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05/28/09, 4:09 PM
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#961
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Von Kaiser
Night Elf Mage
Windrunner
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Originally Posted by Nannou
The list IS updated.
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Then I guess you just gotta go by the old stand-by: "Trust the spreadsheet." That's what he uses along with the forums so he'll probably change it when he makes the next update.
In response to the 2 points in precision, you can do that with Aldriana's sheet and the only place to put the points would be in TtT. When I make that adjustment to my gear, I get a DPS loss. I have 416 hit. I tried 1 in each talent as well but was still lower DPS than 2 full points of precision.
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05/28/09, 5:11 PM
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#962
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Glass Joe
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Originally Posted by Jcbdrzr
While the 51/7/13 spec provides higher dps come late Ulduar, would it be beneficial dropping precision altogether providing you have a high enough hit rating?
For example I have 279 hit rating at present, lets say I get Blood of the Old God bringing me up to 387 hit, and way past the poison cap with 2/5 precision.
Basically my question is should we change precision according to our current hit rating, and put the 2 talents somewhere more useful? And if yes, where would be the most beneficial place to put them.
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I don't know whether or not it is worth it, but if it were a nice place to put them would be in Fleet Flooted, then you could get either a pure agility enchant on boots or icewalker again. Also putting 2 points in MP (If you use TtT) and vice versa might be good too
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05/28/09, 6:35 PM
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#963
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Mike Tyson
Night Elf Rogue
Doomhammer
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So, the problem with all these precision-dropping proposals is the simple fact that BIS gear just doesn't have that much hit to spare. I mean, if you were running 400 hit rating in full BIS gear and were thus only dropping white hit when you dropped Precision, it might be a different story. The problem is: that's quite simply not the case. With the BIS setup I listed a few weeks back, one has 306 hit. With 2/5 Precision you need 289 hit as alliance or 315 as horde; thus, horde players aren't even spell hit capped (though might consider trading a deadly gem for a glinting to get there), while alliance characters are only barely spell hit capped. And, quite frankly, the only reason you're even close to the spell hit cap is because you're using Blood of the Old God - if there was a bit more hit on other gear, it would likely be optimal to use other trinkets instead. Thus, you don't really *have* extra hit - so dropping points out of Precision is costing you the spell hit cap, and thus is much less worthwhile than you might expect.
This, combined with the lack of viable alternatives, makes it rather unlikely we'll find a circumstance in which dropping Precision makes sense - at least, in this tier of gear. In the long run it may prove more viable as we continue to gear up, but at the moment I just don't see it happening.
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05/28/09, 7:06 PM
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#964
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Glass Joe
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Concerning 51/7/13
If one is under Hit capped when using this spec, there are a number of alternatives for reaching the Cap, such as hit food.
However, would you not get higher dps using Hit Gems in the yellow sockets. Since you are not hit capped, the values of hit are higher, using the values in the pocketguide, I get hit gems to be 29.44 and Agil/Crit Gems 28.4.
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05/28/09, 7:29 PM
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#965
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Mike Tyson
Night Elf Rogue
Doomhammer
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Sure, but that DPS difference is trivial. Yes, if you're not at the hit cap, you can make up some ground with glinting gems. However, that doesn't fundamentally change the point I was making - if you have *surplus* hit, you're basically giving up 26 points of a stat that - by the first post - is worth about 1.2 EP. If you don't have surplus hit, it costs you more. For instance, if you make up the gap using Glintings instead of Deadlys, you've now spent 26 point of *crit* instead, which is worth 1.6 EP each - so it cost you an extra 10 EP. And if you make it up using food, you're now giving up 26 points of *agility* (or 52 of AP), which is worth still more.
So yes: you can earn the hit back through other means. But there's still a lost opportunity cost to doing so. Thus, until such time that our optimal gear has *extra* hit on it - not just enough, not enough if you socket for it, but pure leftover hit even if you make no effort to stack it - dropping points out of Precision is unlikely to come out ahead.
As a side note: those EP values in the first post are looking a bit dated - we should probably update them at some point. Though the fact that they're off by a bit in no way invalidate the point I'm making.
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05/30/09, 6:09 AM
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#966
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Von Kaiser
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Originally Posted by Jcbdrzr
While the 51/7/13 spec provides higher dps come late Ulduar, would it be beneficial dropping precision altogether providing you have a high enough hit rating?
For example I have 279 hit rating at present, lets say I get Blood of the Old God bringing me up to 387 hit, and way past the poison cap with 2/5 precision.
Basically my question is should we change precision according to our current hit rating, and put the 2 talents somewhere more useful? And if yes, where would be the most beneficial place to put them.
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Even white hit, which is still provided by precision provides more pure dps than any other talent that is available, If you were to remove them I would think they would be places in either TTT or MP depending on which one you arent taking/which combination you are taking.
Fleet Footed would be another option.
Edit: Just ran some numbers through Aldriana's mutilate spreadsheet with some arbitrary gear over the hit cap and precision seems to be coming out on top of Turn the Tables/MP.
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05/30/09, 8:59 AM
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#967
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Glass Joe
Undead Rogue
Scarlet Crusade
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Weapon List
I'm not sure if the weapon lists in the Pocket Guide go from best to worst or not, but if so it would appear that they are now inaccurate as of the upgrades to 10-man hardmode weapons.
Both Aldriana's and Mavanas' spreadsheets indicate that for Mutilate rogues, [Perilous Bite] and [Combatant's Bootblade] are now second only to [Fang of Oblivion] and [Bladetwister] respectively. While neither of the sheets currently contain the updated stats for the 10 man hard mode weapons, when you plug in the new values it becomes clear that these two items in particular are 2nd BIS for Mutilate.
If I'm not completely out to lunch on this, perhaps the weapon lists in the Guide should be revisited.
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05/30/09, 2:28 PM
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#968
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Glass Joe
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Quick question on crit cap. I saw a post discussing dark matter and the formula for the crit cap and how it is possible to exceed the crit cap I think the number was 103.xx%. Is that calculation taking into account the crit suppression from bosses as well?
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05/30/09, 3:17 PM
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#969
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Bald Bull
Dwarf Rogue
Scarlet Crusade
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Originally Posted by Kublakan
Quick question on crit cap. I saw a post discussing dark matter and the formula for the crit cap and how it is possible to exceed the crit cap I think the number was 103.xx%. Is that calculation taking into account the crit suppression from bosses as well?
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You cannot removed the 24% glancing blows from the hit table. I'm not sure what you're talking about but the crit cap everyone else is talking about is for normal melee hits (white hits). For most rogues the crit cap for white hits is in the 55-65% range (ballpark).
Read through this post and a few followups. There are also several other posts in this forum that discuss it.
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05/30/09, 3:55 PM
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#970
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Glass Joe
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Crit Suppression
http://elitistjerks.com/f73/t36999-f...9/#post1248939
I'm trying to find the post on the warrior forms about it, the explanation is a little more detailed.
There is a -4.8% crit value on bosses. Looking at his numbers it should be as follows
66.40 + 11.73 + .98 + 24 = 103.11% +4.8% = 107.91 making the trinket even less valuable?
or is it
66.40 + 11.73 + .98 + 24 = 103.11% -4.8% = 98.31%
unless I'm completely off base here and am missing something about rogue mechanics?
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05/30/09, 4:10 PM
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#971
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Mike Tyson
Night Elf Rogue
Doomhammer
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The 66.40 is after the 4.8% crit reduction is applied - against a same-level mob, it would be 71.20% crit. Of course, against a same-level mob, the dodge, miss, and glance rates would be lower - significantly so, in some cases - thus it likely wouldn't run into the crit cap.
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05/30/09, 8:42 PM
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#972
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Glass Joe
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Just a notice, you may want to change the Darkmoon Card: Greatness link in the OP under trinkets to the Agility one, its linked to the Strength version.
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06/02/09, 10:24 PM
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#973
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Banned
Blood Elf Rogue
Twisting Nether
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I am quite perplexed at why a weapon that has less dps IE fist from mimiron, is rated higher than the 2350 fist weapon?:
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06/02/09, 10:33 PM
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#974
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Mike Tyson
Night Elf Rogue
Doomhammer
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Because DPS is only one aspect of what makes a weapon good (or not). In this case: yes, the PvP fist is significantly higher base DPS, but it has *terrible* stats for PvE, which gives away this advantage and then some.
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06/02/09, 10:34 PM
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#975
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Von Kaiser
Undead Rogue
Emerald Dream
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Originally Posted by Judgmant
I am quite perplexed at why a weapon that has less dps IE fist from mimiron, is rated higher than the 2350 fist weapon?:
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Ald beat me to response.
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