With the current mechanic that is implemented right now the best option for 3.1 seems to be low speed main hand ip, low speed offhand with deadly poison. This because deadly poison is not affected by the ppm mechanic and still requires a fast weapon to re-apply it.
You kinda contradicted yourself, don't you mean high speed (i.e. WD) OH w/ DP?
I hit 1, then wait til 3CP, start 2, then hit 5 i start 5.
Hit 4, then hit 1 til 5 then hit 6 -- rinse and repeat.. keep the slice/dice active..
Get buffs. That'll boost it up to 3K. Don't bother with target dummies if you're looking for good numbers. But otherwise, yea 3s/5r/5e. Emphasis on the s, that should not fall off even if you have to cut the others out of the cycle due to luck or whatever.
Hello EJ, I hit 80 on my new rogue (Ditched my old undead 80 for the alliance) and have been muti forever. I love muti but after testing the HFB changes I will definitely be going combat 3.1
I would also like to start playing combat now just for a change and I've got a few questions. My gear is pretty terrible and this much I do know. I was wondering:
1. For a newly geared rogue what would be the best weapons to get while trying to get greed? I was thinking Lpc OH and Reaper of Dark Souls MH but the other thing that caught my eye was Fang of Truth for the OH.
2. About the spec> Would the 15/51/5(4 points swords) be better than the 7/51/13? Or should I try out the shiv build for the lasts of its glory?
Lastly, I apologize for not going directly to the spreadsheets but currently I have no access to excel or an excel viewer, If I did that would definitely be my first check.
I am running the standard 4+/4+ envenom rotation where I drop a rupture at 4+ combo points, and then fit in 1-2 envenoms each at 4+ combo points before hitting rupture again. As well I generally try to pool to 60+ energy before using a finisher. There are however a few situations in which I'm not entirely sure what the best course of action is.
1) I have < 60 energy, and rupture is about to drop. If I rupture immediately I have minimal rupture downtime but I have left myself short a bit of energy for the next round of my rotation. The question then is whether rupturing at less than 60+ energy is a good idea or not? Intuitively it seems that casting the rupture early would be to my benefit, but I'm concerned that I'm leaving myself a bit energy starved and costing myself down the line.
2) I have > 60 energy, lots of time on hfb, 4+ combo points, and a rupture that still has a second or two on it. If I go for another envenom I'm guaranteeing a fairly big gap in rupture uptime , but I can't really wait to rupture because I risk capping out on energy. I'm assuming I probably just want to envenom as that should be more damage than a few lost seconds of rupture time?
1) Pool so as not to clip Rupture. EDIT: Misunderstood what you meant. I'd Rupture. Sitting waiting for energy after you applied Rupture is better than pooling before re-applying and having nothing else giving you extra DPS.
2) Yeah, envenom. The excess of energy should allow you to get 4+ combo points fairly quickly to reapply Rupture.
Hey I've been reading up on all the 3.1 theorycrafting, and combat seems the best way to go, but I'm still not sure what weapons I should be using, someone told me that swords will be good again with the new LR.
I've got the following weapons to work with:
Webbed Death x2
Sinister Revenge
Hailstorm
Silent Crusader
Crimson Steel
The Hand of Nerub
Hey I've been reading up on all the 3.1 theorycrafting, and combat seems the best way to go, but I'm still not sure what weapons I should be using, someone told me that swords will be good again with the new LR.
Hang tight, 3.1 won't be on live for a while, there will certainly be more changes coming to what we know anyway. Any hardcore theorycrafting won't take place for a while yet. Yes, Combat looks good but it's mostly just napkin math at this point.
Keep the gear you have, try to fill holes in the slots you don't. To pass the time, I suggest watching the drama in the official forums. Some of it is very entertaining.
Hello EJ, I hit 80 on my new rogue (Ditched my old undead 80 for the alliance) and have been muti forever. I love muti but after testing the HFB changes I will definitely be going combat 3.1
I would also like to start playing combat now just for a change and I've got a few questions. My gear is pretty terrible and this much I do know. I was wondering:
1. For a newly geared rogue what would be the best weapons to get while trying to get greed? I was thinking Lpc OH and Reaper of Dark Souls MH but the other thing that caught my eye was Fang of Truth for the OH.
2. About the spec> Would the 15/51/5(4 points swords) be better than the 7/51/13? Or should I try out the shiv build for the lasts of its glory?
Lastly, I apologize for not going directly to the spreadsheets but currently I have no access to excel or an excel viewer, If I did that would definitely be my first check.
You could always download open office. It is a free office suite that should do everything you need it to.
Sorry if this is not a very simple question, but I could not find a better spot. Is there any rounding in wow with regards to time between attacks or times when attacks occur? Let's assume I have a 1.4 speed dagger, cumulative haste at the moment is 88%. So if there is no rounding, my autoattack should occur every 0.74468 seconds (ignoring the rest of the digits for now).
Which of the following best describe the calculation of autoattack times:
1. Absolutely no rounding:
Attacks occur at 0.74468, 1.48936, 2.23404 etc
2. Rounding of times at which attacks occur (let's say rounding to 0.1), but keeping track internally of exact time b/w attacks
Attacks occur at 0.7, 1.5, 2.2 etc (i.e. round the times in #1)
3. Rounding of time between attacks
Attacks occur every 0.7 seconds, at 0.7, 1.4, 2.1
Thanks for any insights. If there has been a discussion of this question before, I'd love to see the link to read the full discussion. My own search did not give me an exact answer.
So, for other in-game parameters - for instance, damage ranges - what seems to happen is that the extra decimal places are tracked, and the observed value is randomly rounded up or down with probability so as to leave the mean in the correct place. For instance: if an ability (internally) does 100.36 damage, in practice it will do 100 damage 64% of the time and 101 damage 36% of the time, with the rounding decided randomly and independently for each attack. So it is reasonable to assume that something similar occurs here.
Now, that said: if you actually look at timestamps in a combat log, that's clearly not what actually happens - or at least, if it is, there are confounding effects (and I mean a *lot* of confounding effects), as the actual observed swing times vary significantly from the theoretical value. It's not simply that it rounds up on one swing and down on the next - the observed spacing between swings can easily vary by 20% or more. I suspect that this has something to do with latency and the like.
Thus: it's natural to assume - and usually is assumed - that the actual swing timings average out to the right thing - in your case, .74468 seconds. However, so far as I know this has never been studied or tested in any material way, so it's entirely possible that underneath the wild fluxuations in swing time there is some oddity of rounding or other bias that is concealed. So until a detailed examination of the observed swing times is performed, I'm not sure we can say conclusively how it works.
Well, the time stamps in the combat log aren't the time stamps of when things are evaluated on the server. That's just when your client receives the data. There would really be no way to definitively test the behavior of the server.
I'd suspect what happens though is there's a certain combat time step update frequency, probably something like 30 Hz. So if the swing timer has 0.74468 seconds remaining, every time step it updates all the combat timers by 0.033 seconds. Eventually it'd hit -0.021979 seconds on the swing timer, which means the swing would execute. And to prevent compound errors, maybe that 0.021979 will be subtracted from the time for the next swing.
Sure, we can't tell exactly what's happening on the server. But it would probably be worth taking a couple hours on a combat dummy to make sure the average is what we think it should be.
Hello, I had some questions concerning dps in general. To be honest I'm not sure what kind of numbers I should be seeing.
I'm been doing fast trials to try and document my dps and the highest I've gotten it on a target dumby 2437.5
My opening rotation is Garrote > SnD (1point) Mut > Mut > (shiv if not 5 points) > Rupture (5 point) > Mut > 3 - 4 point envenom > Mut > Mut > Envenom --- Standard Rotation
This is done without losing the initial 12s SnD which is refreshed to the cap.
One thing I am wondering about is am I hurting my dps by forcing 5 point rupture 9/10 times by using shiv (wasting 35e) In 10 man Sartharion 3 drakes I was only ever able to avg 3.3k dps
(I realise this can change due to group comp and the only other melee was a DK without abomitable might)
In short I am wondering if there is anything I can do to better my dps.
I use IP/DP for poison assignment. Armory link is current.
I was stacking hit until the caps were released then I switched it to agi but I'm now wondering if that was a mistake since it seems my dps for patchwerk for example was 4.8k and is now closer to 4.4k.
(Maybe the change was simply due to group comp but 400 is still a rather large margin.)
Before I switched my gear I was around 520 hit rating + precision. I'm wondering if since I use double fast daggers hit EP weights should be higher due to a larger number of attacks over a given combat period.
Based off of my gear in a perfect rotation world how high do you think my dps should be with no down time such as on fights like patchwerk?
I also have 2 sinister revenge and am wondering if changing weapon assignment will boost my dps or if using the Shiv spec or going combat in general is a better option.
Sorry I have so many questions.
:EDIT: Another thing I wanted to mention is I use the vigor glyph to have a higher cap to help recover lost energy in fight down times and to have a higher energy pool when I open.
So, for other in-game parameters - for instance, damage ranges - what seems to happen is that the extra decimal places are tracked, and the observed value is randomly rounded up or down with probability so as to leave the mean in the correct place. For instance: if an ability (internally) does 100.36 damage, in practice it will do 100 damage 64% of the time and 101 damage 36% of the time, with the rounding decided randomly and independently for each attack. So it is reasonable to assume that something similar occurs here.
Someone once claimed on these forums that, at least for damage ranges, was not actually random (or at least not independent), but rather did something like tracking the fractions and rotated the damage amounts in a set pattern. So if you're supposed to do 10.4 damage you would always see {10, 11, 10, 11, 10}*. I never bothered to test myself and I've never seen verification either way, and honestly it doesn't actually matter in the long-term, it averages out the same way. With stuff like hit and crit chance it's quite impossible to tell the difference, since flipping a coin to determine which coin you're flipping is quite literally indistinguable from flipping a single coin with more decimal digits. With haste, I'm also leaning towards net and game latency making it really impossible to tell. More impossible than the hit/crit stuff which was already impossible.
Hello, I had some questions concerning dps in general. To be honest I'm not sure what kind of numbers I should be seeing.
I'm been doing fast trials to try and document my dps and the highest I've gotten it on a target dumby 2437.5
1. Open with Mutilate, well for now at least
2. Never shiv, should never need it
3. You don't need 5 combo points to start doing things, 4 or more will do
4. Don't spec into Vigor, move that point to CQC. You shouldn't cap energy often to receive its benefits.
5. Use a spreadsheet to figure out what dps you *should* be at. This one in particular: http://elitistjerks.com/f78/t39136-o...r_spreadsheet/ Still a rough guess with your gear level, should be in the 5K assuming all buffs.
6. Gem on helm could be upgraded
7. Enchant on bracers should probably be switched to 50AP. Maybe gems switched around for Exp to cap that
8. Hit rating on gloves changed to 44AP (crusher)
Hi. I would be gratefull if someone can share with me what DoT tick addon do you use?
I cannot find addon that will show me when deadly poison made a tick, so I can use envenom for finish.
If I wanted to try out Mace spec in 3.1 should I pick up the Deadly Maces or the Angry/Split?
Personally, I saved Angry/Split from sharding, and if theorycrafting finds out that they are much better than e.g. CG+WD, then I might enchant and try them out. Deadly weapons have a cost associated to them, so if you have extra arena points and rating, feel free, but I don't see why; the new macespec isn't very interesting by itself, and so far, pve drops can't reach the dps either. Maybe if Ulduar has MH mace drop ... maybe.