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Old 12/23/08, 5:38 AM   #811
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Yes, it is. But even if you make no effort to time your envenoms whatsoever, it's still 75 DPS ahead. A lesser margin, to be sure, but ahead is ahead.

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Old 12/23/08, 8:00 AM   #812
theldaran
Glass Joe
 
Dwarf Rogue
 
Garrosh
Strange, the spreadsheets are completely at odds on this. On one hand I have discovered that TtT is indeed optimal> imp eviscerate and that the same exact spec should be kept for ip/ip.
The part where I am having issues is right up ahead; when you are showing the dp/ip breakdown, instant poison is showing up as 820.56 with deadly being almost only half at 423.21. This makes sense except when you switch to ip/ip, the extra instant poison doesn't seem to apply nearly as often, you come out with a net damage on the second instant poison being literally less than half of the first (in reference to the instant poison breakdown in dp/ip.)

The envenom buff will obviously partially account for this, but is the evenom buff going to add 1/2 - 1/3 extra ip procs? If you take the 1175.13 dps that IP did while dual wielding it and divide it by each hand you get 587.56.
So essentially the envenom buff would have to add 233 dps on the nose for this to be possible. I suppose that the envenom buff COULD add such a substantial number, but I highly doubt it considering that even though 15% is a fairly large margin, it is up sparatically during the fight, and it doesn't guarantee a certain number of extra procs over the 5-6 seconds it is up.

As previously mentioned though, the second instant poison in the ip/ip mix yielded only 354.47 from the original dp/ip where instant poison accounted for 820.56. So it goes to say that envenom would account for almost half or at least 1/3 of instant poison's net damage. This is impossible though, because envenom only adds 15% chance to proc and since the original chance to proc is 30%, it is effectively adding 1/3 more dps to instant poison while it is up, and its down time is substantial, I don't know exact numbers for it, Aldriana would know much more in detail and have a better hold on it than I... But in any event it doesn't seem plausible that a buff with a much higher downtime than uptime could indeed add somewhere in the realm of double to 1/3 extra damage to an ability in which the buff (which is up for only a short period) increases the proc rate by 1/3 total over the course of a fight.

Last edited by theldaran : 12/23/08 at 8:08 AM.

Everyone cries, everyone whines, everyone loves to complain. The only difference between those who we look up to and those we look down upon is when they cry, when they whine, and when they choose to complain.

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Old 12/23/08, 9:08 AM   #813
Chappi
Glass Joe
 
Undead Rogue
 
Twisting Nether
EP Weight and Envenom

After the past month of raiding with mutilate, I considered the following:
(1) Hit and haste have a strong positive correlation with envenom.
(2) Eviscerate gives me the freedom of refreshing SnD at will, at the cost of the armor reduction penalty.
(3) Faster weapons obviously play better with envenom.

With these observations, I would assume that stacking agility past the yellow hit cap would alter the difference between using envenom over eviscerate. If one's playstyle dictated the constant use of envenom (regardless of dp stacks on target), wouldn't that player be negatively affected by stacking agility over hit? Conversely, if a player chose eviscerate constantly, wouldn't he / she also be negatively affected if the character stacks hit?

In other words: does one's choice over eviscerate / envenom change EP weights in a significant manner?

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Old 12/23/08, 9:16 AM   #814
Turncoat
Banned
 
Undead Rogue
 
C'Thun (EU)
Hello guys i could use some help choosing between this two rings, which one would you pick?

[Hemorrhaging Circle]

or

[Signet of Edward the Odd]

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Old 12/23/08, 9:26 AM   #815
Chappi
Glass Joe
 
Undead Rogue
 
Twisting Nether
Originally Posted by Turncoat View Post
Hello guys i could use some help choosing between this two rings, which one would you pick?

[Hemorrhaging Circle]

or

[Signet of Edward the Odd]
While I don't know what you're using for your other ring, I would simple choose Hemorrhaging Circle. However, I am unsure how Signet of Edward the Odd specifically weighs EP-wise. The easiest way to tell is by plugging the two rings into the spreadsheet and observing the difference.

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Old 12/23/08, 9:30 AM   #816
Turncoat
Banned
 
Undead Rogue
 
C'Thun (EU)
Originally Posted by Chappi View Post
While I don't know what you're using for your other ring, I would simple choose Hemorrhaging Circle. However, I am unsure how Signet of Edward the Odd specifically weighs EP-wise. The easiest way to tell is by plugging the two rings into the spreadsheet and observing the difference.
thx for your answer and time.

Im using [Sealing Ring of Grobbulus] together with one of those.

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Old 12/23/08, 10:26 AM   #817
Leto
King Hippo
 
Leito
Troll Rogue
 
No WoW Account
Originally Posted by theldaran View Post
Strange, the spreadsheets are completely at odds on this. On one hand I have discovered that TtT is indeed optimal> imp eviscerate and that the same exact spec should be kept for ip/ip.
The part where I am having issues is right up ahead; when you are showing the dp/ip breakdown, instant poison is showing up as 820.56 with deadly being almost only half at 423.21. This makes sense except when you switch to ip/ip, the extra instant poison doesn't seem to apply nearly as often, you come out with a net damage on the second instant poison being literally less than half of the first (in reference to the instant poison breakdown in dp/ip.)

The envenom buff will obviously partially account for this, but is the evenom buff going to add 1/2 - 1/3 extra ip procs? If you take the 1175.13 dps that IP did while dual wielding it and divide it by each hand you get 587.56.
So essentially the envenom buff would have to add 233 dps on the nose for this to be possible. I suppose that the envenom buff COULD add such a substantial number, but I highly doubt it considering that even though 15% is a fairly large margin, it is up sparatically during the fight, and it doesn't guarantee a certain number of extra procs over the 5-6 seconds it is up.

As previously mentioned though, the second instant poison in the ip/ip mix yielded only 354.47 from the original dp/ip where instant poison accounted for 820.56. So it goes to say that envenom would account for almost half or at least 1/3 of instant poison's net damage. This is impossible though, because envenom only adds 15% chance to proc and since the original chance to proc is 30%, it is effectively adding 1/3 more dps to instant poison while it is up, and its down time is substantial, I don't know exact numbers for it, Aldriana would know much more in detail and have a better hold on it than I... But in any event it doesn't seem plausible that a buff with a much higher downtime than uptime could indeed add somewhere in the realm of double to 1/3 extra damage to an ability in which the buff (which is up for only a short period) increases the proc rate by 1/3 total over the course of a fight.
You can't quantify the instant poison dps gain like that. Remember that you'll get around 33% more procs from the offhand on average.

For a more accurate estimate of the instant poison dps gain using vulajin's sheet, set the finisher to eviscerate, put instant poison on the main hand and deadly on the offhand, using the daggers you intend, and possibly modify the spreadsheet to account for partial resists (I'm not sure if vulajin's does this, I forget).


Something else you can do to bring the estimate closer with aldriana's sheet is to switch to AP gems instead of agi if he hadn't done that already, but it won't make a 125 dps difference.

Rogue at heart.

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Old 12/23/08, 12:14 PM   #818
theldaran
Glass Joe
 
Dwarf Rogue
 
Garrosh
You are completely right Leto, I wasn't considering the double proc chance on the offhand, my mistake. Even still though, I believe my point remainds valid; the numbers are slightly scewed likely because of the double proc oh chance, but even knowing this, there is a large portion of dps that is lost and unaccounted for (or so it seems) in Aldriana's previous breakdown.

The major reason I continue to pursue this is because even with the same spec and gear (the only change I am making is switching mh to IP from DP, using eviscerate instead of envenom.) my own personal tests show IP/IP as potentially better.... Incoming anecdotal evidence, turn away now if this will send you into a rage!

Several 5 minute trials on level 80 grandmaster test dummies yielded some very interesting results (not heroic ones because I am not completely hit capped without a raid and I wanted to simulate conditions as if I were hit capped, err poison hit capped that is).
In any event, even without any poisons on the target, I was consistently seeing anywhere from 2230-2270 with dual IP.
DP/IP was ahead at about 2340- 2395 depending on the fight. This is without increased haste that raid settings bring, which do undoubtedly raise the dps of dual IP more than dp/ip... No sunder armor, faerie fire, or any other manner of armor reducing abilities either, which would boost eviscerate damage thus increasing dual IP dps more than DP/IP. Also, as I said, the target wasn't poisoned, so the 50% increased damage on mutilate was lost.

I am not intending this to prove anything about which set up is better, rather to explain why I believe that something is incorrect here... Because in my own personal testing and trials IP/IP seems to show potential for a notciable increase in dps, and the spreadsheets are at odds, so I'm not quite sure how to solve this issue other than more testing and waiting for possible advancements in the modeling techniques of some of the more mathematically challenging rogue talents.

Everyone cries, everyone whines, everyone loves to complain. The only difference between those who we look up to and those we look down upon is when they cry, when they whine, and when they choose to complain.

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Old 12/23/08, 2:03 PM   #819
Perini
Von Kaiser
 
Undead Rogue
 
Silvermoon
Hello all. I have a question and a request for advice.

1. Does the Adrenaline Rush Glyph still apply a reduction in the cooldown for Killing Spree? I believe this was a bug that was going to be fixed. Additionally, if the bug still exists, anybody happy with the results?

2. Looking for advice - I am currently rolled Undead, which has mostly PvP racial benefits. Since I play PvP only when forced to and I'm in a raiding guild, would it be worthwhile to roll up a Troll (for Berserking and Beastslaying) or would the benefits be negligible?

My Spreadsheet only changed by a total of 10 dps (3095 to 3085) so maybe not that critical, eh? :P

Last edited by Perini : 12/23/08 at 2:10 PM.

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Old 12/23/08, 2:12 PM   #820
boner281
Glass Joe
 
Undead Rogue
 
Dentarg
PvE rogues

so when it reallycomes down to max damage and dps in heroics,raids and so on what is themost efficient spec. I originally lvled as sub and stayed sub all threw BC and with full merc i ran through anything with good top quality dps but it just wansnt cutting it in wrath. also this is my first time ever actually in a raiding guild. so my real question is if someone could tell me if they found a good pve spec (im sure its combat) and also if specd combat is hemo worth getting overkilling spree?.

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Old 12/23/08, 2:18 PM   #821
Chappi
Glass Joe
 
Undead Rogue
 
Twisting Nether
Originally Posted by boner281 View Post
so when it reallycomes down to max damage and dps in heroics,raids and so on what is themost efficient spec. I originally lvled as sub and stayed sub all threw BC and with full merc i ran through anything with good top quality dps but it just wansnt cutting it in wrath. also this is my first time ever actually in a raiding guild. so my real question is if someone could tell me if they found a good pve spec (im sure its combat) and also if specd combat is hemo worth getting overkilling spree?.
Most, if not all, of the information that you're requesting will be found in the first post of this thread: Pocket Guide to WotLK

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Old 12/23/08, 2:37 PM   #822
dirtydeeds
Glass Joe
 
Undead Rogue
 
Windrunner
Simple Question

My question is about the trinket you get from the Oracles called Oracle Talisman of Ablution
Oracle Talisman of Ablution - Item - World of Warcraft

Do I have to make the killing blow in order for this to proc? I am thinking about trash pulls in instances. Would it proc if I did damage to the target but did not land the killing blow?

Please do not respond if you don't actually know from experience. Please do not just guess an answer after reading the tooltip. Not trying to be a jerk, I just want to know for sure.

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Old 12/23/08, 4:04 PM   #823
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by theldaran View Post
Strange, the spreadsheets are completely at odds on this. On one hand I have discovered that TtT is indeed optimal> imp eviscerate and that the same exact spec should be kept for ip/ip.
The part where I am having issues is right up ahead; when you are showing the dp/ip breakdown, instant poison is showing up as 820.56 with deadly being almost only half at 423.21. This makes sense except when you switch to ip/ip, the extra instant poison doesn't seem to apply nearly as often, you come out with a net damage on the second instant poison being literally less than half of the first (in reference to the instant poison breakdown in dp/ip.)

The envenom buff will obviously partially account for this, but is the evenom buff going to add 1/2 - 1/3 extra ip procs? If you take the 1175.13 dps that IP did while dual wielding it and divide it by each hand you get 587.56.
So essentially the envenom buff would have to add 233 dps on the nose for this to be possible. I suppose that the envenom buff COULD add such a substantial number, but I highly doubt it considering that even though 15% is a fairly large margin, it is up sparatically during the fight, and it doesn't guarantee a certain number of extra procs over the 5-6 seconds it is up.

As previously mentioned though, the second instant poison in the ip/ip mix yielded only 354.47 from the original dp/ip where instant poison accounted for 820.56. So it goes to say that envenom would account for almost half or at least 1/3 of instant poison's net damage. This is impossible though, because envenom only adds 15% chance to proc and since the original chance to proc is 30%, it is effectively adding 1/3 more dps to instant poison while it is up, and its down time is substantial, I don't know exact numbers for it, Aldriana would know much more in detail and have a better hold on it than I... But in any event it doesn't seem plausible that a buff with a much higher downtime than uptime could indeed add somewhere in the realm of double to 1/3 extra damage to an ability in which the buff (which is up for only a short period) increases the proc rate by 1/3 total over the course of a fight.
So, there's a couple things going on here.

First, the envenom buff is a 50% increase in IP procs, and in the cycles I'm modeling it has uptime in the ballpark of 50%; as such, you'd expect it's benefit to be around 25% just from that.

Second: the first weapon procs IP more than the second - that's why we chose to put IP on it in the first place. The double OH procs, for instance, are not duplicated on the MH. Between this point and the previous one, I would expect to see the first hand do something like 30% more IP damage than the second.

Now, that said, as you note, we're clearly seeing a bigger gap than that; and the answer turns out to be, well, that I screwed up. When making the modifications I forgot to account for special attack procs and was basically only counting the autoattack IP procs - which is, admittedly, most of the damage IP does, but isn't quite all of it. So, running the correct numbers, we find that there should be another 150 IP damage or so, bringing the overall DPS to 5166 - slightly ahead of DP/Envenom. Of this, 1317.75 is Instant Poison, meaning that if both hands did equal damage, they would each do 659 DPS or so; a single hand instead does 820, which is 32.5% more - about where we expected.

So, all that said: yes, IP/Evis does seem to be slightly ahead of DP/Envenom... but there are some caveats to that. First, I think the sheet as written underestimates Deadly Poison damage. Not necessarily by a lot, mind you, but I'm fairly confident it does by at least a little. This will close the gap somewhat. And second, I still think the inability to poison the mob yourself is... concerning. On bosses, yes, it won't matter as much, but on trash and multitarget boss fights and many other such situations, one will not necessarily have the benefit of poison from other sources. And while it's true that one could put on Deadly Poison for this situation, you'd wind up being specced somewhat incorrectly to make optimal use of this due to the need to take Improved Eviscerate.

So, ultimately: IP/Evis may do marginally more damage in certain circumstances, but has some drawbacks which make me hesitant to recommend it. And the fact that it's as competitive as it is makes me think Envenom could probably use a slight buff - if Mut builds (who need to keep up poison to do optimal damage) are looking seriously at not keeping poison up, that seems to me to be a sign that the abilities are not balanced quite as well as they might be. So it would be my hope that Blizzard gives a glyph or tweaks a talent or some such thing to avoid this conflict of interest at some point - but we'll see what happens.

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Old 12/23/08, 4:24 PM   #824
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
Originally Posted by Aldriana View Post
So, ultimately: IP/Evis may do marginally more damage in certain circumstances, but has some drawbacks which make me hesitant to recommend it. And the fact that it's as competitive as it is makes me think Envenom could probably use a slight buff - if Mut builds (who need to keep up poison to do optimal damage) are looking seriously at not keeping poison up, that seems to me to be a sign that the abilities are not balanced quite as well as they might be. So it would be my hope that Blizzard gives a glyph or tweaks a talent or some such thing to avoid this conflict of interest at some point - but we'll see what happens.
Well, there are two issues that are kind of fused together here. One is that Eviscerate is strong enough compared to Envenom that it's okay to switch to it so you don't have to use DP anymore. The other is that IP is strong enough compared to DP (and scales with weapon speed) that it can be higher DPS to use dual IP rather than DP. I'm still hoping we'll see the day where they normalize IP damage to a percentage of your weapon damage.

Originally Posted by Enervate
Yep, still a fucking idiot.

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Old 12/23/08, 5:07 PM   #825
Perini
Von Kaiser
 
Undead Rogue
 
Silvermoon
Originally Posted by Perini View Post
Hello all. I have a question and a request for advice.

1. Does the Adrenaline Rush Glyph still apply a reduction in the cooldown for Killing Spree? I believe this was a bug that was going to be fixed. Additionally, if the bug still exists, anybody happy with the results?

2. Looking for advice - I am currently rolled Undead, which has mostly PvP racial benefits. Since I play PvP only when forced to and I'm in a raiding guild, would it be worthwhile to roll up a Troll (for Berserking and Beastslaying) or would the benefits be negligible?

My Spreadsheet only changed by a total of 10 dps (3095 to 3085) so maybe not that critical, eh? :P
1. Yes, it does, in case anybody is wondering, which certainly makes it an intriguing glyph.

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