per second.
- Envenom now increases your chance to proc poisons by 15% for 2-6 seconds (down from 25%).
- Ambush and Backstab tooltips now correctly reflect the damage of the new ranks. Envenom tooltips are still not accurate but the ability does provide appropriately increased damage at higher ranks.

No word on poison scaling until Wowhead comes back up, most likely.

Originally Posted by Enervate
Yep, still a fucking idiot.

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Old 09/18/08, 1:17 AM   #2132
Darien
Von Kaiser
 
Night Elf Rogue
 
Korgath
Originally Posted by Vulajin View Post
Summary of changes:

- Improved Poisons tooltip now reflects that the talent provides 3/6/9/12/15% increased proc chance, and only for Instant Poison and Deadly Poison.
- Focused Attacks now provides 100% chance on melee crits for 1/2/3 energy.
- Infectious Poisons is removed.
- Unfair Advantage can only occur once per second.
- Envenom now increases your chance to proc poisons by 15% for 2-6 seconds (down from 25%).
- Ambush and Backstab tooltips now correctly reflect the damage of the new ranks. Envenom tooltips are still not accurate but the ability does provide appropriately increased damage at higher ranks.

No word on poison scaling until Wowhead comes back up, most likely.
Main Page - WotlkWiki - Wrath of the Lich King Information

There's a little something there, but it doesn't give any specifics except for the coefficients...

Assassination

* Envenom - Chance to apply poison reduced to 15% from 25%.
* Ambush - Base damage increased from 335 to 907.5 (Rank 10).
* Backstab - Base damage increased from 255 to 465 (Rank 12).
* Improved Poisons - Talent reworked. Now Increases the chance to apply Instant and Deadly Poison to your target by 3/6/9/12/15% down from 5/10/15/20/25%.

Poisons

* Anesthetic Poison II - Chance to apply increased to 50% from 20%.
* Wound Poison VII - Chance to apply increased to 50% from 30%. AP coef reduced to .04 from .06.
* Deadly Poison - Base damaged reduced, AP coef reduced to .12 from .08.
* Instant Poison - Base damaged reduced, AP coef reduced to .15 from .1.
* Mind-numbing Poison - Chance to apply increased to 50% from 20%.
* Crippling Poison - Chance to apply increased to 50% from 30%.
I suspect the order on instant and deadly coefficients should have been reversed. Nonetheless, I think they are fair changes - although I am sad they removed the PVP portion of infectious poisons. Now they just need to do something with turn the tables and assassination should be pretty solid.

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Old 09/18/08, 1:35 AM   #2133
• Vulajin
Vula'jin the Void, blessed by the loa
 
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Undead Mage
 
Mal'Ganis
Deadly Poison 9 (8926): 536 damage + 12% AP
Deadly Poison 9 (8962): 296 damage + 8% AP

Instant Poison 9 (8926): 445-595 damage + 15% AP
Instant Poison 9 (8962): 300-400 damage + 10% AP

Roughly a 33% reduction in damage on both poisons.

Originally Posted by Enervate
Yep, still a fucking idiot.

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Old 09/18/08, 3:35 AM   #2134
Evenfall
Glass Joe
 
Human Priest
 
Turalyon (EU)
Thought I'd reference this, as I've not seen it posted here:

Glyph of Sinister Strike -- Your Sinister Strike critical strikes have a 40% chance to add an additional combo point.
Not spectacular, as realistically that's likely to be around 1 in 7 Sinister Strikes giving an extra combo point.

Sorry if this has been posted and I've missed it.

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Old 09/18/08, 3:56 AM   #2135
gokpog
Glass Joe
 
Night Elf Rogue
 
Nefarian (EU)
Originally Posted by Vulajin View Post
Deadly Poison 9 (8926): 536 damage + 12% AP
Deadly Poison 9 (8962): 296 damage + 8% AP

Instant Poison 9 (8926): 445-595 damage + 15% AP
Instant Poison 9 (8962): 300-400 damage + 10% AP

Roughly a 33% reduction in damage on both poisons.
I'm I right guessing that this doesn't address the instant poison/fastest weapon possible/shiv spamming "problem" at all?

Edit:
Vulajin, already at crunching the numbers with that nifty spreadsheet of yours?

Last edited by gokpog : 09/18/08 at 4:10 AM.

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Old 09/18/08, 4:38 AM   #2136
Kasrai - Exo
Glass Joe
 
Night Elf Rogue
 
Greymane
Been lurking for awhile now and with all the theorycrafting flying around I thought I'd get more involved.

IMO this is a great solution to re-balancing poisons to be more in-line with physical damage output. Though the damage numbers have been lowered, it still makes up a large enough % of our overall output that ignoring poison damage contribution is still foolhardy.

If I had beta access I'd test whether the increased Mutilate damage from using slow MH/fast OH and slow MH/slow OH is on par with using double fast to take advantage of poisons.

Let's assume a 5 minute fight with 100% uptime of SnD + WF Totem. Assuming an average of 60% haste for those 5 minutes, a MH dagger with 1.80 base speed would have 1.06, giving 283 MH white swings. Taking into account an average uptime of 40% from Envenom increased poison proc chance (a rough estimate. 12 seconds for 2 Mutilates = Envenom every 12 seconds. 5 CP Envenom grants 6 seconds of increased poison proc but there will be 4 CP Envenoms used, granting 5 seconds.) you would have on average a 42% chance to proc IP. That would be 119 IP procs.

Using a 1.40 base speed dagger in the MH after 60% haste your MH speed would be .84 seconds. That equates to 357 MH swings. With 42% chance to proc IP, you would get 150 IP procs from those swings. Only 31 more IP procs over a 5 minute fight going from 1.80 speed down to 1.40

If someone on beta could do a little testing to see the increase in Mutilate damage going from 1.40 MH to 1.80 MH and compare it to the average IP and DP damage from 39 procs it'd be much appreciated. But my opinion is that this may help Mutilate damage catch up to poisons, letting us get use out of both slow and fast daggers.


As an aside, I haven't slept in over a day and typed this up at work. It may very well be possible that all these words make no sense whatsoever, so please correct me if I'm wrong -.-

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Old 09/18/08, 5:06 AM   #2137
Akka
Piston Honda
 
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Night Elf Rogue
 
Ner'zhul (EU)
Originally Posted by Incision View Post
Poison damage isn't as big right now because you raid with one weapon with Poisons applied and your instant poisons don't also apply deadly. If you can't see the point and make the connection that it's the talent tree, than I don't know what else to tell you.
The 29 % quoted are for IP only, not IP + Deadly.
And I specifically compared to what we're doing right now "even when you use IP on both hands".
Please pay attention to what you quote.
The solution is quite simple. Make Hemo not be a unique debuff (my vote is for Mangle, but others might work). At that point you can't argue that the sub rogue has become mandatory, it'd just be another option to get a certain debuff. I don't think there's anything wrong with Sub being a viable raiding spec, as long as they can't get all their PvP talents while still outputting Mutilate/Combat DPS.
Considering Hemo is a buff adding physical damage to physical attacks, and that it's in the "utility tree", I wonder why they didn't simply remove the charges and made it the "2 % physical debuff" of the rogue, rather than adding a brand new talent for that in the Combat tree.
Maybe because it's not deep enough in the tree, or it costs only a single talent point, and they considered it was too powerful if it was the case.

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... you simply haven't been violent enough !

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Old 09/18/08, 5:08 AM   #2138
Roywyn
Bald Bull
 
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Roywyn
Gnome Mage
 
No WoW Account (EU)
Originally Posted by Vulajin View Post
Instant Poison 9 (8962): 300-400 damage + 10% AP

Roughly a 33% reduction in damage on both poisons.
For comparison:
[Twilight Mist]: 197-367 damage + 13% AP
Add in talents, mob armour, debuffs (+2% physical, +13% magic), partial resist (6% damage loss) and poisons will still hit harder than your main hand dagger hits.

Chaotic Meta Gems in Cataclysm: http://elitistjerks.com/f75/t106009-...2/#post1794256

DPS spec and class comparison in Naxxramas gear: http://code.google.com/p/simulationc...i/SampleOutput
The Blue Bar and you - the complete Fire Mage 2.4 mana compendium: http://elitistjerks.com/658230-post3191.html

And [Timbal's Focusing Crystal] doesn't proc on AM.
Neither does [The Egg of Mortal Essence] since 3.1.

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Old 09/18/08, 5:11 AM   #2139
Freyalis
Von Kaiser
 
Undead Rogue
 
Tichondrius
Heroes' Bonescythe Breastplate

It appears that the set boni for our 10/25 man Naxx set is

(2) 10% increased rupture damage
(4) 5% reduced energy cost on attacks that grant a combo point.

I'm really noticing a trend to push rupture damage, its possible to stack rupture damage up to 1.3*1.3*1.3*1.3*1.1 = 314% base damage assuming all of the buffs stack and are multiplicative. I doubt that mangle and trauma will but that still leaves 241% increased rupture damage with 7/0/13 + 51 and a feral druid or arms warrior.

The 5% reduced energy is hardly an incentive to keep 4 pieces at all. 3 less energy for Mut, 2 less for SS and Hemo, and either 2 or 3 for Backstab depending if it counts base cost or talented. Not very impressive at all. From what i've seen from Naxx gear the main incentive to wear Tier pieces is the sockets, not the boni.

Edit: Ninja removal of obvious oversight on the 4 pc bonus only affecting combo moves

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Old 09/18/08, 5:27 AM   #2140
Akka
Piston Honda
 
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Night Elf Rogue
 
Ner'zhul (EU)
Originally Posted by Evenfall View Post
Thought I'd reference this, as I've not seen it posted here:

Not spectacular, as realistically that's likely to be around 1 in 7 Sinister Strikes giving an extra combo point.

Sorry if this has been posted and I've missed it.
I'm wondering why they made an "improved cp" glyph for SS and not BS, while it's the BS builds which lacks the most in cp generation.
The 5% reduced energy is hardly an incentive to keep 4 pieces at all. 3 less energy for Mut, 2 less for SS and Hemo, and either 2 or 3 for Backstab depending if it counts base cost or talented. Not very impressive at all. From what i've seen from Naxx gear the main incentive to wear Tier pieces is the sockets, not the boni.
Well, 5 % is 5 %. It's not huge, but it's still 5 % more combo attacks in a fights, which means a roughly 1,5 % DPS increase with actual damage distribution (which will certainly change, of course). That's not bad for a "free" bonus.
T6 bonus was 6 % increased damage for cp moves. It's practically the same, just in a different way, a bit less powerful, but a bit more flexible.

The only thing making me wailing in pain, is that they seem intent on keeping 5-pieces sets :-/

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... you simply haven't been violent enough !

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Old 09/18/08, 5:35 AM   #2141
Hildegard
King Hippo
 
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Gnome Rogue
 
Aegwynn (EU)
Seems like a move away from Mutilate as equal raid spec. This especially makes Cut to the Chase weaker. PVP builds won't take it and with the Envenom/Poison change Rupture seems overall stronger as a finisher even for deep Assasination builds, even without considering the set bonus.

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Old 09/18/08, 5:39 AM   #2142
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
Originally Posted by Akka View Post
The only thing making me wailing in pain, is that they seem intent on keeping 5-pieces sets :-/
Well they've stated that there won't be any 8 piece boni, but haven't mentioned that there won't be 8 pieces to choose from.


MMO-Champion BlueTracker - [Suggestion[ Implementing 8-piece sets!
All that said, 8 piece bonuses have seen their day and there is no plan to bring them back.

// Edit
However, the Nax set seems to be only 5 pieces. Maybe they'll add more later just like for T6, who knows.

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Old 09/18/08, 5:54 AM   #2143
Akka
Piston Honda
 
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Night Elf Rogue
 
Ner'zhul (EU)
Originally Posted by sp00n View Post
Well they've stated that there won't be any 8 piece boni, but haven't mentioned that there won't be 8 pieces to choose from.

MMO-Champion BlueTracker - [Suggestion[ Implementing 8-piece sets!

// Edit
However, the Nax set seems to be only 5 pieces. Maybe they'll add more later just like for T6, who knows.
Naxx including a huge number of bosses, it seems very unlikely that they will add more set pieces in another instances ; if they were about to give back the 8-pieces sets, they would certainly have included all the pieces in Naxx.
As T7 is 5-pieces, it seems pretty certain that the 5-pieces sets are here to stay.

Guess we can only hope that there is a sufficient outcry to make them back off and re-do complete sets, but I highly doubt it.

If violence doesn't solve your problem...
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Old 09/18/08, 5:57 AM   #2144
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by Akka View Post
Well, 5 % is 5 %. It's not huge, but it's still 5 % more combo attacks in a fights, which means a roughly 1,5 % DPS increase with actual damage distribution (which will certainly change, of course). That's not bad for a "free" bonus.
T6 bonus was 6 % increased damage for cp moves. It's practically the same, just in a different way, a bit less powerful, but a bit more flexible.
In particular: 5% cheaper combo moves gives both 5% more damage from them, but also 5% more combo point generation, and thus more damage from finishers as well. Which, given the relative increase in finisher damage, means that the Naxx-set 4/5 is probably strictly better than the T6 4/5. Now, the T6 4/5 set bonus is certainly not one of the absolute all-time best set bonuses - it pales in comparison to the 2/5, for instance. But it's not at all bad, and it's significantly better than a lot of the set bonuses we've had.

Also note that that this is the initial set. While the 2/5 might not be quite as good as the T4 2/5, the 4/5 is certainly significantly better than the T4 4/5. So I don't think we really have much grounds for complaint about the set bonuses in terms of power.

Now, that said: it does have implications in terms of balance. Like, the extra CPs don't much matter to Mutilate, as it's mostly just spamming Envenom anyway. Meanwhile, a non-CttC build gets proportionately more CP per cycle, and thus benefits more. Similarly, different builds have different reliance on Rupture, so the set bonus will affect balance in that respect as well.

It will also require some testing to figure out how the 5% reduction is applied when the ability cost is not divisible by 20 - for instance, Shiv and Hemo. For that matter, it wouldn't surprise me to find out that the energy reduction on SS is calculated off the base 45 energy cost rather than the Improved 40 energy cost - as I recall from Lucifron back in the day, Imp SS with the curse up costs 45 * 2 - 5 = 85 energy rather than (45-5)*2 = 80 energy. Depending on how rounding works, this might not matter in the slightest... but we'll have to test to see for sure.

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Old 09/18/08, 6:11 AM   #2145
swelt
Von Kaiser
 
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Draenei Warrior
 
Hellscream (EU)
Given that naxx does have a huge number of bosses, that we'll be using it to gear up entire raid groups for actual 'new content', I think it would be a good thing if the set bonuses are not a significant factor. We'll be able to equip more of the non-set pieces without worrying about it, reaching a gear baseline ready for the next instance a lot sooner.

I think the 4pc arena + 4pc tier 6 set bonus abuse that came about in season 4 will be a barrier to 8 item sets.

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