if there is no one else to provide the critical hit chance
debuff, Master Poisoner may be substituted for Turn the Tables.
I have a question regarding this. When you say "if there is no one else to provide the critical hit chance
debuff", are you speaking of Totem of Wrath?
I have a question regarding this. When you say "if there is no one else to provide the critical hit chance
debuff", are you speaking of Totem of Wrath specifically?
In my 10 man raid group for my guild, I am the only rogue, along with 1 hunter. To help with threat I generally put up Trick of the Trade almost every cooldown, though some of the time it is not needed, however, it does boost our DK tank's dps.
I was wondering how well TotT could be put into that above mentioned mut rotation, not necessarily every cooldown since it probably won't be needed.
TotT also helps the raid by not allowing anyone else with insane dps pass the tank in burn situations while dropping you even lower in threat.
What is everyone's opinions on 15/51/5 and 7/51/13 (either combat swords or combat sword/fists)? A few people have told me that 7/51/13 does more damage than 15/51/5 but does the armor pen and increased rupture damage and ignore armor outweigh ruthlessness and lethality?
Vulajin himself has posted that his spreadsheet is doing something wacky with ArP and until he figures out exactly what to go ahead and assume that Aldriana sheet is correct in that 15/51/5 is the higher dps spec.
Vulajin himself has posted that his spreadsheet is doing something wacky with ArP and until he figures out exactly what to go ahead and assume that Aldriana sheet is correct in that 15/51/5 is the higher dps spec.
Where did that happen? I thought he was only referring to ArP proc trinkets on his spreadsheet, in which they were being overestimated.
Vulajin himself has posted that his spreadsheet is doing something wacky with ArP and until he figures out exactly what to go ahead and assume that Aldriana sheet is correct in that 15/51/5 is the higher dps spec.
I'd love to see this, I must've missed it somewhere.
I've tended to assume Aldriana was right on this one simply out of history, and because the 15/51/5 spec has less filler, but I've personally been rolling with 13 sub for the increased utility CC'ing in 5 mans. The difference seems to be minimal enough to make it a pretty valid choice.
Once I'm not running 3-4 heroics a day, this will probably become a less important use of talent points.
Vulajin himself has posted that his spreadsheet is doing something wacky with ArP and until he figures out exactly what to go ahead and assume that Aldriana sheet is correct in that 15/51/5 is the higher dps spec.
The current update on that is that the sheet is not doing anything screwing with ArP, neither ArP on gear nor procs/trinkets. I thoroughly checked the entire ArP model and everything is in order.
I have not recently checked whether it indicates 15/51/5 or 7/51/13 as being superior.
I assume the way things work is that you if you manage to land a hit, you get a chance to proc poison. If it procs, you then get a chance to hit/miss/dodge/parry etc with the poison. If it hits, you get a chance for it to be resisted?
Anyone able to confirm this or show me how it actually works?
The current update on that is that the sheet is not doing anything screwing with ArP, neither ArP on gear nor procs/trinkets. I thoroughly checked the entire ArP model and everything is in order.
I have not recently checked whether it indicates 15/51/5 or 7/51/13 as being superior.
7/51/13 appears to still be the superior spec, at least with my current setup (mix of Sunwell and Naxx-25 gear).
Edit: To Azsh: The first part of your statement is definitely correct; only attacks that land have a chance to proc poisons. Once the poison procs I would assume it follows the generic spell mechanics (whether this is a one-roll or a two-roll system I do not know). However, the possible results for a spell are a miss (works the same way as physical attacks, can be mitigated by hit rating), a resist (literally getting resisted by your target's resistances, can be mitigated by spell penetration) and a partial resist (which I do not believe can be mitigated).
I assume the way things work is that you if you manage to land a hit, you get a chance to proc poison. If it procs, you then get a chance to hit/miss/dodge/parry etc with the poison. If it hits, you get a chance for it to be resisted?
Anyone able to confirm this or show me how it actually works?
Poison procs work exactly like spells. They cannot be dodged/parried/blocked/glanced, and they are not mitigated by armor.
The poison has a chance to hit or miss, and it also has a chance to be partially resisted (25%/50%/75% dmg). The chance for resistance is affected by mob resist (which can be overcome with spell penetration), and an unavoidable resist level based on how much higher level the mob is. Poison procs against a boss have a 6% chance to be partially resisted, which averages out to about a 3.2% loss of dmg.
The poison has a chance to hit or miss, and it also has a chance to be partially resisted (25%/50%/75% dmg). The chance for resistance is affected by mob resist (which can be overcome with spell penetration), and an unavoidable resist level based on how much higher level the mob is. Poison procs against a boss have a 6% chance to be partially resisted, which averages out to about a 3.2% loss of dmg.
Partial resists occur in 10% increments since patch 3.0. Also, from checking out some WWS parses, I've been finding that partial resists occur at something like a 40% rate, reducing your overall damage by roughly 4%.
I wanted a small detail about the glyph of rupture. Does anyone know if it does the same amount of damage over more time (therefore more ticks with less damage) or does it do more ticks of the same amount of damage?
(Base 1500 AP)
Without Glyph: 1906 over 16 seconds (182 + 0.0375 * 1500) * 8 = 1906
With Glyph: 2382.5 over 20 seconds (182 + 0.0375 * 1500) * 10 = 2382.5
Either way you are getting about 119.125 DPS from it.
What is everyone's opinions on 15/51/5 and 7/51/13 (either combat swords or combat sword/fists)? A few people have told me that 7/51/13 does more damage than 15/51/5 but does the armor pen and increased rupture damage and ignore armor outweigh ruthlessness and lethality?
7/51/13 for me in my current set of T6 and a few 80 bits is at least noticeably higher than 15/51/5. Perhaps it is due to my current lack of crit, but the increased rupture damage is noticable.
Rotation:
* Start up Slice and Dice however you please, really.
1. Sinister Strike to 5 Combo Points.
2. Slice and Dice.
3. Sinister Strike to 5 Combo Points.
4. Rupture.
5. Sinister Strike to 5 Combo Points.
6. Does Slice and Dice have >12 seconds left? If yes, Envenom. If no, Go to Step 2.
7. Go to Step 1.
Seriously, it's right there in the first post.
Anyway, great initiative Cally. Was a very helpful quick reference.
Apologies, I should have been clearer. I don't believe the strategy in the original post is optimal, does anybody else have a different strategy which they use?
Apologies, I should have been clearer. I don't believe the strategy in the original post is optimal, does anybody else have a different strategy which they use?
Just because you don't believe it's optimal doesn't mean it isn't. The thing is, DPS comes down to a numbers game in the end, which is why spreadsheets and models are so useful for us. If the numbers say you are wrong, the end result is that you are wrong, not the other way around.
Apologies, I should have been clearer. I don't believe the strategy in the original post is optimal, does anybody else have a different strategy which they use?
I'm pretty sure that's as close to a "rotation" that you will get.
Unlike vanilla WoW where you had static energy generation which permitted a set rotation, there are now factors which affect the rotation, such as energy-generating talents and combo-point generating glyphs. Therefore your goal is to prioritize maximum uptime of slice and dice and rupture with the highest combo point finisher possible, while using the highest combo point eviscerate/envenom possible when your combo points/energy/remaining-time on s&d/rupture permit.
It may seem like an obvious answer, but it really is what it is. =)