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Old 10/22/08, 12:25 AM   #3726
Arindelest
Piston Honda
 
Night Elf Rogue
 
Garona
Originally Posted by Imala View Post
I've just tested, completely naked on the 4 lvl 70 dummies in orgrimmar tonight on 3.0.3 on the beta.

Tested with 2x 2.60 speed Savage Gladiator's Slicer and 2x 1.80 Savage Gladiator's Shanker

With the swords: avg hit: 232 for a range of 131 - 354
With the daggers: avg hit: 159 for a range of 82 - 244

Daggers do 31% less damage than the swords damage, and are coincidentally 31% faster.

Therefore, Fan of Knives is not normalized as of today and scales perfectly with weapon speed: the slower the better.
It's also worth noting that even if it were normalized (as per the blue post), that wouldn't actually make it any better of an ability with daggers. Sure, Sinister Strike is normalized, but would you ever want to use it with a dagger? It would fix the problem with differing weapon speeds of the same weapon type, but I feel the real issue is that the ability is so inferior as Assassination where you're obviously using daggers.
 
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Old 10/22/08, 1:05 AM   #3727
Imala
Glass Joe
 
Blood Elf Paladin
 
Burning Blade
Originally Posted by Arindelest View Post
It's also worth noting that even if it were normalized (as per the blue post), that wouldn't actually make it any better of an ability with daggers. Sure, Sinister Strike is normalized, but would you ever want to use it with a dagger? It would fix the problem with differing weapon speeds of the same weapon type, but I feel the real issue is that the ability is so inferior as Assassination where you're obviously using daggers.
actually you're right, I totally forgot daggers aren't normalized like other 1H weapons... so maybe it's normalized (since dagger normalization is 1.70 i feel that the limited testing I've done on those numbers don't warrant the call of normalized or not if you consider the margin of error), but as you said it's still trash for daggers.

Last edited by Imala : 10/22/08 at 1:12 AM.
 
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Old 10/22/08, 1:08 AM   #3728
Jagiya
Don Flamenco
 
Jagiya's Avatar
 
Gnome Rogue
 
Blackrock
Strange, they must have revoked it. When I tested it, I used the same weapons you did (both 130 DPS); with no variation in damage. This was quite a while ago though - the same day premades were introduced to the beta.

My understanding was that it had been changed to scale with your weapon DPS; not weapon damage/speed.
 
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Old 10/22/08, 1:14 AM   #3729
Imala
Glass Joe
 
Blood Elf Paladin
 
Burning Blade
Originally Posted by Jagiya View Post
Strange, they must have revoked it. When I tested it, I used the same weapons you did (both 130 DPS); with no variation in damage. This was quite a while ago though - the same day premades were introduced to the beta.

My understanding was that it had been changed to scale with your weapon DPS; not weapon damage/speed.
I really hope that the current version is a bug and not intended. I think what Gamnin wanted to say in his post is the behavior you describe.
 
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Old 10/22/08, 1:35 AM   #3730
Xythil
Glass Joe
 
Blood Elf Rogue
 
Blackrock
I am sorry for this, I am sure it has been asked a million times. I looked back 20 or so posts trying to find these answers but I couldn't. My question is simple what are the new stat weights for combat in 3.0+ ? And what is the best rotation these days?

I've been hearing Agility>AP>Haste/Hit>Crit.

According to the spreadsheet agility is giving the best returns point for point?

As for rotation.. with the SnD glyph you basically have the t4 bonus, which makes a 1s5r cycle very possible(with 5pt envenoms in there as well while rupture is still up). Would this be advantageous? 3s5r seems a waste when you only need 1pt to keep 100% SnD uptime.

Anyways sorry for asking things that have probably been stated a million times=p

Last edited by Xythil : 10/22/08 at 1:51 AM.
 
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Old 10/22/08, 2:27 AM   1 links from elsewhere to this Post. Click to view. #3731
 chalon
CHALMON
 
Night Elf Rogue
 
Lightbringer
So couple of interesting developments tonight. First boss armor is being increased by 10%. I'm guessing it's the "armor value" which is being increased, not the actual DR percentage, which means boss armor will go up from ~10900 to ~12000. For my current gear according to Vulajin's sheet this is a loss of about 3-4% DPS. Combat will be affected a bit more though, since more of its damage is reduced by armor.

Second, Honor Among Thieves is stated to be "working as intended" whoever guessed it was right, the 1s cooldown is supposed to be on your party members, not on you. This should help Sub close the gap, but maybe not all the way.

And on a slightly related note, if you were worried about Hunters, they will once again be in striking range as their auto shots are no longer affected by WF/Imp Icy Talons haste effects.
 
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Old 10/22/08, 2:58 AM   #3732
Valen
Don Flamenco
 
Valen's Avatar
 
Human Rogue
 
Stormrage (EU)
I was a bit surprised about GC mentioning indirectly that combat (and especially dagger) builds are less viable in that post, considering that from what kalgan said during BlizzCon combat scaled better in their tests.

Originally Posted by GC
Combat builds, especially swords, is competitive but probably behind Assassination.
So out of curiousity, how are combat dagger builds doing at 80 at the moment?
 
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Old 10/22/08, 3:43 AM   #3733
Deke
Glass Joe
 
Tauren Druid
 
Khaz'goroth
Originally Posted by chalon View Post
Second, Honor Among Thieves is stated to be "working as intended" whoever guessed it was right, the 1s cooldown is supposed to be on your party members, not on you. This should help Sub close the gap, but maybe not all the way.
That was me, and WOOHOO!

WotLK Beta (US-English) Forums -> Upcoming boss armor change

Raid viable subt here I come!
 
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Old 10/22/08, 3:47 AM   #3734
 chalon
CHALMON
 
Night Elf Rogue
 
Lightbringer
I wouldn't go quite that far yet. It's still hard to say specifically how that will play out at 80. It'll go a long way towards closing the gap, but until we model it we won't be able to say how much.
 
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Old 10/22/08, 3:56 AM   #3735
CumpsD
Glass Joe
 
Blood Elf Rogue
 
Sporeggar (EU)
Intersting blue post: MMO-Champion BlueTracker - Upcoming boss armor change

Combat builds, especially swords, is competitive but probably behind Assassination. This is something we'd like to address, especially if it turns out to be a major difference between the specs. Additional armor does hurt Combat, but also remember it's just raid bosses and not other players (or trash or heroic bosses).

Subtelty, sadly, is just much harder to test since so much of their damage relies on other players. Our preliminary evidence is that they generate plenty of combo points from Honor Among Thieves, but this might mean their personal dps when not in a group suffers. This is something we're still testing.

I will add that some players have wondered if Honor Among Thieves is bugged since the cp can occur more often than 1 sec. In this case, the tooltip is just unclear. When Jimmy the Shaman crits, he cannnot "send you" a combo point more often than 1 per sec. But if you have lots of players critting all the time, you can build them up quickly. So Honor is (here it comes) working as intended.
Seems Mutilate will be a very viable raiding spec, sometimes beating combat. Looking forward to lvl 80 theorycrafting (Guess I'll have to keep a set of daggers arround just in case :p)

---
Edit: Just catched up the last pages, didn't notice the quote had already been semi-posted a bit above
 
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Old 10/22/08, 4:01 AM   #3736
Xerop
Von Kaiser
 
Undead Mage
 
Burning Legion (EU)
I still feel you wont be switching combat<->mutilate just by changing weapons. Total optimized gear should come into account and affect results vastly.

Also, whats up with AeP? Attack Power still in the lead?
 
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Old 10/22/08, 4:04 AM   #3737
Xythil
Glass Joe
 
Blood Elf Rogue
 
Blackrock
So what is the best rotation for Combat guys?
w/ Snd glyph
 
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Old 10/22/08, 4:13 AM   #3738
Echophantom
Von Kaiser
 
Undead Rogue
 
Garrosh
Originally Posted by Xythil View Post
So what is the best rotation for Combat guys?
w/ Snd glyph
Spreadsheet it. This isn't intended to be a troll, but this question gets asked every page or two by people too lazy to go back a couple pages, see the last person who asked it got told to spreadsheet it, and get the spreadsheet so they'd stop asking questions in the first place.

The sheet already has a tab that shows what each Xs/Yr rotation will give you in terms of uptime, clipping and energy generation. Learn to use it, and the vast majority of the discussion in this thread becomes superfluous.
 
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Old 10/22/08, 4:19 AM   #3739
Imiut
Pleading the 2nd
 
Imiut's Avatar
 
Night Elf Rogue
 
Tarren Mill (EU)
In this post you will find sp00n's addition to Vulajin's Roguecraft spreadsheet. It has the new option to come somewhat close to the AeP for your gear level. I suggest you use that to find out what's best for you.

For example, for me it's still Agi > AP > Exp > Hit > Crit > Haste > ArP > Str while for someone else it might be more like the AP > Agi > Exp > Crit > Hit > Haste > ArP > Str Aldriana posted on page 113. The order is as always still an approximation, use the spreadsheet to find out what's truly best for you.

Just to be clear:
The spreadsheet will help answer your questions regarding what gear/spec/rotation/glyphs to use.
 
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Old 10/22/08, 4:25 AM   #3740
Xythil
Glass Joe
 
Blood Elf Rogue
 
Blackrock
Originally Posted by Xerop View Post
I still feel you wont be switching combat<->mutilate just by changing weapons. Total optimized gear should come into account and affect results vastly.

Also, whats up with AeP? Attack Power still in the lead?


No. According to the spreadsheet Agility < AP < Hit rAting (for combat)

Originally Posted by Echophantom View Post
Spreadsheet it. This isn't intended to be a troll, but this question gets asked every page or two by people too lazy to go back a couple pages, see the last person who asked it got told to spreadsheet it, and get the spreadsheet so they'd stop asking questions in the first place.

The sheet already has a tab that shows what each Xs/Yr rotation will give you in terms of uptime, clipping and energy generation. Learn to use it, and the vast majority of the discussion in this thread becomes superfluous.

I saw this tab but I don't get how to figure out which is the best DPS rotation.

Last edited by Aldriana : 10/22/08 at 5:38 AM.
 
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Old 10/22/08, 6:24 AM   #3741
drumbum
Don Flamenco
 
Human Rogue
 
Sargeras
Originally Posted by Custardcream View Post
It's not a tooltip bug. I've timed the cooldown and glyphed it's 2 mins 45 seconds when it should be 2 mins. When I ticketed a GM he told me they were aware of the issue. So perhaps he lied to me.
You're just misunderstanding what he meant. The bug is in the tooltip for the Glyph, not the tooltip for Sprint. He's saying the Glyph correctly removes 15 seconds from the CD, but its tooltip had not been updated to reflect this change. It removed 1 minute when Sprint was a 5 minute base cooldown, but when they brought Sprint down to 3 minutes, they had to nerf the Glyph.
 
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Old 10/22/08, 6:29 AM   #3742
Imiut
Pleading the 2nd
 
Imiut's Avatar
 
Night Elf Rogue
 
Tarren Mill (EU)
Originally Posted by Xythil View Post
No. According to the spreadsheet Agility < AP < Hit rAting (for combat)
Assuming you mean Agility > AP > Hit Rating here. Otherwise, no.

Originally Posted by Xythil View Post
I saw this tab but I don't get how to figure out which is the best DPS rotation.
The tab is useless if you don't know what cycle you, in your gear, with your focus level and for what encounter you're working on can actually keep up. It does not provide a general rotation you can use at all times. For example, in my case I could choose to uphold a 2s/5r or a 5s/5r/5e cycle. They are 6 DPS apart on the sheet. But, the second is harder to maintain for me because I need some lucky potency procs and whatnot so in my situation, I'd rather go for the former. For you, this can be entirely different based on a number of things.

Originally Posted by drumbum View Post
You're just misunderstanding what he meant. The bug is in the tooltip for the Glyph, not the tooltip for Sprint. He's saying the Glyph correctly removes 15 seconds from the CD, but its tooltip had not been updated to reflect this change. It removed 1 minute when Sprint was a 5 minute base cooldown, but when they brought Sprint down to 3 minutes, they had to nerf the Glyph.
It'll be changed to Use: Increases the movement speed of your Sprint ability by an additional 30%, but reduces the duration by 5 sec. come 3.0.3. They promised to roll out this patch before Hallow's End was over, so it's probably coming next week.

Last edited by Aldriana : 10/22/08 at 2:24 PM.
 
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Old 10/22/08, 6:51 AM   #3743
drumbum
Don Flamenco
 
Human Rogue
 
Sargeras
Regarding the discussion on Fan of Knives normalization: I'm not really sure why Blizzard insists on basing this ability on melee weapon damage instead of on thrown weapon damage. The ability would make a lot more sense if the rogue was throwing his "thrown weapons" around (after all, that's what they are for), and simultaneously by basing the damage on thrown weapon damage it eliminates any concern with fast speed vs. slow speed melee weapons. It does mean the requirement of using a thrown weapon over other ranged slot weapons, but with Deadly Throw, Blizzard has already shown they are OK with getting rogues to prefer thrown weapons, and as long as thrown weapons with good stats are available, it shouldn't be a problem.

In general I'm not sure if Blizzard really seems to consider weapon speed much when they are designing our abilities and talents. For example, if Blizzard changed poisons to a PPM system, they would simultaneously help bring Combat DPS in-line with Mutilate (assuming that is truly the situation at level 80 on beta right now), and also simultaneously eliminate the biggest factor contributing to the desire for fast weapons by Mutilate rogues. I think the only remaining Mutilate-spec effect that favors faster weapons would be Focused Attacks, unless I'm forgetting something.
 
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Old 10/22/08, 6:57 AM   #3744
CumpsD
Glass Joe
 
Blood Elf Rogue
 
Sporeggar (EU)
Originally Posted by Xerop View Post
I still feel you wont be switching combat<->mutilate just by changing weapons. Total optimized gear should come into account and affect results vastly.

Also, whats up with AeP? Attack Power still in the lead?
With "keeping a set of daggers" I didn't mean just swap them, I was already thinking of the dual-spec ability to switch Muti for bosses, combat for trash.

But then again, dual-spec will probably be Pve/PvP to prevent going insane on the game, but a true PvE-only person could probably use it
 
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Old 10/22/08, 7:20 AM   #3745
bural
Von Kaiser
 
Troll Rogue
 
Darksorrow (EU)
Originally Posted by drumbum View Post
Regarding the discussion on Fan of Knives normalization: I'm not really sure why Blizzard insists on basing this ability on melee weapon damage instead of on thrown weapon damage.
Could be due to pvp. Both assasination and sub lost some options while snared (shs, hfb removing nothing but bleeds).
FoK coupled with Deadly Brew works exactly like a Piercing Howl. On beta it's an amazing ability for catching that druid druid who just got out of melee range or making sure you'll catch up to that damn pillar humber.
 
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Old 10/22/08, 7:52 AM   #3746
Akka
Piston Honda
 
Akka's Avatar
 
Night Elf Rogue
 
Ner'zhul (EU)
Originally Posted by chalon View Post
Regarding the Overkill comment. Yeah, I do feel like all the hate is slightly misplaced. While yes it may be nice to have something else, I would argue it's at least more useful than Vigor. And I do think the Vanish/Overkill trick is a little bit fun to pull off mid fight.
I'm sorry, but 20-30 energy every three minutes at the cost of our "oh shit" move is perhaps marginally fun, but certainly not how I would chose to spend even a tier-1 talent point, much less a supposedly spec-defining 31st-point.
Additionnally, Overkill is just completely outside the feeling of the Assassination tree, it just screams "Subtlety". They should merge it with Master of Subtlety, and give some real Assassination-flavoured true 31-points spec-defining talent.
Originally Posted by drumbum View Post
I'm not really sure why Blizzard insists on basing this ability on melee weapon damage instead of on thrown weapon damage.
They should simply base it on AP, and be done with it.

If violence doesn't solve your problem...
... you simply haven't been violent enough !
 
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Old 10/22/08, 8:27 AM   #3747
 Maestroquark
What would you have me do?
 
Maestroquark's Avatar
 
Orc Rogue
 
Mal'Ganis
Originally Posted by Akka View Post
They should simply base it on AP, and be done with it.
Hammer of the Righteous - Spell - World of Warcraft

That's how to do it right.

Edit:
I'm sorry, but 20-30 energy every three minutes at the cost of our "oh shit" move is perhaps marginally fun, but certainly not how I would chose to spend even a tier-1 talent point, much less a supposedly spec-defining 31st-point.
Additionnally, Overkill is just completely outside the feeling of the Assassination tree, it just screams "Subtlety". They should merge it with Master of Subtlety, and give some real Assassination-flavoured true 31-points spec-defining talent.
Overkill's design goal seems to be to want Assassination rogues to use stealth. It's not that bad a goal, honestly, because otherwise there really wouldn't be a need to stealth at all.

What are you waiting for, a certain shade of green?
 
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Old 10/22/08, 8:46 AM   #3748
Akka
Piston Honda
 
Akka's Avatar
 
Night Elf Rogue
 
Ner'zhul (EU)
Originally Posted by Maestroquark View Post
Not really, you still have the "main hand damage", which is the entirety of the problem.
Overkill's design goal seems to be to want Assassination rogues to use stealth. It's not that bad a goal, honestly, because otherwise there really wouldn't be a need to stealth at all.
The goal may be interesting (though I still see Subtelty as the tree for stealth, Combat has nothing in relation with stealth either and doesn't seem the worse for it), but the means aren't. The benefit is so tiny as to be practically inexistant on a boss, and it's not that great even in PvP, as you don't spare really much energy from it anyway.
It lacks synergy AND flavour with the rest of the tree, which is quite a problem from a talent so deep in the tree, and required for Mutilate on top of that.
I would gladly put a talent point into Fleet Footed, or even Improved Kidney Shot or Deadly Brew, rather than Overkill. I would not lose any measurable damage, and I would gain a LOT more in utility/survivability/convenience.

Additionnally, I don't see at all how it is related with Mutilate. There should have some thematical link between the two. Right now, I don't really see one.

If violence doesn't solve your problem...
... you simply haven't been violent enough !
 
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Old 10/22/08, 8:50 AM   #3749
Hidden
Don Flamenco
 
Gnome Mage
 
Nazjatar (EU)
Originally Posted by Akka View Post
Not really, you still have the "main hand damage", which is the entirety of the problem.
It's "main hand damage per second", it takes your char screen main hand DPS and multiplies it by 4 so your weapon speed doesn't matter.
 
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Old 10/22/08, 9:05 AM   #3750
Ashere
Piston Honda
 
Night Elf Rogue
 
Khadgar (EU)
Ok, HaT working as intended is definitely good news. Now the only problem left with it is: it still needs reliably high critrates within your party to make it match up to the other trees.

Now for the non-dagger sub-build I'm working on: 7/7/50 +7
Scaling has to come from your finishers: hemo isn't supplying much of it.
Energy regen will allow for 1, maybe 2 hemo's per finisher, depending on HaT procs.
->At 1 HaT proc every second, you'll be doing 1 hemo every 4 seconds, saving the rest of your energy for finishers. (4 HaT (4 seconds) + 1 Hemo (3 seconds of energy) + 1 finisher (1 second of energy, gained during HaT))
->At 1 HaT proc every 2 seconds, you'll do around 2 hemo's every 7 second, saving the rest of your energy for finishers (3 HaT (6 seconds) + 2 hemo (6 seconds of energy) + 1 finisher (1 second of energy))
->At 1 HaT proc every 3 seconds, you'll take 2 hemo's every 9 seconds, get 3 other CP's from HaT, and use your energy for your finisher. You can do 3 hemo's, but you'll have to increase the cycletime to 10 seconds if you do, so take the HaT proc and swim in energy. But, since you'll have plenty of energy here, it may be worth investigating whether weaving in Ghostly Strikes could yield more damage.
->At 1 HaT proc every 4 seconds, you'll make 3 hemo's every 10 seconds, get 2 CP's from HaT.

-> Time per combo/finisher set is (3 second * amount of hemo's + 1 second) or (time required for HaT procs), whichever is highest.

Yes, there's still 7 unused talentpoints in that build, I think talentweights will fluctuate a lot, depending on your HaT procrate.
Imp Evisc might actually be looking around the corner for high procrates. It will definitely outperform Lethality once HaT starts proccing more often than once every 2 seconds.
Malice will remain a good talent to improve your procrates yourself, as well as improving your damage.
Ruthlessness seems to be an overkill on combopoints for high HaT procrates, but a requirement for lower procrates
DW is a must-have, as always
Imp SnD is also a must-have, or you won't be able to squeeze in enough extra finishers to make the difference.

Hitrating isn't as big an issue as it is for combat or assassination builds, assuming you're (easily) yellowcapped, and less reliant on Poison and not at all on Combat Potency.
Expertise certainly is an important stat. Reliability on special damage is a lot higher, every parried/dodged/blocked finisher costs you more DPS than a blocked hemo or Sinister Strike.

And yes, I know, finisher damage is only ~10% of our DPS. But if you look at it from another direction: doubling finisher damage means a DPS increase of ~10% as well.
 
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