Is it worth swapping weapons if the weapon I swap to has lower dps than my main weapon? i.e. my equipped offhand has 196 dps and the offhand I'd switch to has 178 dps (both are Dirk of the Night Watch). I'm inquiring only about the standard 51/13/7 Mutilate build. Thanks!
I wrote an addon to automate weapon swapping. Just poison your two offhands with deadly and instant/wound as appropriate and the addon handles everything else. It'll swap to your instant/wound offhand when you have 5 stacks of deadly and 5+ seconds left on the stack, then swap back to deadly if you don't have a 5-stack, or have less than 5 seconds left on your stack. It's as fire-and-forget as they come - no setting up equipment sets, no special bag positioning, no telling it which weapons you want to use. It finds the right weapon to equip based on which one is poisoned and swaps it in and out when appropriate.
I haven't tested it yet since I'm at work, but how does it distinguish between what poison to swap to if there are multiple ones. For example I switch between combat and mut, so I'll have weapons with both wound poison and instant poison in my inventory. will it always swap to the instant poison if I have instant poison mainhand?
Addon works well here, many thanks. Now trying to find a decent DP offhand, I dont have a huge selection of spares, but guessing a fast dagger will beat out a slow axe even as Axe spec?.
I haven't tested it yet since I'm at work, but how does it distinguish between what poison to swap to if there are multiple ones. For example I switch between combat and mut, so I'll have weapons with both wound poison and instant poison in my inventory. will it always swap to the instant poison if I have instant poison mainhand?
It'll swap to a weapon with Instant Poison if you have >= 3 points in Improved Poisons. Otherwise it'll look for a Wound weapon.
I've also updated it to support a PVP mode, which swaps Crippling -> Mind Numbing (If a caster) -> Damage. Additionally, the mod no longer attempts to invoke a swap if the rogue is >= 60 energy, to prevent energy capping due to GCD lock. The swap-at-time-left-on-debuff is configurable, as well, for the folks that want to tweak it.
Edit: I've just updated it with a mainhand swing estimator, so that it should only attempt to swap weapons immediately after a mainhand swing. This should result in a decrease in white DPS loss from using the addon, in addition to the gain from poison DPS pickup.
Can I ask a question, before this becomes a standard rogue addon? Is this actually legal within WoW? It strikes me that it's awfully close to the line of having the addon play my character for me.
Everything is legal, that you can achieve within the bounds of the WoW macros and addons. Since this is an addon that doesn't use any 3rd party software outside of WoW, it's completely legal.
Your question should be if such an addon is legitmate to use. That you must answer for yourself.
My only objection regarding this addon is if it really works and has no bugs, like a similar addon that someone made, which would stop working if you got stunned just before a automatic weapon swap.
Everything is legal, that you can achieve within the bounds of the WoW macros and addons
I disagree. The WoW Add-on policy clearly says Add-ons must "follow the World of Warcraft Terms of Use and the World of Warcraft End User License Agreement." The Terms of Use say you may not "use cheats, automation software (bots), hacks, mods or any other unauthorized third-party software designed to modify the World of Warcraft experience". It is certainly arguable that this is "automation software." Whether Blizzard agrees is a matter of interpretation, but I don't think it is safe to assume this add-on (or the similar macro script that has been posted) is completely "legal" or within the terms of use. It may be or it may not be.
There is already a blue post in regards to the addon:
As some players are pointing out, it's not the existence of an add-on that's the issue. It's what this means for playing a rogue. We don't want to see the "How to play a rogue FAQ" that starts "Step One. Download the weapon swapping add-on."
It's one thing if it's a niche deal that generates a marginal dps increase. It's another if rogues feel like they have to play with the add-on.
We're still not convinced this will become super mainstream, but we'll see. I said before it's a concern and it's still a concern. (Source)
Judging from that, they certainly don't seem to consider a violation of the ToS
Im pretty sure that 16/50/5 would be a better spec for bossfights regardless if you put the point into Vile Poisons (preferred) or into Imp Eviscerate. For trash KS on 2 min CD is a nuissance and on bosses noone uses it because of the danger of landing in cleave. (and dropping SnD/DP/Rupture)
Opinions?
There is no danger of landing in a cleave as far as I have seen, though you might validly be concerned about being tail swiped.
Further to this if you time your SnD / Rupture (and even DP) correctly here is little no danger of it dropping while you go on a Killing Spree.
As a final note, in terms of the weighting of KS over one point into Imp Evis, Vile Poisons, or anywhere else, it is without question that the one point in KS is the most lucrative use of a last talent point when looking at 15/50/5, not to mention it just being a staple part of the rotation on tank and spank fights for most Combat rogues.
You don't have to look at the formulae or a spreadsheet to know that a 20% damage increase for 2 seconds is going to result in more bang for your buck when it comes to your normal combat rotation of Rupture, SnD, and DP.
Pardon my ignorance... This addon is working perfectly for me, just one thing I need clarified.
Is it only viable to use swapping if I own, in my case and spec 2x [Steel Bladebreaker] one with deadly and one with wound poison on it and swap between the same two?
For now I only have one normal [Steel Bladebreaker] and one heroic version ^^ to swap. And the dps loss is probably greater because of different item levels, than the gain is from swapping poisons, or how to find out if it is?
Or am I getting this completely wrong and I should use a different kind/speed weapon for swap?
I hope this hasn't been answered yet. I could not find it anywhere.
I'm hearing this talk lately about hit (and it's hard to search for it with the search term "hit") that people are gearing it around 315 (or 237 assuming buffs). Wasn't it always such that hit rating is just like any other stat, that one should go with whatever gives the most DPS as indicated by the spreadsheet, and not limit themselves to balancing the stat around certain thresholds? Or does the value of hit drop so significantly past the soft cap that itemization at that point should drop it for other stats?
The reason for asking this is that I had put in an app to a guild, and one of the critiques that I got was that I was gemming in +hit for my yellow slots instead of using the +crit ones instead, and I should avoid gemming for "wasteful" hit bonuses like the t8 breastplate. But according to the spreadsheet, gemming for that bonus lead to a DPS increase over just using full Delicate Cardinals.
Did you try selecting Deadly Ametrines in the spreadsheet as opposed to Delicate Cardinal Rubies or Glinting Ametrines? As long as you're not gemming an extra blue gem past your meta gem requirement, Agi+Crit gems usually make gemming toward a socket bonus beneficial. The only time an argument can be made to gem Agi+Hit is in near BiS combat gear with weapon swapping.
I'm hearing this talk lately about hit (and it's hard to search for it with the search term "hit") that people are gearing it around 315 (or 237 assuming buffs). Wasn't it always such that hit rating is just like any other stat, that one should go with whatever gives the most DPS as indicated by the spreadsheet, and not limit themselves to balancing the stat around certain thresholds? Or does the value of hit drop so significantly past the soft cap that itemization at that point should drop it for other stats?
The reason for asking this is that I had put in an app to a guild, and one of the critiques that I got was that I was gemming in +hit for my yellow slots instead of using the +crit ones instead, and I should avoid gemming for "wasteful" hit bonuses like the t8 breastplate. But according to the spreadsheet, gemming for that bonus lead to a DPS increase over just using full Delicate Cardinals.
Hit at 315 insures that your poisons effect your target. Passed that the increase in effectiveness minimal and your other stats (AP, AGil, Arpen) give a higher dps bonus. That being said, if your spreadsheet it telling you to gem for the slot, there are other colors/gem stats that can give you the same bonus without gemming for hit. Such as the Deadly Ametrine, which will fit both a yellow or red slot and gives +10 to both agil and crit. Which will probably be a bigger dps bonus then gemming for straight hit.
Edit: Did not see it had been answered already, this is what happens when you forget to hit "submit" before going to lunch.
Can I ask a question, before this becomes a standard rogue addon? Is this actually legal within WoW? It strikes me that it's awfully close to the line of having the addon play my character for me.
It fully uses the WoW mod system, and nothing but the WoW mod system. Precedent and blue posts have established that with the singular exception of addons that enable cross-faction communications, any addon that only uses the WoW UI API is fully legal.
Originally Posted by theminor
I disagree. The WoW Add-on policy clearly says Add-ons must "follow the World of Warcraft Terms of Use and the World of Warcraft End User License Agreement." The Terms of Use say you may not "use cheats, automation software (bots), hacks, mods or any other unauthorized third-party software designed to modify the World of Warcraft experience". It is certainly arguable that this is "automation software." Whether Blizzard agrees is a matter of interpretation, but I don't think it is safe to assume this add-on (or the similar macro script that has been posted) is completely "legal" or within the terms of use. It may be or it may not be.
The ToS also says "Blizzard may, at its sole and absolute discretion, allow the use of certain third party user interfaces" - this is basically the legalese that makes AddOns okay. PoisonSwapper is an addon like any other, and there are certainly many other addons that automate things, such as repairing, opening mail, inviting people to raids, and so on and so forth. People are quick to assume that automation = teh evilz, but Blizzard doesn't prevent automation by saying "hey, don't do that" - they prevent it by disallowing things from the scripting engine. Try typing /run CastSpellByName("Distract") into your chat box - it'll be blocked, as that is "protected" functionality that may only be executed from a secure code path.
Antiarc will get rogues nerfed (Check PoisonSwapper)
As some players are pointing out, it's not the existence of an add-on that's the issue. It's what this means for playing a rogue. We don't want to see the "How to play a rogue FAQ" that starts "Step One. Download the weapon swapping add-on."
It's one thing if it's a niche deal that generates a marginal dps increase. It's another if rogues feel like they have to play with the add-on.
We're still not convinced this will become super mainstream, but we'll see. I said before it's a concern and it's still a concern.
I feel that it borders on automation quite heavily, it effectively improves your dps without you having to do or think about it while using this addon.
That post is already quoted a few posts above yours, Renaru. There's also been another blue post regarding this since then. To your point, yes, it does border on automation, but frankly, that's the point. If Blizzard doesn't like it, they'll find a way to either make the addon unusable, or change the rogue mechanics so that it becomes pointless. And as far as I'm concerned, that last option would probably be a good thing: this is no way to play, with or without addon/macros. Perhaps an addon is what it will take to make them act on it.
I'm hearing this talk lately about hit (and it's hard to search for it with the search term "hit") that people are gearing it around 315 (or 237 assuming buffs). Wasn't it always such that hit rating is just like any other stat, that one should go with whatever gives the most DPS as indicated by the spreadsheet, and not limit themselves to balancing the stat around certain thresholds? Or does the value of hit drop so significantly past the soft cap that itemization at that point should drop it for other stats?
The reason for asking this is that I had put in an app to a guild, and one of the critiques that I got was that I was gemming in +hit for my yellow slots instead of using the +crit ones instead, and I should avoid gemming for "wasteful" hit bonuses like the t8 breastplate. But according to the spreadsheet, gemming for that bonus lead to a DPS increase over just using full Delicate Cardinals.
So, just to clarify, as previous responders seem to have talked around the point a bit: hit is a stat like any other - total DPS is more important than your specific number. It does take a fairly significant drop in value as you cross the spell hit cap, but that doesn't change the fundamental premise.
That said, because it *does* take a fairly significant drop in value as you cross the spell hit cap, there will be a natural tendency for one's hit to tend towards that value. Below the spell hit cap, the EP value of hit tends to be relatively high - usually the highest of the yellow stats, and sometimes even passing the red stats. As such, when below the spell hit cap, it's frequently optimal to socket Glinting (or even Rigid) in yellow sockets to maximize DPS. Once you're at the spell hit cap, the value of hit drops, usually becoming one of the weakest available stats - hence, you no longer socket it. Thus, there will be a natural tendency for people to move towards the spell hit cap.
However, this isn't to say that it's a priority - it's simply a tendency. You should certainly do what results in the most DPS regardless of how much hit you wind up with. Note that in some gear configurations and settings, even white hit can be a fairly good stat - for me, for instance, it scores 1.87, only marginally behind crit at 1.92 and haste at 1.88 - in which case, while it still may not be optimal to *socket* hit, it is the case that gear with hit on it can be quite good - and, as such, one tends to wind up with a fair amount of hit.
I should also add that gear recommendations in my spreadsheet are based off the white hit values - as such, if you follow spreadsheet recommendations, all you really need to check is whether you're below the spell hit cap, and, if you are, investigate whether swapping in some more hit yields a DPS increase.
I've been running into PoisonSwapper not working after disabling and then re-enabling it. Is there a specific way the addon looks for the correct weapons to use? Do I need to reapply the correct poisons before I enable it again? Anyone else running into this issue?
I've been running into PoisonSwapper not working after disabling and then re-enabling it. Is there a specific way the addon looks for the correct weapons to use? Do I need to reapply the correct poisons before I enable it again? Anyone else running into this issue?
I had a small problem with the addon last night; it worked beautifully all night, through reg TOC 4 hard mode bosses, and Ony, then in Vault it just stopped working. On Koralon it swapped to my instant offhand and then wouldn't switch back, I had to switch back manually, this repeated again on the same boss. On the trash to Emalon I had the same problem, but then on the boss, I had the opposite problem, it never switched to my Instant Offhand. Finally on Archavon the original problem resurfaced, not switching back to the Deadly dagger. In all cases I had 30+ minutes left on all 3 poisons and I had not made any changes to the addon's functionality.
On a side note it may make it easier for everyone to keep all comments/questions/etc on Poisonswapper limited to one thread, currently they are spread across 2 or 3. This thread or the mutilate analysis seem to make the most sense.
1. I'm a bit unclear when it comes to combat poison swapping. Im going to assume that the concept favors HnS. My question is, should I spec vile poisons 18/51/2 regardless of weapon spec (CQC,HnS,Mace) for poison swapping?
2. Further more, last night I got Remorseless so im going maces until 258 Stormpike cleaver, since Ald's spreadsheet does not model poison swapping, would 18/x/x Remorseless + 245 Steelblade Breaker yield better results than 18/x/x HnS 245Stormpike Cleaver + 245Westfall blade when poison swapping?
Sorry if this has already been answered elsewhere, i havent been able to find a clear answer.
Whenever I turn on PoisonSwapper and go into combat, I find that my FPS drops to ~3 FPS. Normally I get about 50 FPS. I know it's a problem with PoisonSwapper because disabling the addon stops this.
Is there a reason for this? Better yet, is there any way to fix it?
Hrm, that's a definite problem. I somewhat suspect a bad interaction with another mod, since other people don't experience that kind of problem, but it does make heavy use of functions like GetInventoryItemsForSlot, which some mods may hook and extend. If the hook is done poorly, it could cause some pretty nasty garbage generation.
Do you get the same drop with all your mods except PoisonSwapper off? Try searching your addon folder for GetInventoryItemsForSlot and see what addons you get that use it - it's not the only possibility, but it's one.
Hrm, that's a definite problem. I somewhat suspect a bad interaction with another mod, since other people don't experience that kind of problem, but it does make heavy use of functions like GetInventoryItemsForSlot, which some mods may hook and extend. If the hook is done poorly, it could cause some pretty nasty garbage generation.
Do you get the same drop with all your mods except PoisonSwapper off? Try searching your addon folder for GetInventoryItemsForSlot and see what addons you get that use it - it's not the only possibility, but it's one.
No, the drop in FPS only comes from me entering combat with PoisonSwapper turned on.
When I run a search with 'GetInventoryItemsForSlot' nothing shows up. :s
I had a small problem with the addon last night; it worked beautifully all night, through reg TOC 4 hard mode bosses, and Ony, then in Vault it just stopped working. On Koralon it swapped to my instant offhand and then wouldn't switch back, I had to switch back manually, this repeated again on the same boss. On the trash to Emalon I had the same problem, but then on the boss, I had the opposite problem, it never switched to my Instant Offhand. Finally on Archavon the original problem resurfaced, not switching back to the Deadly dagger. In all cases I had 30+ minutes left on all 3 poisons and I had not made any changes to the addon's functionality.
On a side note it may make it easier for everyone to keep all comments/questions/etc on Poisonswapper limited to one thread, currently they are spread across 2 or 3. This thread or the mutilate analysis seem to make the most sense.
Ideally it should have it's own thread for discussion. IMO it certainly doesn't make sense in here.
@ opticnerve: No one spec favors weapon swapping over another. The weapon specialization talent is what does the most DPS, and regardless of weapon swapping, that is what you should be comparing when you have two sets of weapons and need to figure out which to spec for along with their itemization which HnS is currently best optimized.