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10/11/09, 1:33 PM
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#1376
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Glass Joe
Human Rogue
Nozdormu (EU)
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Hi.
First of all: Sry if my english is bad. Didn't wrote it a long time. :P
Here is my question. Since Patch 3.2.2 came out I was asking myself whether using Fan of Knives at 3+ enemies is still wise or not. Has anyone checed that? I got the feeling that it would be more reasonable to use it from 4+ enemies. But it's just a feeling so it woulld be nice if someone had checked it and could confirm hwts better.
Thans for help.
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10/12/09, 10:24 PM
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#1377
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Von Kaiser
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I went looking for Ald's 7 commandments to rogue dps, and couldn't find it anywhere in the rogue section. Could we please get it added into the pocket guide?
I eventually found it using a google search under this link: Roguecraft 101
As I understand it, that means it's in the general Class Mechanics forums, except that taking a look at that, I don't see it listed there either.
Anyway. Could we get the commandments added into the pocket guide please? It's still valid and still a great way to teach new rogues. 
Last edited by tenaki : 10/12/09 at 10:26 PM.
Reason: Rephrased last line.
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10/12/09, 11:47 PM
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#1378
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Mike Tyson
Night Elf Rogue
Doomhammer
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They're listed in the TTT article as well; sadly, Vulajin hasn't had the time to fully update that article, and no one else has stepped up to maintain it; as such, it's not as useful a resource as it once was.
Also note that those commandments are a bit dated in some respects - like, the comments in terms of rupture uptime being a measure of cycle quality is, in the modern day, somewhat obsolete. They're still generally good advise, but probably could use some wording improvements and general polish and explanation for level 80 raiding.
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10/14/09, 2:16 AM
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#1379
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Von Kaiser
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I was thinking that it could be "fixed" by removing the second half of rule 6.
And I was also thinking that there should be a new rule in between the current 3rd and 4th, namely:
"Maximise your raid's DPS even if it is a personal DPS loss."
To reflect the use of expose armor in smaller group compositions and regular burn phases that are less than 30 secs, tricks on the tank, etc.
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10/15/09, 3:35 AM
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#1380
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Glass Joe
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A few weeks ago I saw some white parries standing directly behind Anub, in a static situation. Seeing as bosses cannot parry from behind, I'm not really sure what to make of it. I am exp capped.
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10/15/09, 5:19 AM
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#1381
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King Hippo
Night Elf Rogue
Gorgonnash
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Originally Posted by Ericmelvin
A few weeks ago I saw some white parries standing directly behind Anub, in a static situation. Seeing as bosses cannot parry from behind, I'm not really sure what to make of it. I am exp capped.
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You could be a bit too far in the hit box.
Or had some sort of server-client desync error which didn't cause the server to update where you actually are. Jumping or strafing usually forces a location update.
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10/15/09, 5:34 AM
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#1382
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banned
Night Elf Rogue
Wrathbringer (EU)
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Jumping doesn't, as far as I know. Strafing does.
I've also encountered such an behaviour, that was without moving much. It really seems to be his absurdely large hitbox.
(Also, being expertise capped only caps against being dodged. For parry you'd need about twice as much expertise.)
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10/15/09, 1:37 PM
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#1383
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Great Tiger
Night Elf Rogue
Lightning's Blade
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Could it be Penetrating Frost that he casts on people? If he turns for a split second to cast the debuff, you may get a parry in that short period. It happens on other bosses that cast spells on people in the raid.
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10/15/09, 4:09 PM
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#1384
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Glass Joe
Undead Rogue
Burning Blade
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If he turns to cast, yes you can get parried, tho I don't remember Anub ever actually turning to cast it. His hit box is rather large so you can stand a good ways back from him to hit him. If you happen to be to close to his "center", like where Killing Spree drops you (which is really annoying) then you can be parried. From personal experience the "center" seems to grow with the size of the boss. As a "best practice" its wise to literally stay behind the bosses actual graphic and not just behind his "center" as it seems a little buggy at times in terms of location detection. Obviously this is not always possible pending external circumstances.
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10/15/09, 5:32 PM
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#1385
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Glass Joe
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Good stuff all. Thanks for the responses, the KS/Anub bugginess is probably the issue.
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10/15/09, 6:32 PM
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#1386
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Don Flamenco
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Originally Posted by Mavanas
Could it be Penetrating Frost that he casts on people? If he turns for a split second to cast the debuff, you may get a parry in that short period. It happens on other bosses that cast spells on people in the raid.
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He does turn to cast rarely. Im not sure why he randomly turns to cast, but he does. Its caused threat panic for myself once or twice.
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10/15/09, 7:46 PM
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#1387
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Glass Joe
Undead Rogue
Burning Blade
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It's not a bug specific to Anub. It's specific to KS. It drops you so close to the target's "center" that you can be parried on any mob you use it on if you do not move back a couple steps immediately after using it.
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10/16/09, 1:29 PM
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#1388
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Banned
Blood Elf Rogue
Mal'Ganis
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Re: the parries. Overlapping the center of the boss' hitbox can result in parries -- it used to happen back in the days of combat daggers; rogues would report Backstab being parried because they were so close to the center of the hotbox that they overlapped and the attacks were being registered as coming from in front of the boss.
In general, it's good policy always to be close to max melee range of a boss, for this reason as well as for your own survival/efficiency (Icehowl's whirl comes to mind as a perfect example of the latter reason).
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10/19/09, 10:12 PM
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#1389
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Glass Joe
Hydra
Undead Rogue
Non-US/EU Server
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I found an interesting advise on weapen enchant. Why is Mongoose better than Berserking at T9 gear?
Comparing by ep, Mongoose=120*2.05+2*33*1.46=342.36. Berserking=400.It is confusing.
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10/19/09, 11:17 PM
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#1390
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Von Kaiser
Undead Rogue
Destromath (EU)
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First of all the mongoose can't simply be calculated as haste rating. It gives haste, which is to say it scales multiplicatively with both itself (in case of a doubleprocc) and all other haste (LR, haste on gear, windfury... you get my point). Secondly: The EP value you're using isn't really correct, because it was calculated with t8 gear. Mongoose only pulls ahead at very good T9 gear levels, where the EP value of haste is a lot higher. Given another tier of gear (Icecrown) haste will probably also pull ahead of crit.
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10/20/09, 2:04 AM
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#1391
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Great Tiger
Night Elf Rogue
Lightning's Blade
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Even if you plugged in correct average EP values of haste, there is still a problem that the EP value of the 2% multiplicative buff changes throughout the fight depending on what other buffs are up. If Comet's trail procced, the EP value of mongoose is going up, so at the very least if you want to use the average method, you need to calculate the uptimes and EP values for several key combinations: 1) first dimension - how many mongoose procs are up (1, 2, none), 2) comet's trail up (yes or no) - for each combination crossed with first dimension. So you would have a 3 by 2 matrix of EP values and uptimes. On top of that weapon swapping is throwing a big wrench into all that analysis because the EP value of agility and haste changes during heroism, as poison damage blows up, so to do it right, you would want to cross the 6 cases above with heroism as well, i.e. 12 major cases with uptimes and EP values for haste and agility. All in all, I just think a simulation is the best way to go about it if you want to be more accurate, simple averages will not give you the full picture.
From my experience trying both enchants in the simsheet, mongoose is ahead for most mutilate and combat cases close to BiS (with or without weapon swapping). However, the difference is only pronounced for BiS mutilate with weapon swapping (p-value of 10% or so). Which means for other cases, berserking and mongoose are too close to be distinguished in 1000 trials, so go with whichever is easier to get. Also with weapon swapping, when combat starts to favor hit and haste gemming, agility EP starts sinking, pushing Berserking up ahead despite the gains from haste.
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10/29/09, 6:55 AM
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#1392
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Glass Joe
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Most likely Grim Toll and switch some ArP gems to agil if you go over softcap (don't think thats the case here)
Also, spreadsheet would find the perfect answer for you.
Shadowpanther can be a good starting guide, but only the spreadsheet will give you personalized results based on your current gear. Therefore, the spreadsheet is a better tool to use.
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10/29/09, 8:41 AM
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#1393
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Von Kaiser
Human Rogue
Alterac Mountains
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Originally Posted by Mavanas
Even if you plugged in correct average EP values of haste, there is still a problem that the EP value of the 2% multiplicative buff changes throughout the fight depending on what other buffs are up. If Comet's trail procced, the EP value of mongoose is going up, so at the very least if you want to use the average method, you need to calculate the uptimes and EP values for several key combinations: 1) first dimension - how many mongoose procs are up (1, 2, none), 2) comet's trail up (yes or no) - for each combination crossed with first dimension. So you would have a 3 by 2 matrix of EP values and uptimes. On top of that weapon swapping is throwing a big wrench into all that analysis because the EP value of agility and haste changes during heroism, as poison damage blows up, so to do it right, you would want to cross the 6 cases above with heroism as well, i.e. 12 major cases with uptimes and EP values for haste and agility. All in all, I just think a simulation is the best way to go about it if you want to be more accurate, simple averages will not give you the full picture.
From my experience trying both enchants in the simsheet, mongoose is ahead for most mutilate and combat cases close to BiS (with or without weapon swapping). However, the difference is only pronounced for BiS mutilate with weapon swapping (p-value of 10% or so). Which means for other cases, berserking and mongoose are too close to be distinguished in 1000 trials, so go with whichever is easier to get. Also with weapon swapping, when combat starts to favor hit and haste gemming, agility EP starts sinking, pushing Berserking up ahead despite the gains from haste.
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From my understanding, wound Poison does not proc more with more haste in your gear, so how is it that you say "poison damage blows up" during heroism? Would poison is a strictly ppm based poison that depends solely on the base weapon speed, which means you can have as much haste as you can gather, given the same period of time, the number of wound poison proc will be the same. Please do correct me if I am wrong.
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10/29/09, 9:06 AM
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#1394
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Piston Honda
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It's because it depends on the base speed of your weapon that haste is good. Consider this: say you have a weapon with a speed x that makes poisons proc on 50% of your hits (converting PPM to a % for easy understanding). If you put on haste gear or have haste buffs, you're going to do more attacks per second, but you'll still get poison hits 50% of the time (the base speed of your weapon never changes, so neither does the amount of procs), meaning your haste has generated more poison damage. There are PPM mechanics in the game that are based on hasted speed, but poisons are not one of them. If they were, you'd see your poison damage stay the same, and that 50% I used as an example would become lower with haste gear/buffs.
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10/29/09, 10:07 AM
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#1395
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Piston Honda
Draenei Shaman
Earthen Ring
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That sounds a little weird when I read it so to dumb things down even further, is this essentially what you are saying:
Your weapon allows poisons on 50% of your hits.
No haste - 1200 attacks, 600 poison hits
Haste - 2,000 attacks, 1,000 poison hits
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10/29/09, 11:47 AM
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#1396
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Piston Honda
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Yes that is essentially what I am saying.
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10/29/09, 1:06 PM
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#1397
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Von Kaiser
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Originally Posted by Tofuu
From my understanding, wound Poison does not proc more with more haste in your gear, so how is it that you say "poison damage blows up" during heroism? Would poison is a strictly ppm based poison that depends solely on the base weapon speed, which means you can have as much haste as you can gather, given the same period of time, the number of wound poison proc will be the same. Please do correct me if I am wrong.
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The proc rate of Wound Poison is defined solely by base weapon speed, changing the speed of the weapon through haste will thus result in more procs.
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10/29/09, 7:57 PM
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#1398
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Great Tiger
Night Elf Rogue
Lightning's Blade
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Blizzard has changed "ppm mechanic" to mean fixed procs per minute based on unhasted speed. Previously it was fixed based on hasted speed, so haste did nothing. They changed it for poisons first, and later testing showed that the same applied to mongoose and berserking ppm mechanics as well. So haste does increase poison damage as well as mongoose and berserking uptimes.
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10/30/09, 2:51 PM
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#1399
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Glass Joe
Night Elf Rogue
Moon Guard
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Hard Hit Cap for Combat
Quite a bit of 245 lvl rogue gear has high hit itemization. So far I have been able to shuffle my gear to maintain a reasonable level of hit over the soft cap but I feel as if I am being lead toward more hit. With gear currently available it is completely possible to reach the hard hit cap while specced Combat. I have been debating gearing for the hard hit cap and maybe going as far as to gem for haste to take full advantage of energy regen from combat potency, poison procs and an increase in white damage from more melee swings landed. I understand that I would lose AP, Crit, and ArP with this itemization but I'm wondering if it could be worth it. You guys are much better at crunching the numbers than I am so I would love to hear opinions on this.
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10/30/09, 3:11 PM
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#1400
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Glass Joe
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Originally Posted by Maladok
Quite a bit of 245 lvl rogue gear has high hit itemization. So far I have been able to shuffle my gear to maintain a reasonable level of hit over the soft cap but I feel as if I am being lead toward more hit. With gear currently available it is completely possible to reach the hard hit cap while specced Combat. I have been debating gearing for the hard hit cap and maybe going as far as to gem for haste to take full advantage of energy regen from combat potency, poison procs and an increase in white damage from more melee swings landed. I understand that I would lose AP, Crit, and ArP with this itemization but I'm wondering if it could be worth it. You guys are much better at crunching the numbers than I am so I would love to hear opinions on this.
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Well, on my spreadsheet white hit AEP is 1.4~ or so which is far and away worse than agility which sits around 2.2 or so or even armor penetration beyond the soft cap. Even haste and crit exceed it. If you believe in the notion that AEP is an effective way of measuring the contribution of a given stat for the sake of contributing to overall DPS, this would say that reorganizing gear to inflate hit at the expense of other stats is not something you want to do.
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