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01/23/09, 12:11 PM
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#301
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Von Kaiser
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I was wondering if anyone as mutilate who uses vulajins spreadsheet has been able to get a dps higher then 5157 on an undead target..
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One of our guys got 5300ish on Patch as mut. Wow Web Stats
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Nothing seems to bring the Lethality flavour build ahead where a lot here seem to have it as top DPS. What seems to be the (assumed gear? Hence why it's here) determining factor as to where the switch (from Serrated Blades to Lethality) occurs?
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For lethality to come out ahead, I'd have to stop using Grim Toll - the flat armor reduction of SB becomes increasingly valuable the lower boss armor effectively gets.
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01/23/09, 3:43 PM
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#302
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Piston Honda
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Originally Posted by fnfal
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Vulajin's spreadsheet has always undervalued Mutilate. I was consistently beating it by several hundred DPS pre-patch, and I've seen quite a few parses from other people that do so post-patch (I respecced).
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01/23/09, 3:46 PM
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#303
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Vula'jin the Void, blessed by the loa
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Well, it was reasonably accurate until Cut to the Chase fucked things up. :p
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Originally Posted by Enervate
Yep, still a fucking idiot.
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01/23/09, 3:47 PM
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#304
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Piston Honda
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Originally Posted by Vulajin
Well, it was reasonably accurate until Cut to the Chase fucked things up. :p
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Hey I'm not hatin', the actual number it shows is pretty irrelevant in the end anyway. =p
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01/23/09, 3:52 PM
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#305
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Bald Bull
wut
Gnome Warlock
No WoW Account
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Your actual, in-game DPS is, of course, always susceptible to RNG variances, unlike the spreadsheet. For what it's worth, last time I raided as Mutilate and changed the spreadsheet to reproduce my in-game buffs and fight duration precisely, I was 12 DPS above what the spreadsheet suggested; so it's definitely "about right", but it isn't surprising if you're 50 or 100 or 200 DPS above or lower, since your cycles are highly sensitive to crits and procs.
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Originally Posted by Aldriana
But while Vulajin is only a pale shadow of my brilliance, he still contributes a fair amount to the community so I'd feel guilty 
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01/23/09, 5:12 PM
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#306
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Von Kaiser
Blood Elf Rogue
Undermine
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Originally Posted by Bovino
A Lethality build won't start to pull ahead of Serrated Blades until very high gear levels. This is mostly due to requiring a certain level of crit, both through gear and from mainhanding a fist weapon (i.e. [Calamity's Grasp]). Obviously the exact threshold is difficult to determine, but playing around with the spreadsheet should give you a good idea of when to respec.
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I found that in 25-man situations with all adequate buffs, it is more beneficial. In 10-man, serrated blade is better. Since I dont feel like respeccing constantly, I stick with the lethality build. Furthermore, Rupture clipping issues are driving me crazy; lethality builds avoid that.
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01/24/09, 10:29 AM
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#307
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Great Tiger
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How does it avoid that?
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01/24/09, 10:35 AM
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#308
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Bald Bull
Dwarf Rogue
Scarlet Crusade
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Originally Posted by Mideci
How does it avoid that?
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I think he's referring to the idea that according to Vulajins sheet, Lethality builds generally use a 3 finisher cycle (Xs/Yr/Ze) while builds that take Serrated Blades use a 2 finisher cycle (Xs/Yr).
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01/24/09, 11:11 AM
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#309
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Von Kaiser
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I think he's referring to the idea that according to Vulajins sheet, Lethality builds generally use a 3 finisher cycle (Xs/Yr/Ze) while builds that take Serrated Blades use a 2 finisher cycle (Xs/Yr).
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I've had zero problems running a 5s/5r/4-5evis cycle, occasionally cutting S&D to 4 as well depending on pooling, uptime, etc. Occasionally, and very occasionally, you have to drop the evisc, but it still came out ahead in practice over the alternatives.
It's a little more dynamic out there these days to absolutely max stuff out; I've tried the statics suggested by the spreadsheet and come away lower than if I winged it with a certain degree of safety on the third.
7/51/13 with 2 finisher cycle was netting me 10% or so less in the wild with huge amounts of wasted S&D and rupture time, even running the AR glyph exploit for 1m KS (without it it crept up to 12-14%) instead of S&D and with 1 pt in Imp S&D and 5/5 sword spec. It wasn't enough time to do a proper 3 finisher cycle or anything resembling one, and a lot of energy and potential finishers just hit the floor.
Don't get me wrong, I love the spreadsheets, I'm just not as tied to them these days as I used to be and put them in what's probably the right position, as a starting ground to test with rather than a 'but the sheet says x.'
These days it's pretty much 'evisc if 10+s on S&D and rupture's not due.' I've had zero falloff problem with the 10s threshhold, sometimes it's *very* close but what isn't if you're pushing the absolute limit. 11s I was still clipping S&D too much, and 9s I don't think is possible at this gear level - maybe with more hit or more crit for S&D glyph.
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01/24/09, 11:57 AM
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#310
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Glass Joe
Troll Rogue
Scarlet Crusade
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Originally Posted by fnfal
These days it's pretty much 'evisc if 10+s on S&D and rupture's not due.' I've had zero falloff problem with the 10s threshhold, sometimes it's *very* close but what isn't if you're pushing the absolute limit. 11s I was still clipping S&D too much, and 9s I don't think is possible at this gear level - maybe with more hit or more crit for S&D glyph.
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This is pretty much what I've settled into as a rotation as well. The only fight (off the top of my head) that I reliably can keep up a 3 finisher cycle and feel I'm maxing DPS at 7/51/13 is Loatheb, as the combo point generation is much greater due to fungal creep. Outside of that particular fight (as well as when AR is active) I just micro manage and adapt my cycles based on procs. I also find that you need a little more of a buffer on the timer for Kel'Thuzad because of the extra energy spent on kicks.
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01/24/09, 12:42 PM
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#311
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Von Kaiser
Blood Elf Rogue
Undermine
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Originally Posted by Tinwhisker
I think he's referring to the idea that according to Vulajins sheet, Lethality builds generally use a 3 finisher cycle (Xs/Yr/Ze) while builds that take Serrated Blades use a 2 finisher cycle (Xs/Yr).
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Well... Not according to Vulajin's sheet, but only by the fact that when you are using a lethality build, you will usually use 3 finishers and you wont have rupture clipping issues where you need to wait with a thumb up your ass for your previous one to wear off.
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01/24/09, 8:19 PM
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#312
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Von Kaiser
Kargathia
Night Elf Rogue
No WoW Account (EU)
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Originally Posted by OengusSC
This is pretty much what I've settled into as a rotation as well. The only fight (off the top of my head) that I reliably can keep up a 3 finisher cycle and feel I'm maxing DPS at 7/51/13 is Loatheb, as the combo point generation is much greater due to fungal creep. Outside of that particular fight (as well as when AR is active) I just micro manage and adapt my cycles based on procs. I also find that you need a little more of a buffer on the timer for Kel'Thuzad because of the extra energy spent on kicks.
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Probably a quite stupid question, but what kind of rupture uptime % should one aim for when maintaining this cycle?
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"...vincer potero dentro a me l'ardore
ch'i' ebbi a divenir del mondo esperto
e de li vizi umani e del valore"
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01/24/09, 8:47 PM
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#313
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Von Kaiser
Blood Elf Rogue
Undermine
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Originally Posted by kargathia
Probably a quite stupid question, but what kind of rupture uptime % should one aim for when maintaining this cycle?
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If you mean the 2 finisher cycle? 100%. Else, I dont know for sure... Be close to 60+%.
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01/24/09, 9:50 PM
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#314
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Von Kaiser
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If you mean the 2 finisher cycle? 100%. Else, I dont know for sure... Be close to 60+%.
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Assuming no other problems (in/out, kick duty, etc), should be 80+%, you're dropping evisc etc if you have to, trimming S&D if you're having consistent wasted time, etc (4 pt weaving happens if you have good glyph procs etc).
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01/26/09, 1:32 PM
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#315
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Glass Joe
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Originally Posted by OengusSC
This is pretty much what I've settled into as a rotation as well. The only fight (off the top of my head) that I reliably can keep up a 3 finisher cycle and feel I'm maxing DPS at 7/51/13 is Loatheb, as the combo point generation is much greater due to fungal creep. Outside of that particular fight (as well as when AR is active) I just micro manage and adapt my cycles based on procs. I also find that you need a little more of a buffer on the timer for Kel'Thuzad because of the extra energy spent on kicks.
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I dont know if what I'm about to ask has any value at all but I have been wondering it for a while now. You say that you hold a 3 finisher cycle on Loatheb, but would it not make more sense to hold a 2 finisher cycle with SnD and Eviscerate?
Before you tell me I'm stupid, hear me out. You gain a critical strike buff. Rupture cannot crit. If you are critting 75% of your eviscerates or more, that in itself would make it worth it to drop Rupture for that specific fight.
If I'm missing something than please correct me, but with 75% plus crit rating eviscerate should beat rupture any day of the week.
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01/26/09, 1:35 PM
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#316
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Von Kaiser
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You say that you hold a 3 finisher cycle on Loatheb, but would it not make more sense to hold a 2 finisher cycle with SnD and Eviscerate?
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Not OP in question, but, Loatheb because of the SS glyph is going to be very, very, very loose - your CP generation goes through the roof with the right procs, again becuase of the glyph/buff interaction.
The only time I rupture on Loatheb at all is if retards pop the spores early and I miss it or something similar, then revert to evis spamming until 8 or so seconds is left on S&D, repeat.
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01/26/09, 1:38 PM
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#317
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Glass Joe
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Yeah thats what I do as well and have been doing it since week one of raiding. I start off the rotation regular with Rupture but the second I get the spore buff Rupture falls off my rotation.
I have never had the spore buff drop but if that ever did happen I would return to my regular cycle until the next spore.
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01/26/09, 1:48 PM
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#318
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Piston Honda
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Even with Spore, if you don't have Imp. Evisc, Rupture is likely better.
For example: Wow Web Stats
Rupture was ~300 damage better on average, and it still costs less energy.
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01/26/09, 2:01 PM
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#319
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Glass Joe
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My assumption has always been, as Mutilate, Envenom will out scale Rupture during Loatheb. As mentioned with Evis, rupture may still hold an edge in DPE, but the additional IP procs which can also crit seem to give Envenom ground on this encounter.
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01/26/09, 2:02 PM
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#320
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Glass Joe
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Your findings are indeed intresting. I always figured the 10 extra energy for a 91% chance of crit like you show would be worth more damage. You gain about 4k damage with a crit eviscerate over a rupture.
Another factor is spec 15/51/5 vs 7/51/13 for extra bleed damage as well as Trauma or Mangle. One reason i may find different results is because I am specced 15/51/5 and have no Trauma or Mangle buff in my raid.
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01/26/09, 3:09 PM
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#321
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Von Kaiser
Blood Elf Rogue
Undermine
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Originally Posted by fnfal
Assuming no other problems (in/out, kick duty, etc), should be 80+%, you're dropping evisc etc if you have to, trimming S&D if you're having consistent wasted time, etc (4 pt weaving happens if you have good glyph procs etc).
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In fact, you are correct. I never payed attention much to rupture uptime as the SnD timer was usually my target. But as my gear progresses I found that, fully buffed, I could hold Rupture up pretty much 90+% of the time.
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01/26/09, 4:47 PM
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#322
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Piston Honda
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Originally Posted by Verre
Your findings are indeed intresting. I always figured the 10 extra energy for a 91% chance of crit like you show would be worth more damage. You gain about 4k damage with a crit eviscerate over a rupture.
Another factor is spec 15/51/5 vs 7/51/13 for extra bleed damage as well as Trauma or Mangle. One reason i may find different results is because I am specced 15/51/5 and have no Trauma or Mangle buff in my raid.
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Yes, if you have no Feral Druid then Rupture looks less attractive. Injek is 15/51/5 though, so Serrated Blades is not inflating his rupture numbers. Also, unless I'm mistaken, Rupture can proc poisons as well, which again makes Rupture just flat-out do more damage for less energy, even with 100% crit.
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01/26/09, 7:10 PM
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#323
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Founder of the Chalonverse
Chalon
Night Elf Rogue
No WoW Account
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Rupture ticks can't proc poisons I don't think. I believe the initial finisher can, however.
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01/26/09, 8:46 PM
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#324
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King Hippo
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Originally Posted by chalon
Rupture ticks can't proc poisons I don't think. I believe the initial finisher can, however.
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Correct. Initial application of Rupture can trigger weapon enchants, trinket procs, poisons, etc.; but the ticks don't.
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01/27/09, 2:10 AM
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#325
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Glass Joe
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Gloves
I currently have 5/5 t7.5 combat 15/51/5 spec with CG mh WD oh and was under the impression that 4/5 teir and gloves off maly were the way to go for best in slot, but right now pluging it into the spreadsheet using teir gloves seems to be above Frosted Adroit ones by 60dps, How can this be? im making sure im sure i dont have non teir gear selected so im not losing 4 set bonus.
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