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Old 02/04/09, 4:46 PM   #101
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Altering items is perfectly safe, as is inserting additional rows to add new items. The only place you need to be careful about inserting stuff is weapons, as there are some custom ranges there that you need to be careful to handle correctly.

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Old 02/06/09, 8:58 AM   #102
Ibanish
Glass Joe
 
Gnome Warlock
 
Frostwhisper (EU)
My current weapons are [Librarian's Paper Cutter] and [Anarchy]. All this time I have been main-handing LPC with Instant Poison and off-handing Anarchy with Deadly Poison. So far, so standard.

However, I have recently been playing around with this spreadsheet and it seems to indicate that if I were to switch my weapons around, that is, to main-hand Anarchy with DP and off-hand LPC with IP, I would gain an additional 0.21% DPS.

This seems to be contradictory both to accepted wisdom which is to MH the faster weapon with IP and OH the slower weapon with DP and Vulajin's Roguecraft Spreadsheet which indicates that doing so is a 0.65% DPS loss. On the other hand, I understand that this spreadsheet is supposed to model Mutilate more accurately.

Can anyone shed any light on this or are the differences small enough to be mathematically negligible?

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Old 02/06/09, 9:21 AM   #103
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
So, fundamentally what's going on is this: while at equal DPS, it is clearly superior to keep the faster weapon in the MH. However, when there is a large DPS discrepancy between the weapons - such as the 26 DPS difference between LPC and Anarchy - the loss of physical damage from both Mutilates and autoattacks can be sufficient to offset the extra IP procs on finishers. So that's why it's showing up with Anarchy as better in the MH.

Note that the conventional wisdom presupposed weapons of comparable DPS. And even if they're only 1 tier apart - such as WD and SR - it's close enough to still be true. But when they get far enough apart - such as in your case - the conventional wisdom may break down.

So, the remaining question is: why the disagreement with Vulajin's sheet? Well, among other differences, one of the major distinctions between this sheet and Vulajin's is that it has a more sophisticated poison stacking model. I know Vulajin's sheet makes some allowance for the fact that you may not always have 5 stacks of DP while envenoming, but I believe the model for such is somewhat primitive (owing in part to the fact that the sheet has sophistication in other areas that this sheet lacks, which makes it harder to include sophistication in this). And what this has meant in practice is that this sheet tends to like a fast weapon to apply DP more than Vulajin's. Both sheets agree that you want the weapon attacking more to have IP and the one attacking less to have DP; where they disagree is how well damage scales with the speed of the DP weapon.

So: when applying DP with a slow weapon like Anarchy (or Sinister Revenge), you don't always have full stacks for Enevenoms, particularly when you are only doing 1 Mutilate between finishers. Thus, getting the extra procs from finishers has some DPS value for DP. Note also that this is not just any additional proc; the proc gained from an Envenom is a proc at the one time when you are absolutely guaranteed to have low DP stacks. Hence, it provides more DPS than a randomly timed proc of equal frequency.

So the fundamental difference between the two sheets in this matter is simply this: this sheet places more value on that proc, and believes that, coupled with the higher physical damage from the higher DPS dagger, it is sufficient to offset the loss of IP procs from those finishers. Vulajin's sheet assigns this proc a lower value, and thus finds LPC MH to still be superior - hence the difference between the two sheets. As to which is actually correct in the matter - that's hard to say. The real answer lies somewhere in between, and thus lies in a grey area where it's not immediately clear which is truly better.

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Old 02/06/09, 1:01 PM   #104
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Is it known for sure what order thing occur when Envenoming? You seem to be assuming that if the MH procs DP, this occurs after the Envenom clears the stack rather than beforehand. Has this been tested? If not, I'll try and find time to do it over the weekend. It's simple enough to test:

1) Build 5 CPs, make sure DP stack is at 5, and /stopattack
2) Envenom and /stopattack

If DP procs after the Envenom clears the stack, you should see a single DP stack on the dummy ~40% of the time (or 55% of the time if the Envenom buff applies before the poison procs). To test the converse, you need to build 4 DP stacks and 4 CPS in step 1. If the Envenom in step (2) matches the damage range for a full 5 point Envenom, then DP must have procced off the Envenom before the stack was cleared.

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Old 02/06/09, 1:06 PM   #105
Leto
King Hippo
 
Leito
Troll Rogue
 
No WoW Account
Originally Posted by songster View Post
Is it known for sure what order thing occur when Envenoming? You seem to be assuming that if the MH procs DP, this occurs after the Envenom clears the stack rather than beforehand. Has this been tested? If not, I'll try and find time to do it over the weekend. It's simple enough to test:

1) Build 5 CPs, make sure DP stack is at 5, and /stopattack
2) Envenom and /stopattack

If DP procs after the Envenom clears the stack, you should see a single DP stack on the dummy ~40% of the time (or 55% of the time if the Envenom buff applies before the poison procs). To test the converse, you need to build 4 DP stacks and 4 CPS in step 1. If the Envenom in step (2) matches the damage range for a full 5 point Envenom, then DP must have procced off the Envenom before the stack was cleared.
This is purely speculation, but I'd imagine the proc occurs after the stack is removed.

You gain the envenom buff even if envenom is dodged or doesn't hit, so this would lead me to believe the application of the buff happens before the chance to proc occurs.

From there, I'm just assuming the DP stack is removed when the envenom buff applies, but I am not certain. This would be easy to test by using gear with 0 expertise and envenoming in front of the heroic dummy until you get a dodge or parry and check if the envenom stack was removed.

Rogue at heart.

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Old 02/06/09, 3:58 PM   #106
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Well, according the the combat log, the order is:

1) Deadly Poison stacks removed.
2) Envenom buff activates.
3) Any poison procs generated by the finisher occur.

Furthermore, by standing sidewise to the target dummy (so as to disable autoattacks) with Deadly Poison on, I was able to stack DP 5 times on the dummy, perform a 5-pt envenom, and wind up with a single stack ticking afterwards, which seems to me to be fairly strong evidence that the proc is checked after stacks are removed. Thus, I am assuming that the order in the combat log is correct.

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Old 02/07/09, 5:20 PM   #107
stedfunk
Glass Joe
 
Night Elf Rogue
 
Scilla
I'm a bit confused with the expertise change, I get the part where it doesn't cut off the expertise anymore but why isn't it optimal to be capped anymore? Sorry if it's a dumb question just a bit confused and I want to understand it before changing my gear

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Old 02/07/09, 5:32 PM   #108
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
It's not so much that it's no longer optimal be capped, as that the loss of other stats to become capped is no longer worth it. By using items that are independantly better, you can get to 209 expertise; when it was though that swapping out for the gear that gives 214 expertise was giving a full .25% dodge reduction, doing so proved to be worth it; now that we know that it only gives about .13% dodge reduction, the other stats pull ahead.

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Old 02/08/09, 4:54 PM   #109
drumbum
King Hippo
 
Human Rogue
 
Sargeras
Based on the Wowhead spell details for Find Weakness, it looks like they fixed the bug with it giving extra damage to Rupture (possibly in 3.0.8?).

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Old 02/08/09, 5:43 PM   #110
Neto-
Bald Bull
 
Neto-'s Avatar
 
wut
Gnome Warlock
 
No WoW Account
Quick in-game test confirms that the bug is indeed fixed.

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 02/09/09, 5:22 AM   #111
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
New version in the first post. Updated for 3.0.9, as well as the rupture change noted in the preceding two posts, and a minor bugfix that was causing the sheet to slightly overestimate Envenom damage.

I'm showing about a 300 DPS increase from the changes, with the only itemizion change being Strong-Handed Ring nosing ahead of Ring of Invincibility in the currently-optimal gear setup.

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Old 02/09/09, 5:23 AM   #112
koaschten
In the rear with the gear!
 
koaschten's Avatar
 
Worgen Rogue
 
Auchindoun (EU)
Honestly i would have assumed the Mutilate nerf would have hit harder.

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Old 02/09/09, 5:30 AM   #113
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
It's a 20% reduction to a little over 20% of our damage - call it a 4.5% reduction - so it's more than covered by the HFB buff. And the SnD buff is... significant.

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Old 02/09/09, 5:36 AM   #114
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Originally Posted by koaschten View Post
Honestly i would have assumed the Mutilate nerf would have hit harder.
It's a 20% nerf to 20% of our total damage, of course it's not going to hit very hard - 4% or so of the total. The S'n'D buff is a ~7.5% buff to ~50% of our damage (white damage + IP damage, even neglecting second order effects on Focused Attacks etc.), so it almost exactly cancels it out. HfB buff on top is what makes the difference. Overall I wouldn't be at all surprised to see dual IP pushing significantly ahead of IP/DP now, since an IP/IP setup double-dips on the S'n'D buff while ignoring the Mutilate nerf.

Can someone with PTR access check what's going on with HfB? As it stands from the patch notes, it looks like a simple buff to it, with no change in number of stacks and no bleed requirement. It may be that got rolled back, or it may be planned to go in with 3.1 and this is a temporary change.

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Old 02/09/09, 5:42 AM   #115
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
I'm guessing this is a temporary change, and they're still planning the bleed version. This patch has the feel of a short-term fix - tweak a couple constants here and there to reduce the potency of rogue burst in PvP and give a slight PvE buff. I'm sure we'll see more significant changes when 3.1 rolls around.

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Old 02/09/09, 5:58 AM   #116
Tiga
Glass Joe
 
Valeev
Undead Rogue
 
Non-US/EU Server (EU)
So WD/Murder > WD/SR now, (which is very logical), and WD/WD still good value ahead both other.

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Old 02/09/09, 6:55 AM   #117
Blakkheim
Glass Joe
 
Orc Rogue
 
Exodar
Originally Posted by Aldriana View Post
It's a 20% reduction to a little over 20% of our damage - call it a 4.5% reduction - so it's more than covered by the HFB buff. And the SnD buff is... significant.
It's actually a 30% reduction. 50% -> 20% = 30%

Overall I wouldn't be at all surprised to see dual IP pushing significantly ahead of IP/DP now, since an IP/IP setup double-dips on the S'n'D buff while ignoring the Mutilate nerf.
This is a very interesting point.

If IP/IP becomes the way to go, then perhaps Sinister Revenge's days as a best-in-slot OH are over?

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Old 02/09/09, 6:58 AM   #118
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
But 1.5/1.2 = .8 = 20% reduction, which is the more relevant part.

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Old 02/09/09, 6:59 AM   #119
Blakkheim
Glass Joe
 
Orc Rogue
 
Exodar
Originally Posted by Aldriana View Post
But 1.5/1.2 = .8 = 20% reduction, which is the more relevant part.
Ah, alright. Yeah, that's really not as much of a PvE nerf as people are panicking about. Maybe a bit harsh for PvP though.

What do you think about the other points posted? IP/IP, etc?

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Old 02/09/09, 7:06 AM   #120
shegil
Glass Joe
 
Undead Rogue
 
Kazzak (EU)
You're wrong Blakkheim. You haave to look at it this way:

Mutilate prenerf: damage_mutilate*1.5 (50% more damage)
Mutilate nerfed: damage_mutilate*1.2 (20% more damage)

What you need to do is divide the two to get the correct number.

(damage_mutilate*1.2) / (damage_mutilate*1.5)

Since damage_mutilate is in both factors we can remove them (x/x = 1).

1.2/1.5 = 0.8, or a 20% nerf.

EDIT: So much for trying to be educational.

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Old 02/09/09, 7:10 AM   #121
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
I ran the numbers on double-IP. Provided I didn't make any mistakes (which I'm not going to swear to, as it is late and I am about to go to sleep), swapping Turn the Tables for Improved Eviscerate and running 2xIP with eviscerate does damage almost exactly identical to the IP/DP/Envenom setup. I'll double check my numbers in the morning, but for the moment: it is not better. It is not worse. It is as close to exactly equal as you will ever see.

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Old 02/09/09, 7:54 AM   #122
Mutilator
Glass Joe
 
Mutilator's Avatar
 
Undead Rogue
 
Ghostlands (EU)
Did you take the glyph of Evis into account in the above calcs Aldriana?

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Old 02/09/09, 7:59 AM   #123
DarkKnight388
Glass Joe
 
Night Elf Rogue
 
Deathwing (EU)
I was wondering about that too, but AFAIK glyph of evis is kinda standard for mutilate builds, so I think it's safe to assume he did take it into account .

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Old 02/09/09, 8:46 AM   #124
Feist-Mok
Bald Bull
 
Feist-Mok's Avatar
 
Human Rogue
 
Ysera
Originally Posted by DarkKnight388 View Post
I was wondering about that too, but AFAIK glyph of evis is kinda standard for mutilate builds, so I think it's safe to assume he did take it into account .
How is it standard? it sometimes gets left there as I reglyph from a pvp or HaT setup, but it provides no benefit to a PvE mut setup, so that slot is just as likely to end up being Glyph of Sinister Strike or Glyph of Feint.

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Old 02/09/09, 8:47 AM   #125
Kukulcan
Von Kaiser
 
Troll Rogue
 
Nagrand (EU)
i think that using evi as finisher instead of envenom, it would be pretty standard.

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