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06/27/09, 8:14 AM
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#1111
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Glass Joe
Human Rogue
Alexstrasza (EU)
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Instead of a 51 / 7/ 13 , how would a 51 / 5/ 15 fair?
Taking those 2 points out of precision and putting them into Elusivness essentially giving us a 2 min vanish ( a poor mans AR if you wish ).
I realise that this increases the HIT needed from gear but i seem to always find myself fluctuating ~ 400 + hit .
With the spell hit without precision being 446 ( i think) its not really so far out of reach.
I read alot how combat can pull ahead of mutilate on certain fights ( XT heart eg) because of the ability to use cooldowns at key points. Vanish @ 2 min CD would essentially give the MUTI rogue some CDS to use @ key times like XTs heart.
I couldnt find this option in Alds spreadsheet to test.
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06/27/09, 1:11 PM
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#1112
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King Hippo
Night Elf Rogue
Gorgonnash
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Originally Posted by Serol
So im curious, what's the reasoning behind fists/daggers combat being higher dps than swords or maces? I've seen the spreadsheets so i know its true(depending on weapons), but i still don't understand how it works out that even lvl swords/maces are inferior to fist/dagger combo.
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Itemization. In general, there are faster daggers available for your OH, and higher ilvl fists for your MH.
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06/27/09, 2:34 PM
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#1113
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Piston Honda
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Originally Posted by thejudge
Instead of a 51 / 7/ 13 , how would a 51 / 5/ 15 fair?
Taking those 2 points out of precision and putting them into Elusivness essentially giving us a 2 min vanish ( a poor mans AR if you wish ).
I realise that this increases the HIT needed from gear but i seem to always find myself fluctuating ~ 400 + hit .
With the spell hit without precision being 446 ( i think) its not really so far out of reach.
I read alot how combat can pull ahead of mutilate on certain fights ( XT heart eg) because of the ability to use cooldowns at key points. Vanish @ 2 min CD would essentially give the MUTI rogue some CDS to use @ key times like XTs heart.
I couldnt find this option in Alds spreadsheet to test.
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Quick napkin math - it would fair significantly worse.
Remember that a) gearing to hit the new spell hit cap may cost you dps elsewhere (opportunity cost), b) hit beyond the spell hit cap is NOT a worthless stat - still has a half-decent AEP value - so getting rid of precision should be weighed not simply as the cost in reaching hit cap once again, but also the cost in AEP from the additional white hit you've lost anyway.
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06/27/09, 5:24 PM
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#1114
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Glass Joe
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Originally Posted by brandog712
Ok i just tried out mutilate 51/7/13 as soon as i got my t8 4pc. It did not go well at all.
10M ulduar. I had a SP but no moonkin.
I used the build on this website with no MP and 3/3 TTT. My deadly poison kept falling off. I was slightly below the hit cap with 303 hit instead of 315. So i switched my bracers to fluxing energy coils, this put me at 349. Still my deadly poison would fall off. I'm going to try 1/3 MP and 2/3 TTT tonight. I didnt even break 5K on hard mode XT. Now, there is some luck involved with that ofcourse ( i got gravity bomb about 10 times), but i feel like me not being able to envenom because DP isn't up is damn retarded.
link to armory: The World of Warcraft Armory
I also have mechanism bindings that I can use instead of flux if needed.
Maybe there is something wrong with my choice of gear, some help would be nice.
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I kinda agree, I like MP a bit more than the theoretical dps gains in taking TTT. What I have found is in a strait-up standup fight, TTT pulls ahead because of the extra energy gains and the additional crits for rupture, and your DP stack refreshes "halfway decent" to where you can @100 energy, Envenom>Mut>Mut>Pool energy to 35-50 and have roughly 3-4 stacks of DP for another envenom. But even with that, i'm finding that I can only get about 2-3 envenoms inbetween ruptures.
But here comes the problem. DP has a very low timeframe where it atcually is able to do full 5stack damage even in standup fights. Add to that the fact that trash and most bosses with gtfo/target swithing strats, you are forced to blow some 2-3pt envenoms and in some cases, evis, just to keep your snd up. With MP and correct energy pooling, you can get a good 4-5 4/5pt envenoms in inbetween ruptures. And if you can time your envenoms inbetween DP ticks as well as correct energy pooling, you'll rarely ever proc a DP tick below a 4stack DP.
Me personally, I feel that yes, crunching the numbers, and in a perfect world, TTT does a small margin more dps. But in practice, your dps would be alot higher with MP. Mobility has always been our downfall, which utterly destroys the amount of strong envenoms we are able to dish out without losing high DP stack uptimes. But again, that is my personal preference. What you do with those 3 points is entirely up to you.
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06/27/09, 5:47 PM
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#1115
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Piston Honda
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TTT pulls ahead because of the extra energy gains and the additional crits for rupture
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Turn the tables only affects combo moves; in this case, only Mutilate.
Your conclusions are still correct - in an ideal environment TTT is slightly better (although not necessarily - depending on weapon speed and hit, you may find that 1 MP or 2MP and 2/1TTT is better, even in an ideal setting), but in practice many rogues choose to take 3MP.
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06/27/09, 5:55 PM
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#1116
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Glass Joe
Human Death Knight
Dark Iron
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Originally Posted by Kytrarewn
Do you use a faster offhand dagger than Sinister Revenge usually?
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Sorry, i logged out in my garbbage bad PVP gear. I use perilous + combatant's. 4/5 t8, and some other ulduar epics.
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06/27/09, 6:02 PM
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#1117
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Glass Joe
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Good catch, @work so I couldn't verify.
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06/27/09, 6:12 PM
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#1118
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Glass Joe
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One quick question, probably allready covered in this thread, but not neccessarily with up-to-date data.
I haven't seen any good number crunching or finalizations on speed pots and bloodlust. After some napkin math, it seems that saving your speed pots for times outside of BL would generally provide a better dps boost due to the diminishing returns of our allready-hasted attacks from SnD. But you have many variables. Such as percentage based haste versus cumulitave based haste. After bloodlust, SnD, and gear, i've seen my swing times go as low as .3 and .5 seconds, the math doesnt seem worth it to blow a speed pot inside that timeframe.
Some hard data and/or number crunching would be nice to see to try and prove and/or disprove that. And if it has been done allready in this thread, could I request that be included into the front post?
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06/27/09, 6:27 PM
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#1119
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Von Kaiser
Orc Rogue
The Venture Co (EU)
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There is no diminishing returns for the hasted attacks as far as I know. Also, blowing haste potion during bloodlust will provide more bonus due to the multiplicative combination of these two buffs.
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06/27/09, 7:24 PM
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#1120
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Glass Joe
Human Rogue
Alexstrasza (EU)
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I just looked over shadowpanther at the top armour pieces to see what kind of + HIT would be possible and without picking anything from hard modes Ulduar i ended up with 600 + hit rating. Thats plenty over the 446 spell hit cap with lots of room to spare.
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06/27/09, 8:52 PM
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#1121
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Von Kaiser
Orc Rogue
The Venture Co (EU)
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There is a simple way to find what you search for. Decide on a time period where speccing into elusivenes provides the most benefit. Then first, go insert the +hit gear you found to Aldriana's spreadsheet and see how much dps you lose using them instead of the best in slot gear with the normal spec. See the damage loss within that time range you have decided. Then calculate the energy gains from the extra overkill, turn it into mutilate and envenom hits. Find out the damage gains from extra mutilates and envenoms.
If you find, speccing in elusiveness gives a damage gain in the best case (which I don't think), we can start discussing it.
Last edited by robfang : 06/27/09 at 9:07 PM.
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06/28/09, 1:36 AM
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#1122
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Von Kaiser
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Originally Posted by thejudge
I just looked over shadowpanther at the top armour pieces to see what kind of + HIT would be possible and without picking anything from hard modes Ulduar i ended up with 600 + hit rating. Thats plenty over the 446 spell hit cap with lots of room to spare.
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Possible and optimal are two very different things, Gearing for that much hit would likely cost you other stats which would provide more dps. Additionally a point in precision, even above the spell cap, still adds a considerable amount of white hit, which is far from useless and, although I am not certain of this, probably more valuable than a small increase in overkill up time.
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06/29/09, 7:24 PM
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#1123
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Banned
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I was hoping to get some solid insight from the Warcraft forums before bringing it here (should of known better), but I've yet to see any proper analysis as to why a Mutilate Rogue would ever want to fill 5/5 Lethality over moving 2 points into picking up Fleet Footed. The original spec and math I did are located in this post: World of Warcraft - English (NA) Forums -> Best Mutilate Spec, and you aren't using it
To put it simply, Lethality is a god awful talent. For every talent point spent Lethality, a player actually only receives a 3% total damage increase on their combo-generating crits. For an Assassination Rogue, the Lethality bonus only affects their Mutilate crits, of which is a very small fraction of their total overall damage. Part of the math is slightly off in the original post, but basically to calculate your Mutilate crit damage you use the formula CritFraction = 2*MutCritRate / (1+MutCritRate), which you then plug into TotalDamageIncrease = SpecialFraction * CritFraction * LethalityIncrease, where SpecialFraction is the % of the total damage that special is.
You can plug in numbers from any parse, but truth be told 2 points in Lethality are worth less than a 1% damage increase. Let's compare that to the alternative, 15% run speed. One doesn't need to raid long as a Rogue to realize the significance on DPS maximizing time on target has. In current content, Ulduar is not movement-friendly in the slightest, even if it is something as simple as moving to the other side of Hodir for a buff or switching arms/dodging a lazer on Kologarn.
In TBC, Cat's Swiftness (8% run speed) was found to pull ahead a lot of the other DPS enchants both mathematically (2 seconds/min movement) and from utility (faster reaction time). I would imagine that a run speed of double that would be even significantly more dominant when compared to a talent dump that gives only a fraction of a percent damage increase. Even if we were to do a break down of which bosses Fleet Footed completely dominates on (Yogg/Freya/Mim) compared to those it doesn't, the fact remains that a .5-.8% damage increase is ridiculously small for 2 talents even from a min/max perspective, where it can easily get lost in the RNG of Mutilate cycles and crits itself. You could probably drop the entire talent and not see much of a difference, yet raid one night with the 15% increase and it's almost a completely game.
So why aren't Mutilate Rogues being encouraged to get Fleet Footed over Lethality?
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06/29/09, 8:07 PM
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#1124
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Mike Tyson
Night Elf Rogue
Doomhammer
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Short answer? Because while run speed is rather powerful on the scale of boot enchants, it's relatively weak when compared to talents - even "weak" talents like Lethality (which, as a side note, isn't even the weakest talent in the tree - dropping 2 points from TTT and/or MP tends to be a smaller DPS loss. But that's a separate issue).
That is: Cat's Swiftness was (and is) appealing because it doesn't cost you much DPS to get - boot enchants don't contribute that much DPS in the first place (i.e., dropping from Icewalker to Cat's Swiftness costs you less DPS than dropping any single talent point in the typical Mutilate spec). The movement requirements to make it worthwhile - particularly in TBC, when the difference between it and the best tank-and-spank boot enchant was smaller - were low enough so as to make it worthwhile in many cases.
However, working out the movement requirement for making 2/2 Fleet Footed do *equal* - not superior, equal - DPS to 5/5 Lethality, one finds that it's around 3.6 seconds a minute. In Ulduar, this happens on... Yogg. And that's about it. Lets be clear: you have to move on other fights. But, to use your example, on Hodir, you're simply swinging around the boss so shouldn't be losing DPS time - thus the DPS benefit of movement speed is zero.
Similarly, on XT, if your strat is set up correctly you only lose DPS time on Gravity Bombs in hard mode, and to reach the *break even* point you'd need to get bombed something like every 2 minutes all fight - which just doesn't happen on average.
And of course, if you want to be perfectly technical, the fair comparison is 5/5 Lethality + Cat's Swiftness vs 3/5 Lethality + Icewalker + 2/2 Fleet Footed, which requires 5 seconds of movement per fight to break even. And, when you work it out, that's a bit marginal even for Yogg.
In short: Run Speed is all well and good, provided it doesn't cost you too much to get. And, as it turns out, dropping a boot enchant to get it tends to be worth it, but dropping a talent to get it usually isn't. This may change in future comment, but does appear to be the case at the moment.
I'd also note that the comparison of run speed enchants and talents to their DPS equivalents has been done several times previously, so if you take a look around I'm sure you can find additional details.
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06/29/09, 8:43 PM
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#1125
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Banned
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I was hoping to get some actual math behind this (I'd appreciate it if you could), but taking what you state (3.6 seconds a minute for equality), how are you not moving that much in Ulduar? Take your example of my example, on Hodir. A pillar appears on the opposite side near the tank. Your movement time into it does not affect time on target, but the time spent inside that pillar has a drastic affect on your DPS. Moving slowly into it can account for hundreds of DPS...not to mention the time off target from getting unlucky with the flash freeze drops. How significant would that movement speed be in a fight that only lasts a few minutes?
In a perfect world you won't get bombs from XT, you won't get slag pot or flame jets on Ignis, all the adds will run to you on Thorim and Razorscale, and your Auriya fear dispels will go off the instant it is cast. But that isn't how Ulduar works, and everyone knows this. Unless all of your guild's hard mode strategies somehow keep a boss planted in one location and you never have to move or change targets, I don't see how 3-4 seconds of movement in a minute isn't typical on these fights that are less movement oriented.
I don't need to really go into fights like Mim/Freya/Yogg/Alg to explain the significance of movement, but it's just amazing to me that it gets so undervalued as melee. I mean your comment on Yogg says that 5 seconds of movement a minute is marginal...seriously? I don't know if you've tried one light but melee have to DPS constrictors at random locations while still maximizing portal time and brain DPS. Have you been rooted on Freya? Do you just feint overloads and Mim shocks? I don't get it, but I guess some Rogues just never have to move in Ulduar. WTB a mod that tracks your time out of melee range of a target.
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