Switch hands for the poisons and do it again. For all we know, it could just be a bug in the proc-rate of one of the poisons or a tooltip error.
I just did this, with a larger sample size, and the results were consistent.
Log of 2 oh hits happening at the same time:
Something else interesting... actually had 2 wound procs *and* an anesthetic proc after the oh mutilate.
Here's raw log info in case you're curious:
12/3 12:37:27.800 SPELL_DAMAGE,0x00000000006D3AD4,"Leto",0x511,0xF1300079A8002647,"Grandmaster's Training Dummy",0xa28,48665,"Mutilate",0x1,1635,1634,1,0,0,0,1,nil,nil
12/3 12:37:27.832 SPELL_DAMAGE,0x00000000006D3AD4,"Leto",0x511,0xF1300079A8002647,"Grandmaster's Training Dummy",0xa28,57981,"Anesthetic Poison II",0x8,276,275,8,0,0,0,nil,nil,nil
12/3 12:37:27.832 SPELL_DAMAGE,0x00000000006D3AD4,"Leto",0x511,0xF1300079A8002647,"Grandmaster's Training Dummy",0xa28,48664,"Mutilate",0x1,2226,2225,1,0,0,0,1,nil,nil
12/3 12:37:27.832 SPELL_DAMAGE,0x00000000006D3AD4,"Leto",0x511,0xF1300079A8002647,"Grandmaster's Training Dummy",0xa28,57975,"Wound Poison VII",0x8,436,435,8,0,0,0,nil,nil,nil
12/3 12:37:27.832 SPELL_DAMAGE,0x00000000006D3AD4,"Leto",0x511,0xF1300079A8002647,"Grandmaster's Training Dummy",0xa28,57975,"Wound Poison VII",0x8,673,672,8,0,0,0,1,nil,nil
12/3 12:37:27.832 SPELL_DAMAGE,0x00000000006D3AD4,"Leto",0x511,0xF1300079A8002647,"Grandmaster's Training Dummy",0xa28,57981,"Anesthetic Poison II",0x8,282,281,8,0,0,0,nil,nil,nil
Note that there was an anesthetic proc after the mh mutilate hit, then one after the oh as well. There were no melee hits, as I hit esc as soon as I mutilated. Regardless, an extra wound proc happened way more frequently than an extra anesthetic proc.
Did the same test with anesthetic on the mainhand, wound poison on the offhand. 2 1.4 speed daggers were used (only daggers I have with the same speed), haste trinket removed and haste from gear brought the speed of both daggers down to 1.33.
First test was 5 mins autoattacking and mutilating:
MH (anasthetic) - 145
OH (wound) - 173
Second test of 5 mins of just mutilating with my side to the dummy, 101 mutilates (1 was dodged):
MH - 28
OH - 46
Third test of just autoattacks but this time for 20 mins (1401 autoattacks)
MH - 302
OH - 273
5 minutes is probably too short to tell if anything weird is going on. Anyone fancy beating on the training dummy for 30 minutes just using mutilate?
It's really a lot easier to test than you all are making it. Poison your main hand, perform a couple Mutilates and see if you get any double poison procs. Now remove your main hand poison, poison your off hand, perform a couple Mutilates and see if you get any double poison procs. With any of the 50% proc rate poisons, you have a 95.8% chance to confirm/deny the double proc theory in 11 Mutilates.
Well, the conclusion is the same as yours, so this is a mechanic worth noting.
We should disregard the advice about using the faster dagger MH and putting IP on it, and instead do that for the off-hand.
I'm a bit slow but since the extra chance to proc OH poison has been shown through testing; wouldn't we, as Leto stated earlier in the thread, swap poisons and weapon speeds to utilize it? Or is there something wrong with his reasoning?
I think I've discovered a strange behavior with poisons and Fan of Knives. My belief is that poisons can only proc with FoK if the target is within melee range. Any targets that are outside of melee range cannot be poisoned by FoK, even if they are within range of FoK (which is 8 yards). (This turns out to not be true, see comment below.)
To test this, I stood within melee range of one training dummy, but outside of melee range (but inside FoK range) of a second training dummy. Out of 16 Fan of Knives attempts, I observed 17 poison procs (I used Anesthetic Poison) on the one I was standing close to, and observed zero poison procs on the one I was further from (but was still hitting with FoK).
Also, to make sure it was not some fluke, I switched places, and was able to get a poison proc on the other training dummy on the first attempt. I also tried standing directly between them (which was within melee range of both) and was able to poison both in the same FoK attempt.
Edit: I just found that I *was* able to poison targets at maximum range when using Wound Poison. It appears that the bug is actually with Anesthetic Poison, not FoK.
Second edit: You can see the difference in "range" on the spells for Wound Poison and Anesthetic Poison easily from Wowhead: Anesthetic Poison (says "Melee range") and Wound Poison (says "100 yd range")
What about IP and DP? Are they bugged with FoK or no?
I'll test it to be sure, but if we go by the Wowhead tooltips, Instant Poison actually would be bugged also (melee range), while Deadly Poison has a 100 yd range like Wound Poison.
I've found FoK + Anesthetic Poison incredibly useful in helping to soften up the 'enrage' on Sartharion - it works like tranq shots and dispels the frenzy on those littley fire elementals, and when there's a whole bunch of 'em, I just swap in some spare weaps with anesthetic and fan. You can do similar things w/ FoK +Crippling Poison on gluth if you're short for snares (helpful in a 10 man grp), and with throwing specialization on all kinds of trash and boss adds. It's actually a nice chunk of utility.
That's a nasty bug that will definitely affect how I use this in the future. (had been chalking it up to shitty luck).
Has anyone else noticed Throwing Weapon Spec doesn't seem to work with FoK interrupt? I respecced for Fist/Dagger last week and again when the Master Poisoner bug was fixed, and since I don't care about Unfair Advantage for raiding/heroics and I don't find Imp. Sprint that useful, I picked it up for the extra interrupts. However, I haven't observed FoK actually ever interrupting anything.
Has this been documented and I just missed it, or am I just crazy?
Has anyone else noticed Throwing Weapon Spec doesn't seem to work with FoK interrupt? I respecced for Fist/Dagger last week and again when the Master Poisoner bug was fixed, and since I don't care about Unfair Advantage for raiding/heroics and I don't find Imp. Sprint that useful, I picked it up for the extra interrupts. However, I haven't observed FoK actually ever interrupting anything.
Has this been documented and I just missed it, or am I just crazy?
I think you're just crazy, + some mobs are in fact uninterruptible. That said, tossing off a tricks+ FoK on a pull full of casters converges them on a tank faster than just about anything else. It's definitely working, and I see it interrupting mobs all the time. It MAY be affected by the range bug described above with poisons as well, but it hasn't seemed that way to me. I haven't looked too closely though.
I think you're just crazy, + some mobs are in fact uninterruptible. That said, tossing off a tricks+ FoK on a pull full of casters converges them on a tank faster than just about anything else. It's definitely working, and I see it interrupting mobs all the time. It MAY be affected by the range bug described above with poisons as well, but it hasn't seemed that way to me. I haven't looked too closely though.
I've tried it on everything from Moorabi to random casters, etc. and it consistently doesn't seem to interrupt things for me. I'll try to do some more testing.
I think you're just crazy, + some mobs are in fact uninterruptible. That said, tossing off a tricks+ FoK on a pull full of casters converges them on a tank faster than just about anything else. It's definitely working, and I see it interrupting mobs all the time. It MAY be affected by the range bug described above with poisons as well, but it hasn't seemed that way to me. I haven't looked too closely though.
Ditto, this is my primary method for pulling trash groups (TotT + FoK); thus far, it has not failed to interrupt multiple caster targets.
I did smallscale testing about this wound poison in OH also. Only 4min on dummies though and it shows me that its pretty damn close atm with the old IP fast (1.3) mh, DP slow (1.5) oh
IP fast MH, DP slow OH
Mutilate: 23,3%
IP; 16,1%
DP slow MH, Wound fast OH
Mutilate: 25,0%
Wound: 14,0%
All other stats where almost exactly the same, atm im abit confused what should I do, old way or this buggy new way
I did smallscale testing about this wound poison in OH also. Only 4min on dummies though and it shows me that its pretty damn close atm with the old IP fast (1.3) mh, DP slow (1.5) oh
IP fast MH, DP slow OH
Mutilate: 23,3%
IP; 16,1%
DP slow MH, Wound fast OH
Mutilate: 25,0%
Wound: 14,0%
All other stats where almost exactly the same, atm im abit confused what should I do, old way or this buggy new way
Just making sure this is clear, the double procs do not discriminate amongst the poisons. IP on a fast offhand is the way to go for max dps (assuming you have imp poisons at least).
Tricks of the Trade seems to function oddly with engineering, as well.
Cast Tricks, FoK, then toss a Saronite bomb, and you catch aggro. It would seem that the threat component of TotT only affects native abilities, which you'd expect, based on the wording, for the initial attack but not for the threat for six seconds following.
Jesus don't want me in a sunbeam
Sunbeams are always made on me
Don't expect me to cry, for all the reasons I'm gonna die
Don't ever ask your kick of me.
Just making sure this is clear, the double procs do not discriminate amongst the poisons. IP on a fast offhand is the way to go for max dps (assuming you have imp poisons at least).
After making the change to the spreadsheet and equipping the appropriate weapons/poisons, the dps increased, not by a gigantic amount but a "free" dps increase is always good.
In regards to FoK+trix are for kids, I've consistently used it to funnel trash to my assigned tank. The adds idea is a nice one, it never occurred to me that poison worked with FoK. We had trouble with them on Gluth 10-man with only a warrior using tclap. I actually thought about trying that ability, but I couldn't leave Gluth to test it since I was using anesthetic on him to stop enrages (no Hunter).
I am currently experiencing a bug involving what appears to be CQC and the old fist weapon specialization. Upon the release of 3.0 I spec'd into 5/51/5 CQC combat. When I had a fist equipped in my main-hand, instead of giving me the expected 5% crit bonus from CQC I was instead given 10%. When a dagger was placed in the main hand, my crit dropped down to the expected 5%. When a sword was equipped, another 5% drop in crit was experienced. I performed some testing on the target dummies outside of Darnassus at the time to determine if this was a tooltip error or not, first dual wielding fist weapons, then dual wielding daggers, then dual wielding random other weapons I had laying around at the time (If I recall correctly it was a mace and a sword). There was a slight variation from the critical strike chances indicated by the tooltip, but nothing so extraneous that it could not be attributed to mongoose procs or RNG variation. Unfortunately I did not save the parses for those tests, so at this time I can not post them for you.
Also of note, I have re-spec'd several times since then, and even when I am spec'd for, say, HAT, I still retain the 5% crit bonus when wielding a fist weapon.
What I am wondering is whether or not anyone else has experienced this issue and if so, can they confirm or deny my conclusion that this is not just a tooltip error?
What I am wondering is whether or not anyone else has experienced this issue and if so, can they confirm or deny my conclusion that this is not just a tooltip error?
I'm certain many, many rogues have seen/experienced this and just haven't spoken up about until recently. This "extra crit" has been displaying since at least 2.4.3 (maybe even 2.4.2?) when I logged in after the patch and noticed the magical 5% crit with a MH fist. At the time, most people assumed it was a tooltip bug and left it at that, in fact I don't think anyone has ever bothered to buckle down and test it, as if it really were an extra 5% it would appear on WWS reports.
In short, I wouldn't waste any sleep over it and just ignore it for now as Blizzard will certainly fix/explain it in a random patch.
There is a thread on the Blizzard Rogue Forums, about a Rogue doing 6k dps on Patchwerk with a HaT build, and the feeling among people is there is a bug with HaT awarding more than one CP.
Thread Link above. I have looked at the WWS, and consdering the character's armory profile, I can't see how one could have all the CPs they would need for the Eviscerates, Ruptures and SnDs that were used.
It is entirely possible that I am reading the WWS incorrectly, but it would appear that the rogue in question was not waiting for 5 combo points before eviscerating, as the listed average eviscerate was listed as dealing 3577 damage, and instead just spamming them on GCD.