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04/20/09, 4:46 PM
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#2576
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Glass Joe
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Originally Posted by PessimiStick
There's a "bug" you can get on Kologarn where you can use specials on the arms, but not hit with white damage. Technically speaking, you can do that on almost any boss, but it happens unintentionally here. Make sure you watch your combat text to see that your white damage is landing.
Example: World of Logs - Real Time Raid Analysis
1400 DPS goooo!
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I don't think this issue is a bug but more so people just not understanding the mechanics of how Kologarn works. The arms and the body all share a common hit box so altering your stance by a few degrees one way or another will completely remove the cone for white hits but may leave the yellow hit option still on the table. Next time you're in this encounter just square your feet with Kologarn's body and I bet you'll see a drastic increase in white hits.
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04/20/09, 5:00 PM
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#2577
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Piston Honda
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Originally Posted by buttah
I don't think this issue is a bug but more so people just not understanding the mechanics of how Kologarn works. The arms and the body all share a common hit box so altering your stance by a few degrees one way or another will completely remove the cone for white hits but may leave the yellow hit option still on the table. Next time you're in this encounter just square your feet with Kologarn's body and I bet you'll see a drastic increase in white hits.
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It's a bug insomuch as facing the thing you're damaging may or may not let you attack it. It's obviously just a hitbox issue, but it's easy enough to do while playing normally that it's something you have to watch for.
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04/20/09, 5:21 PM
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#2578
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King Hippo
Night Elf Rogue
Gorgonnash
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Originally Posted by PessimiStick
You should be able to fix it by repositioning or stop/starting attack, the main issue is noticing that it's happening.
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I assume then the easy solution would be to macro your attacks with starting with a /startattack line.
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04/20/09, 6:09 PM
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#2579
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Piston Honda
Human Priest
Sporeggar (EU)
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Does not help, the macro, it is not startattack issue, but positioning one, so untill you find the proper place, you will go for specials only
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04/20/09, 6:25 PM
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#2580
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Glass Joe
Night Elf Rogue
Terenas (EU)
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Originally Posted by Edrielle
Last night's Ulduar, on Kologarn, I noticed a huge drop in my DPS, to 3K (at max).
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I could be wrong with this, but you are infront of kologarn so you need a higher expertise too avoid any dodge / parries. that couples with a weird hitbox on him will mess up your attacks. Take some Rhinolicious wormsteak for the fight to boost expertise.
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04/20/09, 6:38 PM
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#2581
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Glass Joe
Orc Rogue
Lightning's Blade (EU)
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I was wondering how armor penetration really works, as I recently got [Mjolnir Runestone]
and spreadsheets are ranking [Grim Toll] higher than [Darkmoon Card: Greatness] for combat.
The example from wow forums showed that "The game chooses the minimum of 8320.5 and 9729, so 8320.5. That is multiplied by 30% = 2496.15, and so that much armor is ignored."
My question is, would wearing those two trinkets (Runestone + Toll) be beneficial, or does the armor penetration rating they give (111,32% with my gear) cap somewhere? Because if that 8320 is multiplied with 111,32% = 9261, which would leave the target at 461 armor. This is before sunder armor and faerie fire, but the mob in the example was a lvl 80 one and didn't have the same amount of armor as bosses.
Last edited by Diahi : 04/20/09 at 6:57 PM.
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04/20/09, 8:18 PM
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#2582
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Von Kaiser
Blood Elf Warlock
Argent Dawn (EU)
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Originally Posted by Iteken
I could be wrong with this, but you are infront of kologarn so you need a higher expertise too avoid any dodge / parries. that couples with a weird hitbox on him will mess up your attacks. Take some Rhinolicious wormsteak for the fight to boost expertise.
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Recount indicated no parries and very very few dodges. Also I didn't think of the shared hitbox because when I stand from a position I can attack the arms in (albeit with just white hits) I can't hit the body at all. Also I believe that I recall a position where I stood away from the torso, quite a bit, and was doing whitehits. So I'm not sure if it's correct, but again, I could be wrong.
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Succesfully mutilating since 2.3
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04/20/09, 8:21 PM
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#2583
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Glass Joe
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Long time lurker, first time poster.
Has any math been done regarding 54/10/7 vs the traditional 51/13/7, trading CqC for Master Poisoner? It seems that the 3% is available with both, but would the increased DP stacking benefit more? Forgive me if this has been mentioned before, but my current spreadsheet will not let me model this; in fact, does the spreadsheet even take DP stacking speed into consideration when calculating?
Thanks in advance.
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04/20/09, 9:36 PM
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#2584
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Piston Honda
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Originally Posted by gimmeyomoney
Long time lurker, first time poster.
Has any math been done regarding 54/10/7 vs the traditional 51/13/7, trading CqC for Master Poisoner? It seems that the 3% is available with both, but would the increased DP stacking benefit more? Forgive me if this has been mentioned before, but my current spreadsheet will not let me model this; in fact, does the spreadsheet even take DP stacking speed into consideration when calculating?
Thanks in advance.
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The problem is that master poisoner's increased crit doesn't stack with the crit buff from a ret pally, so if you have a ret pally all you're really getting is the bonus to stacking deadly. If you know you won't (or might not have) a ret pally, you should probably have MP instead of TtT, so then it's a CQC vs. TtT and you pretty clearly want CQC.
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04/21/09, 2:15 AM
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#2585
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Glass Joe
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My rotation and what I do wrong...
Maybe this isn't the place for it but I'll start here and go where told.
I've been looking over the site with a friend and we've come to the following conclusion as far as rotations go...
Mutilate
SnD
Mutilate
Rupture
Hunger for Blood
Mutilatex2
Rupture
Mutilatex2
Envenom
Mutilatex2
Envenom
Repeat M,R,E till HFB is nearly up.
It looks as if I should be doing around 5k dps according to info I put into the spreadsheet you guys have here but I can't seem to get myself above 3k and I well and truly have no friggen idea what I'm doing wrong.
If someone could possibly enlighten me or point me to another thread somewhere showing a better method of dpsing please do so. I enjoy raiding but if I don't do better than 2500 dps constantly I might as well sit out.
Thanks
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04/21/09, 4:12 AM
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#2586
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Glass Joe
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I'd say one of two things might be going on: 1) you left all of the buffs on in the spreadsheet and therefore it says you should be doing way higher dps because you don't actually have any of the buffs you forgot to turn off, or (probably a useful point anyway) 2)your cycle for mutilate is much too rigid if you really play it that way.
The beginning is good: mut / snd / mut / rup / hfb. (I would suggest going with garrote/ hfb / snd variation when possible but don't sacrifice too much time on target) Beyond this however you should be mutilating only to 4+, not two between every finisher. Many times you will be at 4 combo points from only 1 mut, so if your envenom buff is still up, pool a little energy. Last quick piece of advice: grab the addon 'eventhorizon' to help you envenom directly AFTER your DP ticks, if you aren't already.
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04/21/09, 5:01 AM
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#2587
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Glass Joe
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Havn't been able to keep up on the posts with finals coming up but I have just one general question...
Using Evis/Envenom on fights. Would Envenom be better on a more tank n spank fight because you could reapply the charges much more quickly than if you were running around? Or does leaving the stacks up and using Evis still outdo that? I see on the builds that Imp Evis or the Evis glyph isnt used much if at all. And since the Envenom glyph didn't make it to live just need a simple answer to this.
Also a little early to tell, trying to make the new spreadsheet work for me, but for combat the diff from the 15/51/5 spec and the 18/51/3 spec if anyone has been able to run hard numbers on that for both stand still and movement fights.
Thanks-
Last edited by Kakon : 04/21/09 at 5:08 AM.
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04/21/09, 6:26 AM
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#2588
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Von Kaiser
Night Elf Rogue
Bronze Dragonflight (EU)
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Well the spreadsheets basically model a pure tank and spank fights and even unglyphed and untalented they pretty unanimously state that Eviscerate will beat out Envenom for combat in the long run. If you think about it it makes pretty good sense: a combat rogue using a 3 finisher rotation has a double the cycle length of a Mutilate rogue and will only Envenom once every 25-30s, therefore getting much lower uptime on the buff. Furthermore, he benefits less from the envenom buff anyway as he doesn't take Improved Poisons and thus doesn't use Instant Poison.
I've tried multiple variations of traditional combat setups to try and get more out of Envenom, including using short Xs/Ye cycles and even various flavors of 23/43/5 to take Imp. Poisons but I still can't get Envenom to come out ahead of Eviscerate in a combat build.
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04/21/09, 9:13 AM
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#2589
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Glass Joe
Blood Elf Rogue
Lightning's Blade
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Ok, so maybe I'm missing something here, but why would one glyph ToTT as opposed to Rupture to optimize personal overall DPS? From my understanding they glyph adds an additional 10% damage increase to the initial 15% for your target of ToTT.
From the "deep mutilate cycle analysis" thread, i've gathered that the math says, if used ideally, ToTT glyph is ~2% DPS increase.
How is this possible when you are using the energy to cast ToTT as opposed to another envenom or refreshing your rupture?
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04/21/09, 10:09 AM
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#2590
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Von Kaiser
Night Elf Rogue
Bronze Dragonflight (EU)
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The ToTT glyph on its own is not a personal DPS increase but a raid DPS increase, it's only a personal DPS increase if there's another rogue in your raid with the glyph that you're swapping tricks with.
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04/21/09, 11:23 AM
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#2591
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Glass Joe
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Originally Posted by doctorhay53
I'd say one of two things might be going on: 1) you left all of the buffs on in the spreadsheet and therefore it says you should be doing way higher dps because you don't actually have any of the buffs you forgot to turn off, or (probably a useful point anyway) 2)your cycle for mutilate is much too rigid if you really play it that way.
The beginning is good: mut / snd / mut / rup / hfb. (I would suggest going with garrote/ hfb / snd variation when possible but don't sacrifice too much time on target) Beyond this however you should be mutilating only to 4+, not two between every finisher. Many times you will be at 4 combo points from only 1 mut, so if your envenom buff is still up, pool a little energy. Last quick piece of advice: grab the addon 'eventhorizon' to help you envenom directly AFTER your DP ticks, if you aren't already.
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You're probably right about the sheet, but I still think I should be putting out more dps than I am, at least the guild thinks that so we'll go with that for now.
And no I don't follow that setup rigidly, if I see 4 points after one mutilate I won't do another. Yeah I try to do a rupture to get my hfb up just depends on the boss fight.
Thanks for the advice I hope it helps!
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04/21/09, 12:04 PM
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#2592
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Glass Joe
Blood Elf Rogue
Lightning's Blade
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Originally Posted by onikage1
You're probably right about the sheet, but I still think I should be putting out more dps than I am, at least the guild thinks that so we'll go with that for now.
And no I don't follow that setup rigidly, if I see 4 points after one mutilate I won't do another. Yeah I try to do a rupture to get my hfb up just depends on the boss fight.
Thanks for the advice I hope it helps!
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You should be able to HfB right after you're garrote opener, which should be your opener, allowing for a Garrote/HfB/SnD within seconds. Additionally, if you have a druid/dps warrior in the group, I sometimes let them go in a second before me to get the initial bleed up so I can HfB my Garrote also, it's not that much more overall dps, but it helps, especially if your guild is complaining about your lack thereof.
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04/21/09, 12:08 PM
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#2593
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Glass Joe
Undead Rogue
Das Konsortium (EU)
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Which are the right equivalence points for Mutilate rogues?
Greetings,
I play a Mutilate rogue. While reading both the Pocket Guide to WOTLK and the 3.1 Rogue FAQ I've found some differences in the equivalence points suggested. Specifically, the FAQ says "Yellow Hit > AP = Agi > [...]". According to the FAQ, attack power and agility are equally weighted. The pocket guide, however, weighs attack power with a multiplier of 1 and agility with 1.97. So which is it? Is attack power as important for Mutilate rogues as agility, meaning a multiplier of 1.97? Or should I weigh it with 1, like the pocket guide suggests?
Greetings,
Contiki
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04/21/09, 12:19 PM
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#2594
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Von Kaiser
Night Elf Rogue
Bronze Dragonflight (EU)
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What the pocket guide means when it says "AP = Agi" is that the stats are about equal on equivalent ilvl gear. This is usually measured by how much of the stat appears on an equivalent quality gem: so a rare Northrend attack power gem ( [Bright Scarlet Ruby]) has 32 AP whereas an equivalent level Agility gem ( [Delicate Scarlet Ruby]) has 16 Agility. What "AP = Agi" means is that these two gems have approximately the same value for a rogue, which is why the numerical EP value of AP is approximately half that of Agility.
Theoretically, if the only difference between two pieces of gear is that one provides agility and the other provides AP, the one that provides AP should have twice as much of it as the other has agility to have equivalent item level. I can see how that can be confusing, but hopefully that clears it up a bit for you.
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04/21/09, 12:21 PM
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#2595
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Glass Joe
Undead Rogue
Das Konsortium (EU)
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Thanks very much for explaining - got it now!
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04/21/09, 4:40 PM
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#2596
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Glass Joe
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Is there a consensus when/if it is a good idea to use expose armor instead of eviscerate?
I recently respecced combat. My 10 man group doesn't have a warrior in it and I've heard if that is the case then it is a good idea to use expose armor in lieu of eviscerate. I've been doing it, but it feels awkward. It's kind of hard to quantify the benefit. We have 3 physical dpsers (me, a DK and a Hunter) plus the tank and offtank.
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04/21/09, 4:48 PM
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#2597
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Glass Joe
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If there is no Sunder if your raid, your personal DPS will be higher if you keep EA up than if you do not. Additionally, the rest of your raid will benefit from your EA as well.
In short: use it.
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04/21/09, 5:21 PM
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#2598
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Soda Popinski
Ramala
Orc Rogue
No WoW Account
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If you're going to be in a 10 man often without a warrior, I'd recommend Mutilate builds. The change to Expose Armor CP affecting length really did make it easier to weave into the cycle.
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Before you start to drift, and your soul begins to scream.
I just wanted to tell you, that you're listening to a dream.
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04/21/09, 6:58 PM
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#2599
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Glass Joe
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I have 3 weapons currently : Anarchy (1.80 speed and about 150 dps), Omen of Ruin (1.50 speed and about 140 dps) and Torment of the banished (2.60 speed and about 140 dps). The first two are daggers and the last one is a sword. I'm currently combat and have equipped the sword in MH and Anarchy in OH. I wonder, though, if I should respec to Mutilate since I have two very good daggers and only one good sword. What do you think?
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04/21/09, 7:05 PM
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#2600
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Glass Joe
Night Elf Rogue
Doomhammer
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For a Mutilate cycle, if I run into times where I only have 3 CPs up and SnD will drop before I can get another Mutilate and Envenom off to refresh it, should I:
1. Pool energy until SnD is almost up and use Envenom at 3CP?
2. Throw a quick Shiv for 4~5CPs and then Envenom?
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