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Old 12/13/08, 9:23 PM   449 links from elsewhere to this Post. Click to view. #1
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
Combat (3.2) and Mutilate (3.1) Spreadsheets

Comments on the Combat Sheet:

Please be aware that the Combat Sheet doesn't currently account for the crit cap, which is mostly relevant if you use Dark Matter in a CQC setup. Note that it also doesn't deal elegantly with the ArPen cap, meaning your EP values and gear recommendations are likely to do some funky stuff around the soft (aka Mjolnir) ArPen cap, as well as at the hard cap. If you ask questions about why you're seeing wierd behavior in these cases, you *will* get an infraction. Yes, the behavior can be a bit confusing and/or counterintuitive. Yes, you'll have to think for yourselves at times. And now that I've warned you about it, I don't want to hear about it again.

Brief overview of the Mutilate sheet:

The first page is for selecting gear. Just put a 1 in the "equipped" column for each piece of gear you want to equip. Similarly, select enchants in the next section of the first page. Finally, at the bottom of the first page is the gem list. Fill in the gems you intend to use, including specifying which socket they go in. When filled out correctly, the "sockets" columns should all zero out at the bottom - you'll get a warning if this is not the case.

Note that all socket bonuses are added directly into the gear. If you don't want to use all the socket bonuses, you'll have to take them out manually. The middle pages have a variety of settings, glyph options, and talent choices that you can select; set these as you see fit.

Once that's all set: your DPS estimate appears at the top of the first page, and EP values (along with some breakdowns of where the damage comes from) can be found at the bottom of the last.

Note that a more user-friendly (but potentially buggier) beta Mutilate spreadsheet is available in post 1334.
Attached Files
File Type: xls Mutilate.xls (598.5 KB, 82129 views)
File Type: xls Combat_1.3.xls (2.36 MB, 20240 views)

Last edited by Aldriana : 10/27/09 at 9:26 PM.
 
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Old 12/14/08, 3:03 AM   #2
Leto
The Duke
 
Night Elf Rogue
 
Shattered Hand
Thanks for doing this. It is very convenient for me since we have the same base stats.

I took a look at some different gear configurations, and I found a 20 dps increase by using thrusting bands over sinner's bindings and switching the appropriate expertise gems to agi. I assume the default is sinner's since that is what you are using.

Also, I took a look at the calculations section, and you don't seem to take partial resists on poisons into account.

The mitigation for IP should be around 3.2 or 3.3%, and deadly something around 5%. I am less sure on deadly, since I am not sure how the stacking mechanic is affected by partials, so it would likely require some testing or expansive WWS data.

IP however is basically a direct dmg spell, and ~3.3% is consistent with the information in the spell penetration ttt. This is particularly pertinent since your spreadsheet currently shows webbed death as the best main hand, when I believe Vulajin's shows it to be Sinister Revenge. Adding a % mitigation to the deadly poison dps closes the gap basically, at least to the point where I'd imagine it worth it to use Sinister Revenge instead for the improved burst potential.

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Old 12/14/08, 3:10 AM   #3
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
Re: Thrusting Bands. Recall that when you switch to Thrusting Bands you need to get rid of a gem, as you lose a socket. I show them within 1 DPS under all socketing combinations. Though the recent findings about Expertise possibly not truncating may change that - more research will be needed.

Re: Partial resists. I'm not really up on current resist mechanics, so I just sort of did them from memory - the last thing I remember hearing was that partial resists cost about 6% DPS on a boss level mob, which is what the .94 term in line 274 is supposed to account for. If you have more up-to-date information, please let me know and I'll update accordingly.
 
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Old 12/14/08, 3:12 AM   #4
 Neto-
AUGH ROGUE TIME
 
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Undead Rogue
 
Mal'Ganis
Originally Posted by Leto View Post
I took a look at some different gear configurations, and I found a 20 dps increase by using thrusting bands over sinner's bindings and switching the appropriate expertise gems to agi. I assume the default is sinner's since that is what you are using.
Did you remove one socket from the default gem configurations? [Thrusting Bands] doesn't have a socket, [Sinner's Bindings] does.

edit: Ugh, sorry, didn't see the response.

Originally Posted by Aldriana
But while Vulajin is only a pale shadow of my brilliance, he still contributes a fair amount to the community so I'd feel guilty
 
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Old 12/14/08, 3:22 AM   #5
 Vulajin
Now with 100%* less failure.
 
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Troll Rogue
 
Mal'Ganis
@Leto: partial resists really shouldn't differ between the two types of poison, there is no difference between how partial resists function on dots versus on direct damage spells.

Originally Posted by Darkside View Post
No expansion is complete without trolls. I expect now we'll discover that Arthas has been raising hordes of zombie-trolls in the secret troll hovel of Zul'Crown.
 
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Old 12/14/08, 3:31 AM   #6
Leto
The Duke
 
Night Elf Rogue
 
Shattered Hand
Originally Posted by Vulajin View Post
@Leto: partial resists really shouldn't differ between the two types of poison, there is no difference between how partial resists function on dots versus on direct damage spells.
It might just be a difference in how the combat log reports them, since dots can't crit.

That would make sense, considering partial resists on a crit are reported incorrectly (it shows the lost dmg from the base spell value, not what was actually lost from the potential full crit dmg).

It should be 5-6 for both then, WWS just reports it incorrectly because of the combat log discrepancy.


That should be good then Aldriana, I see the .94 in there now. I was checking at the IP base dmg cell instead of the total magic dmg.

Silly me for forgetting to remove the gem for thrusting, doh.

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Old 12/14/08, 5:59 AM   #7
anamericaninoz
Glass Joe
 
Orc Rogue
 
Perenolde
Hi,

First off, great spreadsheet. Even rough work is way appreciated. My first post here, so I hope I'm not in the wrong place, feel free to delete if so. I was just wondering on choices of profession for Mutilate raid rogues. I know you've been saying in other areas that Jewelcrafting is one of the better minmaxing professions, but going through some numbers I can't quite pick why. I'm currently Alchemy/Herbalism, and with sustained use of flasks and the Herbalism consumable, I should average around an extra +131.7 AP, according to the WoWhead comparison of BOP/Prof Only Benefits. According to my reading of it, the only profession that generates a higher value is Blacksmithing, at 80ap/40agi for the glove and bracer slots. Jewelcrafting comes even lower at 42 AP for the bonus for BoP gems v. regular gems (and similar agility gains). What am I missing?

Thanks,
Shangria
 
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Old 12/14/08, 6:57 AM   #8
songster
Chief Passenger
 
Schizzle
Gnome Rogue
 
No WoW Account (EU)
Originally Posted by anamericaninoz View Post
Hi,
Jewelcrafting comes even lower at 42 AP for the bonus for BoP gems v. regular gems (and similar agility gains). What am I missing?
Also, you can use them in any socket, meaning you can replace a comparatively useless blue gem with a BoP gem with "red" stats, without losing your meta socket bonus or the socket bonus on the item itself. Say you're replacing a [Balanced Twilight Opal] with a [Bright Dragon's Eye]. The benefit is 38 AP, and you're allowed three BoP gems. So the total net benefit clocks in at around 100-110AP, depending on the mix of socket colours in your gear, set bonuses etc.
 
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Old 12/15/08, 3:09 AM   #9
anamericaninoz
Glass Joe
 
Orc Rogue
 
Perenolde
I can see it being valuable before you've got the epic gems, definitely, but is that something you would switch out as you get access to better and better BoE or vendored gems? The meta socketing thing I hadn't fully understood, but that seems to me to only be a problem if we have a plethora of blue slots/reqs for meta gems, something I haven't fully investigated yet. Thanks!
 
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Old 12/15/08, 3:37 AM   #10
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
When they release epic gems, the circumstances might change - or not. It's hard to say. And when they add epic gems, they may add upgrade for the other professions as well, so planning for the eventuality is hard to do. But lets take a look at the current situation.

Given that Agi and Expertise both have value right around 2 EP, I'm going to use AP gems for the following estimates, though in reality you might be using Agi or Expertise - I'm just trying for maximal clarity right now.

So, without JC gems, you need one blue gem for metagem activation, so you replace a 16 AP/12 sta gem with a 54 AP gem, an increase of 38 AP. You then replace 2 other gems - which have at most 32 AP on them - with 54 AP gems, for an added bonus of 22 AP each. hence, at the absolute minimum, you gain 38 + 22 + 22 = 82 AP, plus any relevant socket bonuses you may gain via the ability to use prismatic gems instead of red - in practice, the ideal gearset has 3 blue sockets, meaning that you gain an additional 6 agi and 8 AP from socket bonuses, bringing the total benefit to about 110 AP. Plus, the ability to use a different size of expertise gem makes it easier to come out even relative to the cap. Plus, it's in your choice of stat - it doesn't always have to be AP, you can add agi or expertise depending on what's needed for your gear.

So, the total benefit of JC relative to current gems is 110 AP, plus some ability to customize. How does this compare to other professions?

Blacksmithing: 64 EP in gems of your choice
Leatherworking: 64 AP
Enchanting: 64 AP
Inscription: 64 AP

...and so on. Or compare to what you're using right now - you're gaining 132 AP from *both* your professions, *when* you use consumables - and there are probably times when you don't. If you respecced to JC + one of the 4 listed above, you'd gain 174 EP - always, regardless of whether you were using consumes or not - and gain some extra customization in the bargain. So it's hard to argue that JC is not a compelling choice.

Also, even when they introduce epic gems, the benefit of JC - just by replacing a purple and 2 red gems with prismatics, without even worrying about the other benefits in terms of stat choice and socket bonuses and whatever - would be 54 * 3 - 20 - 40*2 = 62 AP, which is very competitive with other profession even without the other advantages. When you factor in those advantages, it's entirely plausible that JC will be optimal even once epic gems are introduced. But until that happens, we can't really say for sure - all we can do is work with what's best right now, and at the moment that's JC by a significant margin.
 
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Old 12/15/08, 8:49 AM   #11
anamericaninoz
Glass Joe
 
Orc Rogue
 
Perenolde
Thanks so much for the clarification! Going from previous sources listed on these forums and in WoWWiki, it was a bit confusing. But that all makes sense. Now I just have to man up and switch professions Thanks again!
 
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Old 12/15/08, 3:54 PM   #12
Amerilina
Lost
 
Human Rogue
 
Kil'Jaeden
Aldriana, So far I have not Found any real issues with this sheet. Honestly with the exception of 2 items I don't really see many differences from Vulajin's Spreadsheet in Terms of gear I found to be best in slot. I have been slowly trying to work through your Calcs page to see if there is anything that stands out. If you could give me an overview of what you are doing in the Calcs page, so I can compare it to what I am interpreting your intent to be with the Calcs it may aid in flushing out any bugs.

I did have to make a Gems lookup for the sheet manually change them is a bit cumbersome to me. I will try to play with it more in the next few days and give you some real feedback on the sheet.
 
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Old 12/15/08, 4:15 PM   #13
 Neto-
AUGH ROGUE TIME
 
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Undead Rogue
 
Mal'Ganis
Originally Posted by Amerilina View Post
Honestly with the exception of 2 items I don't really see many differences from Vulajin's Spreadsheet in Terms of gear I found to be best in slot.
From what I've seen, the major differences between both spreadsheets is that Aldriana's seems to have a different approach to the Deadly Poison calculations (which is why Webbed Death is rated higher in his), and the fact that agility gems are actually better than attack power gems. If possible, could you list the reasons why the latter happens? Did something change, or is it just gear scaling?

Edit: So, I "hacked" the spreadsheet, input all my gear, and the spreadsheet is rating attack power gems slightly better than agility gems (2.47 DPS increase by changing 16 agility to 32 AP), so that answers my question, I guess. I also noticed after messing with my weapon speeds that the faster the weapons are, the better agility gets, and the slower, the better AP gets, so it's definitely a factor as my MH is 1.8 and WD is 1.4.

Last edited by Neto- : 12/16/08 at 4:46 AM.

Originally Posted by Aldriana
But while Vulajin is only a pale shadow of my brilliance, he still contributes a fair amount to the community so I'd feel guilty
 
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Old 12/16/08, 8:08 AM   #14
 Aldriana
Super Macho Man
 
Night Elf Rogue
 
Proudmoore
So, gear scaling certainly has something to do with it - the more AP you get, the more other stats are worth. But I think the larger effect - in terms of the increased value of crit and hence agi - is the more sophisticated cycle modeling. I can't absolutely swear as to what Vulajin's sheet is doing, since I haven't looked it over any detail for quite some time. But my impression is that it operates under the philosophy that you're doing a relatively static rotation of rupture followed by a fixed number of envenoms, which doesn't really accurately reflect what one actually does. Rather, you Envenom until Rupture drops, and then you Rupture again. This may be 1 envenom, this may be 3 envenoms. And, moreover, not all of those envenoms are created equal. If you only have done one Mutilate since you last envenoms, odds are you're going to have less poison than if you did 2 Mutilates, a rupture, and another mutilate since the last time you envenomed - hence, the resulting envenom, even at the same number of combo points, will tend to do less damage.

Hence, the major differences in this sheet are as follows: 1), as noted, it pays a lot more attention to Deadly Poison restacking, the resulting Deadly Poison damage, and the effects on Envenom damage, and 2) the cycles are somewhat more dynamic - this sheet uses what I've been thinking of as a "4+Mut cycle". That is, in addition to doing 4+ CPs per finisher, you also do 4+ mutilates per Rupture. As a rough approximation: after 3 Mutilates, odds are it's only been 15-18 seconds, and your last Rupture probably isn't down yet; as such, you're going to do 4+ finishers until you've done at least 4 Mutilates, whether that's:

2 Mutilates, Envenom, 2 Mutilates

or

Mutilate, Envenom, Mutilate, Envenom, Mutilate, Envenom, 2xMutilate

Now, this is probably somewhat of an oversimplification, but I think it's a better assumption than what we've been using. This has interesting side effects, such as the fact that your Ruptures are relatively more likely to be 5pt while your Envenoms are relatively more likely to be 4-pt. This has various implications as to where your damage is coming from, and how much you actually do, and how much you benefit from each stat.

Now, is it ultimately more accurate? Hard to say. I certainly think so, or I wouldn't have bothered, but at the very least it's an alternate take on the gearing situation. And, ultimately, the only difference of significance is that this sheet recommends Webbed Death rather than Sinister Revenge, so it's not like we're talking major differences here.

In terms of a more in-depth walkthrough - that will have to wait till tomorrow, as it's getting rather late tonight.
 
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Old 12/16/08, 11:44 AM   #15
Leto
The Duke
 
Night Elf Rogue
 
Shattered Hand
Originally Posted by Neto- View Post
Edit: So, I "hacked" the spreadsheet, input all my gear, and the spreadsheet is rating attack power gems slightly better than agility gems (2.47 DPS increase by changing 16 agility to 32 AP), so that answers my question, I guess. I also noticed after messing with my weapon speeds that the faster the weapons are, the better agility gets, and the slower, the better AP gets, so it's definitely a factor as my MH is 1.8 and WD is 1.4.
I think the higher AP that Aldriana mentioned is the main cause. With the optimal gear, except using Sinister Revenge instead of Webbed Death, I still saw a dps increase using agi gems over ap, though it was very marginal.

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Old 12/16/08, 1:22 PM   #16
Scound
Von Kaiser
 
Orc Rogue
 
Dethecus (EU)
I did check out the sheet and have one or two questions concerning the Calcs sheet:

If I'm correct, it states a slow offhand as being a bigger dps loss than a slow mainhand?
How come?!?
Maybe the discussed further explanation of your calculation might help a little bit here.

In this same context: Are Poisons hardcoded in the form, that Deadly is applied on the slower weapon and Instant is applied on the faster one? Or are they rather hardcoded to a certain hand?

Assuming my observation is correct, the conclusion using your spreadsheet is:
slow/fast is superior to fast/slow (this may be due to Instant Poison being hardcoded to the offhand?!?)

However using Vulajins sheet I get the following result:
(fast/slow is superior to slow/fast


I see a general difference of paradigm here, resulting in one of the sheets having a fundamental flaw.)

Recalculated the whole thing using the newest sheet and voila:
slow/fast is superior to fast/slow

Thank you Leto

Last edited by Scound : 12/16/08 at 1:45 PM. Reason: see below
 
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Old 12/16/08, 1:32 PM   #17
Leto
The Duke
 
Night Elf Rogue
 
Shattered Hand
Originally Posted by Scound View Post
I did check out the sheet and have one or two questions concerning the Calcs sheet:

If I'm correct, it states a slow offhand as being a bigger dps loss than a slow mainhand?
How come?!?
Maybe the discussed further explanation of your calculation might help a little bit here.

In this same context: Are Poisons hardcoded in the form, that Deadly is applied on the slower weapon and Instant is applied on the faster one? Or are they rather hardcoded to a certain hand?

Assuming my observation is correct, the conclusion using your spreadsheet is:
slow/fast is superior to fast/slow (this may be due to Instant Poison being hardcoded to the offhand?!?)

However using Vulajins sheet I get the following result:
fast/slow is superior to slow/fast


I see a general difference of paradigm here, resulting in one of the sheets having a fundamental flaw.
Are you using an older version of Vulajin's sheet? The conclusion should be the same for both: slow/fast, due to mutilate having two chances to proc a poison on the off hand.

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Old 12/16/08, 1:36 PM   #18
Scound
Von Kaiser
 
Orc Rogue
 
Dethecus (EU)
Smoething else:

Is it possible, that Cell I7 in the Calcs sheet should be increased by one (for AEP puposes?). Or where do you enter EXP?
(a dps loss increasing EXP seems pretty much impossible to me - even if you are already capped)
 
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Old 12/16/08, 1:41 PM   #19
Scound
Von Kaiser
 
Orc Rogue
 
Dethecus (EU)
Originally Posted by Leto View Post
Are you using an older version of Vulajin's sheet? The conclusion should be the same for both: slow/fast, due to mutilate having two chances to proc a poison on the off hand.
True, I did use an older Version of Vulajin's sheet...

Sorry for the fuss.
 
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Old 12/16/08, 1:47 PM   #20
Leto
The Duke
 
Night Elf Rogue
 
Shattered Hand
Originally Posted by Scound View Post
Smoething else:

Is it possible, that Cell I7 in the Calcs sheet should be increased by one (for AEP puposes?). Or where do you enter EXP?
(a dps loss increasing EXP seems pretty much impossible to me - even if you are already capped)
I don't believe calculating AEP values is one of the purposes of this sheet. Those numbers at the top of the calcs sheet are determined by the gear selected.

If you want to see the value of adding one more exp rating, I'd suggest adding 1 to a gem stat, since those values are manual... instead of messing with the formulas on the calcs sheet.

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Old 12/16/08, 2:05 PM   #21
Scound
Von Kaiser
 
Orc Rogue
 
Dethecus (EU)
Originally Posted by Leto View Post
I don't believe calculating AEP values is one of the purposes of this sheet. Those numbers at the top of the calcs sheet are determined by the gear selected.

If you want to see the value of adding one more exp rating, I'd suggest adding 1 to a gem stat, since those values are manual... instead of messing with the formulas on the calcs sheet.
If not for AEP, why have the additional columns named AP (where Ap is increased by one over total stats), Agi (where Agi is increased by one over total stats) and so on?

I don't know what they are for but it sure appeares it is done to asses influences of certain stats... However something seems to go wrong in column I.

Just to get this clear, I appreciate all the work in the sheet - I just would like to better understand what is going on...
 
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Old 12/16/08, 2:12 PM   #22
Leto
The Duke
 
Night Elf Rogue
 
Shattered Hand
Originally Posted by Scound View Post
If not for AEP, why have the additional columns named AP (where Ap is increased by one over total stats), Agi (where Agi is increased by one over total stats) and so on?

I don't know what they are for but it sure appeares it is done to asses influences of certain stats... However something seems to go wrong in column I.

Just to get this clear, I appreciate all the work in the sheet - I just would like to better understand what is going on...
Ah, could be... I didn't notice that.

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Old 12/16/08, 2:26 PM   #23
Leto
The Duke
 
Night Elf Rogue
 
Shattered Hand
It looks like the dps is lower for EXP because a 0.25% dodge rate was added in field I46. I'm not sure why it was added though.

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Old 12/16/08, 2:54 PM   #24
 Vulajin
Now with 100%* less failure.
 
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Troll Rogue
 
Mal'Ganis
Originally Posted by Aldriana View Post
Now, is it ultimately more accurate? Hard to say. I certainly think so, or I wouldn't have bothered, but at the very least it's an alternate take on the gearing situation. And, ultimately, the only difference of significance is that this sheet recommends Webbed Death rather than Sinister Revenge, so it's not like we're talking major differences here.
It absolutely is, and it's what I have wanted to do for a long time, but for now, as you stated, my sheet still uses a static cycle model. Just as yours is kind of hard-coded to model a particular style of cycle (it looks like adding Combat or HAT modeling to yours would be...exciting, to say the least), mine is hard-coded to use the type of cycles that consist of fixed ordering and numbering of finishers. This works great for Combat but not as great for Mutilate, thanks to the interaction of Ruthlessness and Seal Fate.

I'll be able to take an in-depth walk through your calculations later this week to see if there are any errors or omissions.

Originally Posted by Darkside View Post
No expansion is complete without trolls. I expect now we'll discover that Arthas has been raising hordes of zombie-trolls in the secret troll hovel of Zul'Crown.
 
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Old 12/16/08, 4:52 PM   #25
NoPoint
Von Kaiser
 
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Orc Rogue
 
Silvermoon
I was tinkering with your spreadsheet and one thing I continuously noticed is despite calculating haste, it appears not to utilize it in any forum to reduce attack speed for neither mainhand nor offhand columns (calcs tab, row 13/14)
Am I missing something?
 
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