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Old 08/03/08, 3:19 PM   #901
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by Keegantir View Post
Problem is that different specs scale differently with gear. If Bliz balanced 2-3 specs to do the same DPS at one gear level, they will be different at a different gear level, and most people will pick the spec that is doing the most DPS once gear level spreads them out.

It would be great if there were 2-3 specs that could do equal DPS, and I believe that this is what Bliz wants, but the truth of the matter is that it is just not possible.
Well, I think the key point is this: there will always be a "best" setup at any given gear level - a combination of weapons, armor, and spec that will outDPS any other option. That's inevitable, and that's fine. However, one can't always achieve the ideal gear, so the relevant piece of information is how viable the alternatives are.

For instance, the problem with the current state of balance is that using swords is basically always better than using daggers - even if the daggers are two full tiers of quality higher. In the ideal world, while swords might still be better, if you have a choice between daggers from tier n or swords from tier n-1, you should be better off with the higher-tier weapons.

Now, getting balance right down to this level is of course challenging, and it remains to be seen how well they can pull it off; but I think saying that the ultimate goal is to have the specs be close in overall quality is a fair statement.

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Old 08/03/08, 5:18 PM   #902
silotallaja
Glass Joe
 
Undead Rogue
 
Vek'nilash (EU)
Having all specs close to eachother, and yet keeping them so different in nature will fail hard, as it has till now. Even now the specs we have are somewhat equal, given the same tier weapons (well, not combat specs, but i mean the other trees). Only problem is that combat spec is the easiest to model and the dps output in an ideal fight is superior, but mutilate will draw a big gap ahead it on encounters where your DPE has to be high (such as mobile fights) and you can't measure dps increase a prep will give to a hemo rogue, when it has saved his ass on an encounter, where the threat of dying is high. One of such is teron, where having double vanish for his death buff will give hemo rogue a huge advantage, the other place is on ROS, where ghostly combined with evasion will enlarge the survivability alot thus dps.

I was running BT with muti build and i can tell that on half of the bosses, im beating the crap out of combat brothers and on half of them, im falling back the same ammount. The thruth is that the specs are equal if you look at the whole instance.

We will always be facing the same thing and the "highest DPS build" will be the one what will be the easiest to model.

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Old 08/03/08, 5:23 PM   #903
Salamir
Glass Joe
 
Human Rogue
 
Medivh
I see the question of 2 (or more) viable raid specs differently.

Yes, if our only function is dps, then there will only ever be one best spec. Trying to balance 2 different ways to play the class and result in nearly identical dps for each gear plateau would be a daunting task.

But look at how hunters are talented. If you want to put out the most dps, BM is likely your best bet. If you want to put out good dps, while having nice group buffs that are desirable, then Survival is right for you. 2 specs, both raid viable.

That's what rogues need if they're going to have a choice of competitive specs. Otherwise, your choice is best dps, or a sacrifice for style.

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Old 08/03/08, 6:34 PM   #904
Neto-
Bald Bull
 
Neto-'s Avatar
 
wut
Gnome Warlock
 
No WoW Account
In this game, in its current form, there's always going to be a spec better than the other for PvE DPS as a rogue, period. They'd have to either change weapon specializations or give one of our other trees a highly desirable raid buff, such as Survival for hunters, otherwise scaling will always be the deciding factor.

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Old 08/03/08, 7:31 PM   #905
Densor
Piston Honda
 
Draenei Shaman
 
Argent Dawn
Originally Posted by Doovad View Post
The only problem is that mutilate is very suseptable to the RNG. Both ruthlessness has to proc and mutilate has to crit in order to keep that cycle going with 4 CP finishers. When one or the other dont proc, you either have to settle with less of a chance to proc relentless strikes, losing HfB, or losing the finisher chain (by mutilating again). If relentless strikes doesnt proc, then you have to settle with the choices again at the end of the next FW.
Other than bad RNG numbers, all those factors are already in my calculations. If you do get a bad string of RNGs and end up without enough energy to continue the cycle, then pool energy, use SnD instead of evis if SnD is lose or just CB the evis and refresh to a 5 stack SnD, and then return with a new pool of energy. You lose FW on at most 1 finisher, which might be SnD anyway, so it doesn't matter, and still should be able to keep your cycle.

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Old 08/03/08, 7:47 PM   #906
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
Originally Posted by Densor View Post
I fail to see why you can't use mutilate, HfB, and a finisher within 10 seconds. Total energy cost is 60 + 30 + 35 with 10 to 20 energy refunded on average from Relentless Strikes. Worst case scenario, that's 115 energy every 10 seconds, which means you need 5 Focused Attacks procs in those 10 seconds. With 1.9 speed daggers, you average 19.42 attacks in 10 seconds with SnD and WF. Thus, in the worst case scenario with a 35% crit rate, you're likely to lose 9.46 energy per finisher. However, that would only occur 10% of the time. 15% of the time, you lose 4.46 energy per finisher. 30% of the time, you lose 3.56 energy per finisher. And 45% of the time, you gain 1.44 energy per finisher.

That leaves you with an average energy debt of 2.035 for every finisher. Starting with an energy pool of 110, that means you will have problems with energy after 9 minutes. As all those calculations assume you never have to refresh SnD (due to CttC) and you never are able to use HfB for free due to a raid debuff, I don't see an issue with FW and having it up on chain finishers.
This is an unrealistic model of Mutilate cycles. Compared to running a normal 3+s/5r cycle (or, in the event that CttC becomes good, 4+r/4+e) and using Hunger for Blood at arbitrary times and sometimes losing Find Weakness uptime, there is essentially no gain to using a rigid one-Mutilate cycle as you've suggested. Actually, it's far better to stick to a rigid two-Mutilate cycle.

The real reason Hunger for Blood isn't that great is simply the fact that it requires investing a lot of energy in something that isn't Mutilate. The overall DPS gain even if you sustain the 15% buff is more like 5% compared to just not using Hunger for Blood.

(edit) Besides which, if each finisher requires more than 100 energy, using Hunger for Blood exactly once per finisher doesn't guarantee that you sustain the buff.

Originally Posted by Enervate
Yep, still a fucking idiot.

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Old 08/03/08, 8:00 PM   #907
Rhaego_TI
Glass Joe
 
Dwarf Paladin
 
<QQ>
Kilrogg
Originally Posted by drumbum View Post
A couple things to note:

...

2) I recall reading about the possibility of Blizzard implementing an "armor penetration rating" that would award less and less actual ArPen as your ArPen increases, supposedly at the proper calculation such that armor penetration rating becomes a linear stat relative to DPS increase. If this were to be implemented, this appears that it would solve the problem you describe, although I'm not even sure it's possible to create a stat that works perfectly linear with the current armor formula (although does anyone know if the armor formula is changing at all like it did in BC?). However, even if it's only CLOSE to linear, it would probably be effective at nullifying the "whole is greater than the sum of its part" situation with stacking armor penetration.

To be clear, I actually have no idea where I first read this -- I think it may have just been someone speculating on a way to fix the issue. So I don't mean to suggest they are even considering this idea, but I do see merit in it regardless. This change might also make some cloth classes happier in PVP, where ArPen in season 3 gear has generated a large amount of complaints.
If the Armour Penetration Rating system would be set up as a percentage value, would that be what you had in mind? Using simple numbers, having each point of ArP lower a target's "Reduces Physical Damage taken by" .05% would eliminate the increasing returns, and would also help to balance it in pvp between using it on a plate wearing target versus a cloth wearing one.



Originally Posted by kamyuen8 View Post
I am sorry if this one is being discussed before.

...

Also, another noob question, SS says my best rotation is 4s5r, my starter actually is 1s4s5r, is that the best one? Please advice
The 4s5r rotation applies throughout the fight. However, you generally want to get the Slice and Dice buff on yourself as soon as you can in that fight, so dropping a quick one or two point SnD immediately is better than building to your four point SnD first.

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Old 08/03/08, 9:04 PM   #908
Densor
Piston Honda
 
Draenei Shaman
 
Argent Dawn
Originally Posted by Vulajin View Post
This is an unrealistic model of Mutilate cycles. Compared to running a normal 3+s/5r cycle (or, in the event that CttC becomes good, 4+r/4+e) and using Hunger for Blood at arbitrary times and sometimes losing Find Weakness uptime, there is essentially no gain to using a rigid one-Mutilate cycle as you've suggested. Actually, it's far better to stick to a rigid two-Mutilate cycle.

The real reason Hunger for Blood isn't that great is simply the fact that it requires investing a lot of energy in something that isn't Mutilate. The overall DPS gain even if you sustain the 15% buff is more like 5% compared to just not using Hunger for Blood.

(edit) Besides which, if each finisher requires more than 100 energy, using Hunger for Blood exactly once per finisher doesn't guarantee that you sustain the buff.
Because of the way Eviscerate damage is calculated (x + CP*y + CP*AP*z) the damage loss from using a 3 CP Evis and a 2 CP Evis compared to a 5 CP Evis is less than if you were using Rupture, although it is still a damage loss. However, with more finishers, comes more Ruthlessness procs and you don't have lost CP that you can get with double mutilates, so it is more like comparing two 3 CP Evis's to a 5 CP Evis, or a 3 CP and a 4 CP to a 5 CP at higher crit rates. Plus, FW will be up at least 95% of the time on your Eviscerates compared to less than that (not sure how many exactly) for a 2 mutilate cycle.

It isn't something that can be compared accurately until we get spreadsheets, but it COULD be viable, which means it shouldn't be dismissed just because it doesn't work with the current mechanics. I think that with CttC, TtT, and FA, single mutilate finishers could result in better DPS than double mutilate finishers.

Current SnD/Rupture cycles for mutilate have all mutilates and rupture benefit from FW and keep SnD up at all times. Trying to expand that cycle to work with CttC starts running into problems due to issues with energy pooling. Therefore moving to a single mutilate cycle costs a bit more energy due to finishers, but also allows everything to be done under FW.

The real issue comes when adding in HfB, as that definitely hurts the cycle due to energy issues. When I did my calculations several pages back, HfB barely resulted in more DPS. However, it would be better DPS if you weren't spending as much energy to keep it up, due to debuffs you could clear.

My initial point was that HfB could be used fine without the debuffs up to make it good. Whether that is better than not using it with the same cycle or whether the cycle itself is worthless is entirely another question, which can't be determined until spreadsheets come out.

Also, I should point out that theoretical energy math and actual energy math are going to be different since refreshing HfB exactly every 10 seconds is impossible, so the cycle would go to 9.5 or 9 seconds, which would be a pretty big loss in damage, probably making it worthless.

Last edited by Densor : 08/03/08 at 9:14 PM.

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Old 08/03/08, 10:58 PM   #909
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
Originally Posted by Densor View Post
Because of the way Eviscerate damage is calculated (x + CP*y + CP*AP*z) the damage loss from using a 3 CP Evis and a 2 CP Evis compared to a 5 CP Evis is less than if you were using Rupture, although it is still a damage loss. However, with more finishers, comes more Ruthlessness procs and you don't have lost CP that you can get with double mutilates, so it is more like comparing two 3 CP Evis's to a 5 CP Evis, or a 3 CP and a 4 CP to a 5 CP at higher crit rates. Plus, FW will be up at least 95% of the time on your Eviscerates compared to less than that (not sure how many exactly) for a 2 mutilate cycle.
First, the AP coefficient is 6% per combo point spent on Rupture in Wrath, so there is no special difference between downranking below a certain CP threshold for either finisher. Even in the current implementation the damage of Rupture only especially drops off below 3 CP, but even 3 CP Ruptures are very nearly as good as 5 CP Ruptures while 3 CP Eviscerates are hardly ever worth using.

Also, be accurate: you are not comparing two 2-4 CP Eviscerates against one 4-5 CP Eviscerate because you cannot perform both using the same amount of energy. It is conclusively established (via spreadsheets) that consistently high-CP finisher cycles are superior, even with Mutliate and the chance to finish more often, even if Find Weakness doesn't necessarily always apply to the finishers.

Might I add that I have a spreadsheet that models all of this stuff other than Cut to the Chase, which isn't currently a useful talent, so I'm hardly just guessing here.

Originally Posted by Enervate
Yep, still a fucking idiot.

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Old 08/04/08, 12:28 AM   #910
Densor
Piston Honda
 
Draenei Shaman
 
Argent Dawn
Well, I'm only talking about CttC cycles here, as there is almost no other reason to have HfB or to consider using 2-4 CP eviscerates instead of 4-5 CP eviscerates. I suppose a 51/20 build without CttC might be competitive with 45/20/5+1 builds. I'm not sure.

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Old 08/04/08, 12:39 AM   #911
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
The problem is CttC won't allow you to skip Slice indefinitely no matter how you use it. In its current form, you can get up to ~2 chances to Eviscerate or Envenom during a 5-CP Slice duration, then if you didn't proc CttC you have to refresh Slice or it'll drop. Repeatedly performing 2-4 CP Eviscerate components only gains you one extra chance to proc CttC per cycle, which is great, but really not worth the wasted energy which could otherwise be spent on Mutilate. The optimal cycle is something like 4+s/4+e…, where the ellipsis indicates that you repeat the 4+e component until CttC doesn't proc, then refresh Slice. In this cycle, Hunger for Blood isn't sustainable.

The funny thing is, the more energy you throw away on finishers, the less energy you'll really be able to afford to spend on Hunger for Blood. I've covered a lot of these concerns in my feedback post on the beta rogue forums, which I'm sure you've seen linked and possibly read.

Originally Posted by Enervate
Yep, still a fucking idiot.

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Old 08/04/08, 11:00 AM   #912
Zahra
Glass Joe
 
Worgen Rogue
 
Executus
Hey all long time reader first time poster, Just wanted to see what your opinions were on a talent build. From looking at all the new 51 point talents none of them seem outstanding. I just started messing with talent builds last night and one of the combat builds for pve i've came up with is this WorldofWarcraft.com -> Info -> Classes -> Rogue -> Talent Calculator I think that could be a good talent build, Any critique?

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Old 08/04/08, 11:57 AM   #913
Left
Don Flamenco
 
Left's Avatar
 
Draenei Paladin
 
Darkspear
As a "long time reader", I would assume you've seen the discussion of the last few pages stating that it's really hard to evaluate any WotLK talent builds right now since we don't have a firm grasp of the mechanics? There is, however, some speculation on Prey on the Weak several pages back. I won't repeat it here.

What I will say is that I doubt that any build which goes 21 points into Subtlety but skips Hemo is going to be competitive.

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Old 08/04/08, 12:02 PM   #914
Cally
Von Kaiser
 
Blood Elf Rogue
 
Terokkar
Originally Posted by Densor View Post
Well, I'm only talking about CttC cycles here, as there is almost no other reason to have HfB or to consider using 2-4 CP eviscerates instead of 4-5 CP eviscerates. I suppose a 51/20 build without CttC might be competitive with 45/20/5+1 builds. I'm not sure.
I think Blizzard had the right idea with CttC but implemented it incorrectly. For one, it is too subject to the RNG and you would need a high crit chance for it to be viable. It should be more along the lines of the new Spriest talent, Pain and Suffering, where mind flay has a 100% chance of refreshing SW:P. ie. SnD needs 100% chance of refreshing.

Overall, the new talents are kind of unexciting and the rogue class is still more of a x combo points do this, x combo points use this best finisher type of play. I guess there is some sort of synergy between finishers with CttC but it would be nice if the game allowed rogues to use all their finishers in some sort of synergistic behavior. For example, rupture increases eviscerate damage by x%. And perhaps, have expose armor stack with sunder armor up to a certain cap and have expose armor apply an additional modifier for rupture/eviscerate damage. So maybe a cycle would be more along the lines of use combo point building move, SnD, x points use EA, x points use rupture, x points use eviscerate.

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Old 08/04/08, 2:38 PM   #915
tortugapir8
Glass Joe
 
tortugapir8's Avatar
 
Draenei Shaman
 
Khadgar
I'm not feeling really feeling any excitement of the new tier 9/10/11 talents, they all seem pretty lackluster. While I know it's early, and like many Rogues looking the explore Mutilate again which seems like it's becoming the new top-end spec, has anyone taken a more in-depth look at the tri-spec Hemo/Sword builds? Something along the lines of 16/31/24? I've tried messing with the spreadsheet, and I do see a pretty big boost setting these talents up, but since I can't setup a possible Mutilate spec with the new expansion it's hard to put it against any frame of reference.

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