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Old 01/07/09, 8:57 AM   #841
Tinwhisker
Bald Bull
 
Tinwhisker's Avatar
 
Dwarf Rogue
 
Scarlet Crusade
PTR Notes 3.0.8 * Mutilate: this ability will no longer give poisons on the off-hand weapon two chances to be triggered.

I know that previous sheets did not account for the extra proc chance but I'm at work and can't hack the current sheet. Maybe this has already been touched on but does anyone know what kind of DPS decrease we're looking at here for Mutilate builds?

My own quick napkin math shows about a 140 DPS loss at my gear level but I'm sure I've forgotten some things in my calculations.


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Old 01/07/09, 8:58 AM   #842
Haoli
Von Kaiser
 
Blood Elf Rogue
 
Ysera
Alright, i can understand the things you've said Clemenza, but I feel that for the spreadsheet to be accurate for testing purposes, there should be an option that averages the potential number of extra eviscerates based upon your average combo point generation for your glyphs, cycle, and stats within the time provided by a Slice and Dice cycle, alongside the option to use a fixed cycle.

That said, with the extended length of cycles provided by very high Slice and Dice timers, it is also possible to re-apply rupture after it falls off within that time to gain even more rupture uptime, although i am highly unsure as to how that would be modeled.

Potential notation for the described cycle in the first paragraph might be XsYr(N)Ze, with variable (N) notating the multiple of potential eviscerates within the cycle.

Last edited by Haoli : 01/07/09 at 9:00 AM. Reason: Specification of individual.

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Old 01/07/09, 9:03 AM   #843
Len
Von Kaiser
 
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Undead Rogue
 
Vek'nilash (EU)
Originally Posted by Tinwhisker View Post
PTR Notes 3.0.8 * Mutilate: this ability will no longer give poisons on the off-hand weapon two chances to be triggered.
(...)
My own quick napkin math shows about a 140 DPS loss at my gear level but I'm sure I've forgotten some things in my calculations.
Easier is to change the places of MH and OH and their respective poisons in existing sheets, putting the faster dagger and IP to MH, DP to OH. That was the recommended setup before the doubleproc-OH-poison bug was widely known. My setup (check armory if interested) gives 50dps loss with Roguecraft LK 0.4.3.

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Old 01/07/09, 10:02 AM   #844
Kuriostone
Glass Joe
 
Orc Warrior
 
Scarlet Crusade
On which sheet can one add (non-agility) elixirs and higher level scrolls? I cannot find a hidden sheet for these values like I did for gear, and I would like to swap out some consumables to see DPS loss of going to cheaper elixirs for pugging.

Thank you.

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Old 01/07/09, 10:23 AM   #845
PessimiStick
Piston Honda
 
Orc Rogue
 
Ner'zhul
Originally Posted by Kuriostone View Post
On which sheet can one add (non-agility) elixirs and higher level scrolls? I cannot find a hidden sheet for these values like I did for gear, and I would like to swap out some consumables to see DPS loss of going to cheaper elixirs for pugging.

Thank you.
B1 through B8 on the DPS sheet has all the buffs in it, just edit the one you're interested in down to the cheaper level.

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Old 01/07/09, 10:42 AM   #846
Rakeleer
Glass Joe
 
Human Rogue
 
Trollbane
Yeah, that there is b0rk3d

Just to confirm that the previous report of the broken DPS fields was not an isolated case:

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Old 01/07/09, 2:42 PM   #847
Vargen@Terenas
Glass Joe
 
Human Rogue
 
Terenas
rotations

There was a rotation i recently tried on raz in naxx10. We didn't have any warriors (and very little melee), so I decided to try and provide the expose armor debuff for myself and the Enhance Shammie. I utilized something like (4+)r(4+)a(4+)e rupture/expose/envenom juggling the finishers as needed due to different timings. It seemed to work pretty well. I was able to keep up my rupture and my expose armor fairly consistently. The biggest hurdle was when I had a 5 point expose armor up and had to energy pool the last few seconds because I only had a 4 point expose armor to take its place, in some cases mandating one more mutilate as I energy capped before expose armor was done, which gave me a 5 point expose anyway, but didn't seem to hurt the overall cycle.

But the question is: Did the expose armor actually provide me additional dps that a second envenom would not have? Can this rotation be modelled in the spreadsheet? I think there is something similar modelled for Combat cycles but not for Mutilate.

My spec is a little different from normal Mutilate, in that I took two points out of CQC and put them in improves S&D. My S&D lasts 34 seconds - glyphed as well (HfB lasts ~30, Expose Armor lasts 30, rupture lasts 16), so it seems to work well. I had noticed in some cases I was able to envenom multiple times before refreshing HfB, which lead me to try the expose armor idea.

On a side note I macro'd together (/castsequence reset=target/5) envenom and HfB, but don't always use the HfB if there is still plenty of time remaining. But the fact that the button changes serves as a reminder to check HfB, on trash it works very well, I usually just use a (4+)envenom/hfb rotation (which is modelled - ty!), I know its not optimal but with constantly changing targets and running around it works well without letting S&D or HfB drop.

Apologies for the wall of Text, but the idea requires a fair amount of explanation and supporting data about my spec.

Edit: Stupid mistake: changed "envenom multiple times before refreshing rupture" to "envenom multiple times before refreshing HfB"

Last edited by Vargen@Terenas : 01/07/09 at 2:48 PM.

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Old 01/07/09, 3:23 PM   #848
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Originally Posted by Vargen@Terenas View Post
There was a rotation i recently tried on raz in naxx10. We didn't have any warriors (and very little melee), so I decided to try and provide the expose armor debuff for myself and the Enhance Shammie. I utilized something like (4+)r(4+)a(4+)e rupture/expose/envenom juggling the finishers as needed due to different timings.
I strongly suspect this was suboptimal. Armor reduction is so important as a raidwide debuff that using a full 5 point Expose should take priority over everything else.

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Old 01/07/09, 3:36 PM   #849
chalon
Founder of the Chalonverse
 
Chalon
Night Elf Rogue
 
No WoW Account
Originally Posted by Druss View Post
I noticed that the glove "enchant" hyperspeed accelerators (engineer only) is - according to the spreadsheet with my gear and Mutilate spec - the best DPS enchant possible for gloves (even better than Crusher). This seems inherently inaccurate to me. I made some and applied them over the previous Precision enchant i had and it dropped my base speed of 1.3 per weapon down to 1.24 for 8 seconds every two minutes. This just doesnt seem like it should be as good as the spreadsheet suggests.

Can someone please check the math on hyperspeed accelerators - if it holds up great but hard to see how such a minor change for such a short period can outweigh the constant benefit of say 44 AP (Crusher). I'd love it if my instinct was wrong here and the engineering enchant was the best as the sheet tells me but so far im not a believer.
Don't know if the sheet was updated to account for this, but on PTR this is now actually a 1 minute CD and 10s duration, so a 1/6th uptime. I did some quick math on it last week and if you just averaged out the haste benefit, it more or less boils down to around ~40-50 EP better than Crusher. So the Engineering perk still wouldn't be in line with the +64 AP professions (Alchemy, Enchanting, LW, and Blacksmithing), but it's at least something, and add in the goggles for PvP and Engineering becomes a decent choice overall for rogues.

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Old 01/07/09, 4:04 PM   #850
Genre
Von Kaiser
 
Blood Elf Rogue
 
Undermine
Originally Posted by Rakeleer View Post
Just to confirm that the previous report of the broken DPS fields was not an isolated case:
I was able to avoid this bug in OO by saving in Excel format. It seems that by saving in OO format (.ods? Cant remember), it compresses your file and breaks some functionalities. Could it be?

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Old 01/07/09, 4:48 PM   #851
amele
Von Kaiser
 
Undead Rogue
 
Skullcrusher
Originally Posted by songster View Post
I strongly suspect this was suboptimal. Armor reduction is so important as a raidwide debuff that using a full 5 point Expose should take priority over everything else.
I think it would still be useful to see the Xe/Ya/Zr rotation modeled, if only for those situations where the only option for getting it is a mutilate rogue. I'm sure that there are more than a few rogues who are in this situation often enough that they would like to be able to make gear decisions based on this cycle, and to see just how much it really hurts to go 4+ instead of 5.

Personally, I think shiv for the last point is the right call here, but I only have some experience with this cycle (usually I either have a combat rogue or a warrior along for the ride who can take care of it). It is certainly a sustainable cycle given certain concessions in how you talent/glyph though, so I think it would be one of the most useful cycles to add if more CttC cycles are ever incorporated into the sheet. (Alongside Xe/Yr/Zr and Xe/Ye/Zr - although I'm sure that at least one, if not both of these is inferior to Xe/Yr, it would be useful to see how inferior.)

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Old 01/07/09, 5:36 PM   #852
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Shiv for the last point is the wrong choice. Recall that now they're fixing the double proc from offhand poisons, you'll have DP on the offhand, meaning that Shiv is a single OH attack with no bonus damage (other than maybe incrementing DP stack). That means Shiv costs more than half the energy of a Mutilate and does less than half the damage of a Mutilate. It will always be more DPE to do an extra Mutilate and waste the extra combo point(s).

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Old 01/07/09, 6:21 PM   #853
Stabmaster
Von Kaiser
 
Orc Death Knight
 
Gorgonnash
Shiv is always the wrong choice in PVE.

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Old 01/08/09, 2:42 AM   #854
amele
Von Kaiser
 
Undead Rogue
 
Skullcrusher
Originally Posted by songster View Post
Shiv for the last point is the wrong choice. Recall that now they're fixing the double proc from offhand poisons, you'll have DP on the offhand, meaning that Shiv is a single OH attack with no bonus damage (other than maybe incrementing DP stack). That means Shiv costs more than half the energy of a Mutilate and does less than half the damage of a Mutilate. It will always be more DPE to do an extra Mutilate and waste the extra combo point(s).
Currently, it's IP on the OH (I realize that's changing) and it's obviously inferior from a DPE standpoint*; I'm just not sure if the extra time added to the cycle when you don't land on 5 from procs is worth the DPE improvement while we're still OH instant. I'm more concerned about keeping the cycle going smoothly (which is already pretty tight with 3 finishers without adding an additional ~2.5 seconds for the extra mutilate) but I would be willing to concede that I have little experience with it and as such I'm probably not as tight as it's possible to be.


*Omitted from my previous post because I figured *this* part was obvious - I was looking more for information concerning whether the cycle can be tightened enough that losing the time for a full mutilate was possible, not that fitting a full mutilate would be better DPE... I'll be more explicit in the future.

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Old 01/08/09, 3:52 AM   #855
Kukulcan
Von Kaiser
 
Troll Rogue
 
Nagrand (EU)
I have some doubts about the spreadsheet that i'd like to be clarified :

So, i actually am running a standard PVE mutilate using in main hand a [Webbed Death] and in offhand a crafted Titansteel Shanker [Titansteel Shanker]
and last night a Twilight Mist dropped [Twilight Mist] , i took it thinking of PvP since it is a slow dagger of the PVP kind

Uploading my armor and my weapons on the spreadsheet ( last version ) , although, seems like that it is a better offhand than my precedent one even for PVE DPS... it seems like to better even of the Omen of Ruin [Omen of Ruin] which i thought to be one of the best around.

Didn't have the chance to test it against Sinister Revenge, but that isn't available in offhand spot ( but this probably has already been noticed ).

So, what's the idea behind a slow kind dagger being better of fast ones on offhand?

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