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Old 09/06/08, 1:41 PM   #1751
Moon
Von Kaiser
 
Night Elf Rogue
 
Burning Legion
Originally Posted by Milano View Post
Pull with evasion going first?
Except you won't be unhittable with level 80 dodge% + evasion. It would be a very risky gamble. Regardless, your threat is going to the tank so the first hit you do the boss would stop attacking you and switch to your tricks of the trade target.

Also, I was wondering how these new naxx 10 swords would compare to warglaives.

Mainhand
http://static.mmo-champion.com/mmoc/...0_loot_042.jpg


Offhand
http://static.mmo-champion.com/mmoc/...0_loot_036.jpg

I remember reading someone doing math on the glaives and determined that ~130dps swords would be able to replace them, but that was assuming a 1.4 speed offhand. These naxx swords look extremely good when you compare them individually to each warglaive, but is the set bonus from having both glaives really enough to overcome the innate weapon dps gap and far superior dps stats? My gut feeling says no.

Last edited by Moon : 09/06/08 at 1:48 PM.
 
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Old 09/06/08, 2:20 PM   #1752
impossible!
Piston Honda
 
Orc Rogue
 
The Underbog
Originally Posted by Moon View Post
I remember reading someone doing math on the glaives and determined that ~130dps swords would be able to replace them, but that was assuming a 1.4 speed offhand.
Speaking of off-hands, just about every one I've seen thus far has been 1.6s or higher. Has anyone seen anything in the 1.5s or 1.4s ballpark? If not...
 
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Old 09/06/08, 2:27 PM   #1753
crystaline
Glass Joe
 
Night Elf Rogue
 
Durotan
Originally Posted by impossible! View Post
Speaking of off-hands, just about every one I've seen thus far has been 1.6s or higher. Has anyone seen anything in the 1.5s or 1.4s ballpark? If not...
Rogue OH 1.6 speed

Tank OH 1.5 speed

Lame. These are both from Naxx-10.

Last edited by crystaline : 09/06/08 at 2:28 PM. Reason: Added more information
 
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Old 09/06/08, 2:33 PM   #1754
Gearman
Emergent Gameplay Device
 
Gearman's Avatar
 
Undead Rogue
 
Uldum
The lvl 80 arena off-hand sword is 1.5 and the dagger is 1.4. I assume the epic versions will retain the same speeds.
link: http://static.mmo-champion.com/mmoc/...na_weapons.jpg
 
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Old 09/06/08, 2:35 PM   #1755
Valen
Don Flamenco
 
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Human Rogue
 
Stormrage (EU)
Originally Posted by Moon View Post
I remember reading someone doing math on the glaives and determined that ~130dps swords would be able to replace them, but that was assuming a 1.4 speed offhand. These naxx swords look extremely good when you compare them individually to each warglaive, but is the set bonus from having both glaives really enough to overcome the innate weapon dps gap and far superior dps stats? My gut feeling says no.
Well no demons in Naxx. And the haste proc is rating so won't be that good anymore once you level to 80. I think we can easily replace the glaives with ~120 dps weapons.
 
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Old 09/06/08, 2:40 PM   #1756
ryo
shrub rocketeer
 
ryo's Avatar
 
Human Rogue
 
The Venture Co (EU)
Is anyone else finding that CTTC gives a shorter S&D buff than a 5pt S&D would? With 2/2 imp. S&D I'm getting a 31 second buff, but only 27 seconds if I use evis to proc CTTC.
 
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Old 09/06/08, 2:52 PM   #1757
OengusSC
Glass Joe
 
Troll Rogue
 
Scarlet Crusade
I'm a bit shocked at the almost complete lack of hit rating on leather gear, as well as the other typical rogue gear found thus far. With nearly all the gear having gobs of agility it almost makes me wonder if Blizzard is considering tuning rogues to gain an amount hit rating via agility. Something along those lines would allow them to further homogenize gear to be viable for cats and rogues. It just doesn't seem likely, seeing as that agility already grants quite a bit of other stats.

The other plausable explanation is Blizzard is trying to balance stats across the board. An upgrade is an upgrade regardless of stat allocation, so obviously we'll be forced to take what's given to us. Other stats will obviously be weighted differently with some of the new talents being introduced. Prey on the Weak will obviously make crit more enticing to a combat rogue compared to now. However, this doesn't change the fact that hit rating will still be one of the best stats to stack. It just seems odd the lack of our primary stat in BC in the Naxx 10 man gear. Thus far I've only been able to find hit rating on non-set shoulders and our set gloves and legs. There is also hit rating on an offhand sword and offhand fist weapon. None of the rings or neckpieces listed so far have hit rating thus far. We're looking at a total hit rating available in the Naxx 10 man loot table for a combat swords build of 130 hit rating, or 4.45% hit at level 80.

I know it's Beta, and things are likely to change or be added. It just has me wondering if there may be changes in store for the dual wield penalty, a mechanics change for rogues, or if in fact we'll have to deal with considerable misses due to a lack of itemization of hit rating in general.
 
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Old 09/06/08, 3:04 PM   #1758
Kaveli
Von Kaiser
 
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Orc Death Knight
 
Area 52
edit

Last edited by Kaveli : 09/07/08 at 1:27 AM.
 
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Old 09/06/08, 3:21 PM   #1759
Mode
Piston Honda
 
Tauren Warrior
 
The Venture Co
Originally Posted by OengusSC View Post
I'm a bit shocked at the almost complete lack of hit rating on leather gear, as well as the other typical rogue gear found thus far. With nearly all the gear having gobs of agility it almost makes me wonder if Blizzard is considering tuning rogues to gain an amount hit rating via agility.
They've explicitly stated the reasoning behind the lack of +hit on leather. You're expected to socket it while they socket strength. The comment was made in the context of feral druids.
Originally Posted by Jimmythenumbers[/url
We are aware of the concerns with reaching the hit rating cap, and will make sure Druids can pick up Rogue items to wear without exceeding that cap. This means Rogues will likely socket for hit, while Druids socket for Strength or Agility.
Source
 
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Old 09/06/08, 3:24 PM   #1760
Arindelest
Piston Honda
 
Night Elf Rogue
 
Garona
Furthermore there's no evidence to suggest Hit Rating will remain the best stat "to stack."
 
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Old 09/06/08, 3:29 PM   #1761
Pharmacon
Piston Honda
 
Undead Rogue
 
Scilla
Overall I'm a fan of the changes. However, is anyone else underwhelmed by the Overkill mandatory take to get Mutilate? Why have a subtlety feeling talent in the assassination tree? It should make finishing moves cost 5 less energy instead in my opinion.
 
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Old 09/06/08, 3:55 PM   #1762
OengusSC
Glass Joe
 
Troll Rogue
 
Scarlet Crusade
Originally Posted by Arindelest View Post
Furthermore there's no evidence to suggest Hit Rating will remain the best stat "to stack."

I hated to even use the terminology, as I mentioned in my post an upgrade is an upgrade regardless of stats. I also made mention that new talents and skills will inevitably weight stats differently then now. However, I haven't seen anything, at least in the combat tree, to suggest otherwise (other then what I mentioned with crit and Prey on the Weak). Combat Potency will still require a fair amount of +hit to gain the most out of the talent.

I also didn't forget about sockets. I didn't bother to add up the amount of sockets on the Naxx 10 man gear released. My current gear has a total of 14 sockets. Assuming it's in the same neighborhood, and that we'd be using the "new" RED with the requirement of 1 red, 1 yellow, and 1 blue socket you could effectively gain 250 hit with epic gems at level 80. That would be assuming 14 sockets, ignoring socket bonuses, and meeting the meta requirement. That would be another 8.57% hit for a total of 13.02% from gear and sockets.

I highly doubt the effectiveness of hit rating will change that much to where rogues will be satisfied being that far under a hit cap. Personally I've never been too concerned about the hit cap, other then avoiding going over it. I just haven't seen anything change so drastically thus far to suggest rogues won't be concerned with hit rating. At least moreso then is being presented in the first tier of epic level gear shared thus far.
 
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Old 09/06/08, 4:08 PM   #1763
saedo
King Hippo
 
Night Elf Rogue
 
Gorgonnash
It's all part of the homogenizing of gear as previously said. Not only with Druids, but probably with Mutilate (maybe Hemo) rogues too. Since we rogues don't get multiple sets and they are intending to boost dagger/mutilate specs to be better. So the design is prob to give a general overall good set with sockets to customize specifically to the spec you're going with.
 
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Old 09/06/08, 4:16 PM   #1764
jonnnney
Glass Joe
 
Dwarf Rogue
 
Suramar
The new soft hit cap is a very important for mutilate rogues to attain because I believe envenom has the same chance to be resisted as poisons do. So if you want to use envenom with Cttc you would have to have a total of 17% chance to hit with poisons from talents and gear else you have the chance of dropping snd. I remember a few times I would try a cold blood 5 pt envenom only to have it be resisted leaving me with no damage, no cold blood, and no deadly poisons on the target. Also a resisted envenom may not proc the +25% chance to apply poisons but that is just a guess. So until you hit the 17% spell hit you would be using eviscerate with Cttc which would mean a talent change.
 
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Old 09/06/08, 4:18 PM   #1765
Ashere
Piston Honda
 
Night Elf Rogue
 
Khadgar (EU)
Originally Posted by Mode View Post
They've explicitly stated the reasoning behind the lack of +hit on leather. You're expected to socket it while they socket strength. The comment was made in the context of feral druids.


Source
Dang, if only for once they got rid of the stupid to-hit penalty on DW. It's not as if we don't have to spend 5 talent points to make Off-hand damage to an acceptable level already..
 
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Old 09/06/08, 6:41 PM   #1766
 Wodin
Inebriated
 
Wodin's Avatar
 
Troll Rogue
 
Mal'Ganis
Have any of y'all kept combat logs for the training dummy parses? I think I've hacked up Stasis to fix the Overkill fubaring the combat log parsers (thx gian for a sanely structured program), and I'd be interested in seeing if Recount is really accurate about the absurd numbers you guys are pushing.
 
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Old 09/06/08, 7:00 PM   #1767
 chalon
CHALMON
 
Night Elf Rogue
 
Lightbringer
I'll post some combat logs later tonight Wodin.
 
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Old 09/06/08, 7:40 PM   #1768
V2Viper25
Glass Joe
 
Night Elf Rogue
 
Maelstrom
I've been curious about the new change to mace spec as a combat build. Has anyone done the math on mace spec (15% ArP) vs Sword spec?

The only big question I have with the mace spec is how it is applied: Will it be applied to the target's base armor or will it be applied after other debuffs like Sunder and FF? On a high armor boss, take Void Reaver for example who has 8000 armor I think, that could be an extra 1200 constant ArP if it's applied to his base armor. Once again, let me know if someone has done the math on that. That sounds like a huge DPS increase vs Sword Spec.
 
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Old 09/06/08, 7:43 PM   #1769
Unseen
Von Kaiser
 
Orc Death Knight
 
Alonsus (EU)
I can understand non set pieces not having much hit due to the gear homogenization, but our set pieces could easily be given more hit.
 
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Old 09/06/08, 8:11 PM   #1770
 Vulajin
Now with 100%* less failure.
 
Vulajin's Avatar
 
Troll Rogue
 
Mal'Ganis
Fiddled with the numbers on Instant and Deadly Poison to figure out exactly how the damage formulas with AP scaling work together with Vile Poisons and Infectious Poisons. Here are the formulas I came up with:

IP Damage = Round(Floor(IP Base * Vile Poisons * Infectious Poisons) + 15% * AP)
DP Damage = Round(Floor(DP Base / 4 * Vile Poisons * Infectious Poisons) * 4 + 12% * AP)

So only the base damage component of each poison is affected by the two poison talents, and for some reason, that base damage is floored after the talents are applied but before AP is applied. Then the whole thing is rounded to the nearest value. These formulas correlated with the tooltips for ranks 1-8 of Instant Poison and ranks 1-8 of Deadly Poison. I did not have the opportunity to verify the damage output as yet.

Originally Posted by Darkside View Post
No expansion is complete without trolls. I expect now we'll discover that Arthas has been raising hordes of zombie-trolls in the secret troll hovel of Zul'Crown.
 
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Old 09/06/08, 8:14 PM   #1771
Professor Hurt
Piston Honda
 
Professor Hurt's Avatar
 
Troll Rogue
 
Arygos
Originally Posted by V2Viper25 View Post
I've been curious about the new change to mace spec as a combat build. Has anyone done the math on mace spec (15% ArP) vs Sword spec?

The only big question I have with the mace spec is how it is applied: Will it be applied to the target's base armor or will it be applied after other debuffs like Sunder and FF? On a high armor boss, take Void Reaver for example who has 8000 armor I think, that could be an extra 1200 constant ArP if it's applied to his base armor. Once again, let me know if someone has done the math on that. That sounds like a huge DPS increase vs Sword Spec.
Sp00n did a quick and dirty comparison using an existing spreadsheet (results found http://elitistjerks.com/881430-post1685.html). It comes down to how that ArP is applied, and I don't think anyone has posted any concrete findings either way.
 
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Old 09/06/08, 8:53 PM   #1772
 Vulajin
Now with 100%* less failure.
 
Vulajin's Avatar
 
Troll Rogue
 
Mal'Ganis
Originally Posted by Vulajin View Post
Fiddled with the numbers on Instant and Deadly Poison to figure out exactly how the damage formulas with AP scaling work together with Vile Poisons and Infectious Poisons. Here are the formulas I came up with:

IP Damage = Round(Floor(IP Base * Vile Poisons * Infectious Poisons) + 15% * AP)
DP Damage = Round(Floor(DP Base / 4 * Vile Poisons * Infectious Poisons) * 4 + 12% * AP)

So only the base damage component of each poison is affected by the two poison talents, and for some reason, that base damage is floored after the talents are applied but before AP is applied. Then the whole thing is rounded to the nearest value. These formulas correlated with the tooltips for ranks 1-8 of Instant Poison and ranks 1-8 of Deadly Poison. I did not have the opportunity to verify the damage output as yet.
(EDIT) Did some more experimenting, looks like my previous formula (the one in this post before I edited it, not the one quoted above) is wrong. The correct formula for actual DP damage is:

DP Actual = (DP Base * Infectious Poisons + 12% * AP) * Vile Poisons

For IP damage:

IP Actual Min = (IP Base Min * Infectious Poisons + 15% * AP) * Vile Poisons
IP Actual Max = (IP Base Max * Infectious Poisons + 15% * AP) * Vile Poisons

Note that the tooltip formulas given in my previous post are still correct.

Last edited by Vulajin : 09/06/08 at 10:26 PM.

Originally Posted by Darkside View Post
No expansion is complete without trolls. I expect now we'll discover that Arthas has been raising hordes of zombie-trolls in the secret troll hovel of Zul'Crown.
 
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Old 09/06/08, 9:26 PM   #1773
Xaoc
Piston Honda
 
Orc Rogue
 
Eitrigg
Originally Posted by V2Viper25 View Post
I've been curious about the new change to mace spec as a combat build. Has anyone done the math on mace spec (15% ArP) vs Sword spec?

The only big question I have with the mace spec is how it is applied: Will it be applied to the target's base armor or will it be applied after other debuffs like Sunder and FF? On a high armor boss, take Void Reaver for example who has 8000 armor I think, that could be an extra 1200 constant ArP if it's applied to his base armor. Once again, let me know if someone has done the math on that. That sounds like a huge DPS increase vs Sword Spec.
I dont think ArP is implimented yet on the servers, so there is no way to do any concrete testing. Depending on how the ArP is applied, it may very well be a great alternative to Sword Spec.
 
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Old 09/07/08, 1:32 AM   #1774
Kaveli
Von Kaiser
 
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Orc Death Knight
 
Area 52
Is non mutilate assassination builds (51/10/0) potentially viable alternative with the current talent builds come 3.0?
 
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Old 09/07/08, 2:09 AM   #1775
PSGarak
Bald Bull
 
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Undead Warlock
 
Hyjal
What would the advantage of that be? Backstab costs the same, does less damage on average, and generates less combo points. Mutilate gets an even further comparative boost now that it has access to both opportunity and DWS. Are you planning on using a different combo move, like sin strike or something?

 
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