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11/11/09, 3:47 PM
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#1701
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Glass Joe
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I just noticed that the formula in the "White Crit Cap" cell on the Combat 1.3 sheet is ".76-(White Miss Chance)-(Dodge Chance)". Is there a reason this doesn't account for the supposed 4.8% crit depression against boss-level mobs? I thought that had to be taken into account in any single-roll crit cap calculation like this one.
Edit: Or does that 4.8% only apply to specials (therefore not counting for the white crit cap)?
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11/11/09, 4:08 PM
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#1702
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Glass Joe
Night Elf Rogue
Argent Dawn (EU)
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It is already calculated into your current crit. If it was calculated into the crit cap, it would have been calculated twice.
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11/12/09, 12:26 AM
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#1703
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Piston Honda
Draenei Shaman
Earthen Ring
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Originally Posted by Bloodxslayer
I have a question regarding the Combat Spreadsheet.
I'm not sure if this was already addressed, but when the Spreadsheet window reads "Low Rupture," when exactly am I using rupture? I'm sure using it "every once in a while" is probably not the case.
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Low Rupture and High Rupture are basically priority lists.
Low Rupture: SnD > Eviscerate > Rupture. What this means is first and foremost keeping SnD up is key (as is for any cycle). Using CPs for Eviscerate is a higher priority for Rupture. So, if you have 5 CPs and Rupture has 4 seconds left before it falls, you will Eviscerate. If you have 5 CPs and Rupture isn't up, you Rupture.
High Rupture: SnD > Rupture > Eviscerate. This is pretty much what you did all of Tier 8. You want to keep Rupture up as often as possible.
Eviscerate Only: SnD > Eviscerate. You never use Rupture, and you use whatever CPs you have when SnD is falling off to refresh it. Whether that means 2 or 5 (though some argue you can Evis at 5 and hope for a Ruthlessness proc)
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11/12/09, 12:40 AM
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#1704
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Von Kaiser
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Originally Posted by Bloodxslayer
I'm not sure if this was already addressed, but when the Spreadsheet window reads "Low Rupture," when exactly am I using rupture? I'm sure using it "every once in a while" is probably not the case.
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It's probably best explained:
High Rupture essentially means do everything within your power to ensure 100% (or close to it) uptime of rupture.
Low Rupture is essentially any rupture rotation which isn't High Rupture.
So while a High Rupture rotation might clip an Evis to 2-3 combo points to ensure enough combo points for the next upcoming Rupture, a Low Rupture rotation isn't as concerned about the uptime of rupture, so would be more happy to complete a 5 point Evis, even if it caused rupture drop.
Originally Posted by Rahdik
Low Rupture: SnD > Eviscerate > Rupture. What this means is first and foremost keeping SnD up is key (as is for any cycle). Using CPs for Eviscerate is a higher priority for Rupture. So, if you have 5 CPs and Rupture has 4 seconds left before it falls, you will Eviscerate. If you have 5 CPs and Rupture isn't up, you Rupture.
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No, I don't agree with that, but correct me if I'm wrong.
Both rupture rotations will prioritise Rupture over Eviscerate. A priority list with Evis > Rupture might as well drop Rupture. The point being that in High Rupture, rupture does a significantly larger portion of damage over eviscerate, but in Low Rupture, rupture still does more damage than eviscerate. Otherwise, if Eviscerate does more damage than Rupture then there's no point rupturing at all. Low rupture still wants to maximise rupture uptime, just not at the expense of clipping existing rupture debuffs, or clipping the damage of eviscerate.
There would definitely be some argument of switching to an evis only cycle, if evis is close to equaling rupture, since a ruptureless rotation has advantages when it comes to fight movement and ramp up time.
Last edited by Thaela : 11/12/09 at 12:52 AM.
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11/12/09, 3:52 AM
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#1705
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Piston Honda
Draenei Shaman
Earthen Ring
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I know it looks weird saying Evis > Rupture, but that doesn't mean Eviscerate does more damage than Rupture it just means that your rotation will include both finishers and prioritizing Eviscerate over Rupture will yield more DPS than trying to clip Eviscerates just to make sure Rupture remains active nearly 100%.
We both know what Low Rupture means. I suppose saying SnD > Eviscerate > Rupture just looks confusing and might not be the best way to represent the explanation.
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11/12/09, 5:41 AM
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#1706
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Great Tiger
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No, if you say Evis > Rupture you mean drop rupture because eviscerate does equal or higher damage.
The rupture rotations do end up with eviscerates of varying sizes. The eviscerate rotations end up without any ruptures.
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11/12/09, 5:55 AM
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#1707
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Piston Honda
Draenei Shaman
Earthen Ring
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EDIT: Here i'll make it easier so people can grasp an easy concept if you have good reading comprehension.
SnD > Eviscerate, if Rupture is up > Rupture
Now no one will confuse Evis > Rupture meaning Eviscerate does more damage, regardless of if I preface it by saying here's a list of priorities.
Last edited by Rahdik : 11/12/09 at 6:01 AM.
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11/12/09, 6:35 AM
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#1708
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Von Kaiser
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Writing one skill after the other in a priority list (X > Y) directly correlates to the damage increase they're worth. Saying Evis if rupture is up > Rupture is really just saying Rupture > Evis, but confuses the fact that rupture is still the higher priority in a low rupture rotation. Hence, compare:
High Rupture: SnD (100%) > Rupture (100%)> Evis
Low Rupture: SnD (100%> Rupture > Evis
Evis Only: SnD(100%) > Evis (100%)
High Rupture priority states that dropping rupture even for a few seconds is more a dps loss than the dps that would be gained if you spent those few seconds pumping however many extra combo into a 5 point Evis. Low rupture reverses that philosophy, stating that dropping rupture for a few seconds is less of a dps loss that the dps gained by performing a full 5 pt Evis. Note being, if your not 2-3 combo points into that evis before you have to make that choice, chances are your "rotation" at that point in time should probably drop evis completely and go straight into another rupture. The other thing to keep in mind is that Evis happens while rupture is still up, the decision you're making is: "Will I have enough time, to do an eviscerate, and gain enough combo points to do another 5 point rupture before this one drops?"
I believe the spreadsheet even gives a number which shows; If you only have this number of seconds left of rupture, and haven't eviscerated yet, don't bother, pool and go straight back to rupture (or SnD or whatever).
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11/12/09, 6:36 AM
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#1709
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Mike Tyson
Night Elf Rogue
Doomhammer
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Look, people, can we stop the semantic arguments? I think we all know what we're talking about, and if we don't, we should because its explained in the spreadsheet. So let's drop the discussion before it becomes any more pointless. Thanks.
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11/13/09, 2:24 AM
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#1710
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Glass Joe
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When I go to insert an additional item (weapon) into the spreadsheet, I insert a new row, copy and old one, edit stats...
but the "DPS" box is a manually entered formula, for example:
=0.5*(325+605)/2.6
Where are these numbers coming from? How do I do this for new weapons I am trying to enter? I did a search in this thread and couldn't find anything, sorry if this has been asked before.
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11/13/09, 3:25 AM
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#1711
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Von Kaiser
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Average DPS = 1/2 * (Min Damage + Max Damage) / Speed
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11/13/09, 5:00 AM
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#1712
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Myrmidon Champion
Worgen Warrior
Alterac Mountains
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I just noticed
::Aldriana's Gloves of Secrecy::
When doing data entry for the new 3.3 stuff. Congratulations on getting an ICC item named after you Aldriana! Sorry if already mentioned. Maybe one will drop with my name on it soon. *Crosses fingers*
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11/13/09, 12:09 PM
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#1713
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Glass Joe
Blood Elf Rogue
Подземье (EU)
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Aldriana will be a secret boss in ICC? Hard mode only after Arthas? =))
gz
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11/13/09, 12:39 PM
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#1714
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Von Kaiser
Kargathia
Night Elf Rogue
No WoW Account (EU)
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A question regarding some behaviour I observed in the spreadsheet:
When inserting a gear setup in the sheet that is very close to the ArP soft cap, with a runestone equipped, Expertise / hit / spell hit (0.26% below the spell hit cap) all jump to 2.6-3.0 values.
While I can up to certain heights accept the hit / expertise jumping, the spell hit puzzled me.
Why would being just above / below the ArP cap affect spell hit that drastically?
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"...vincer potero dentro a me l'ardore
ch'i' ebbi a divenir del mondo esperto
e de li vizi umani e del valore"
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11/13/09, 1:53 PM
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#1715
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Glass Joe
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Originally Posted by Thaela
Average DPS = 1/2 * (Min Damage + Max Damage) / Speed
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oh, duh... I feel a bit stupid now..  Thanks for the answer!
Also, I was inputting all my stuff in last night and the spreadsheet said that I should swap out 2 of my Tier 8 pieces for
[Bloodfang Mask]and [Vest of Shifting Shadows]
It really had a lot to do with the buffs I assigned myself. If I was clicking "yes" on all the buffs, I was at a DPS loss to break my 4pc set. If I put in the buffs I normally get on a 10man raid (my guild is small, as you can probably tell by my gear) the spreadsheet said I would gain DPS by breaking the 4PC set.
Am I doing something wrong with the spreadsheet, or does this make sense? I obviously had to input my own MH weapon (cringe) so maybe I effed something up. I have the [Tankard O' Terror] and [Bloodcrush Cudgel] which I should probably be switching to... but the 1.2 spreadsheet said that even though my CQC weapons were worse, they would produce higher dps (I assumed it had something to do with the crit increase with the CQC talent and the 4PC set bonus).
I am such a newb  Please help me! haha
Last edited by Aldriana : 11/14/09 at 2:19 AM.
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11/13/09, 3:10 PM
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#1716
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King Hippo
Leito
Troll Rogue
No WoW Account
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Depending on the buffs unavailable in your 10 man raid, it might make sense. For example, if you do not have mangle available, the relative value of the t8 4pc bonus decreases since rupture becomes a smaller portion of your damage.
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Rogue at heart.
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11/13/09, 4:35 PM
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#1717
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Von Kaiser
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Originally Posted by rayanne
Also, I was inputting all my stuff in last night and the spreadsheet said that I should swap out 2 of my Tier 8 pieces for
[Bloodfang Mask]and [Vest of Shifting Shadows]
It really had a lot to do with the buffs I assigned myself. If I was clicking "yes" on all the buffs, I was at a DPS loss to break my 4pc set. If I put in the buffs I normally get on a 10man raid (my guild is small, as you can probably tell by my gear) the spreadsheet said I would gain DPS by breaking the 4PC set.
Am I doing something wrong with the spreadsheet, or does this make sense? I obviously had to input my own MH weapon (cringe) so maybe I effed something up. I have the [Tankard O' Terror] and [Bloodcrush Cudgel] which I should probably be switching to... but the 1.2 spreadsheet said that even though my CQC weapons were worse, they would produce higher dps (I assumed it had something to do with the crit increase with the CQC talent and the 4PC set bonus).
I am such a newb  Please help me! haha
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Up until last week I was using the same weapons and the spreadhseet told me not to break the 4pc. It might help to DL the newest version of the sheet (1.3) . However seeing as you have Valorous instead of Conquerors on half your set, that may also be the reason. Bloodfang Hood and Shifting Shadows are much better itemized in comparison and may make up for the lack of stats on your legs and gloves. If you're sure you're inputing your buffs correctly, then do as the spreadsheet says and test it for yourself.
Edit: If you can get some epic gems for your slots it may also go towards keeping your four piece bonus. You have a lot of "rare" orange gems which may be better suited to agility or AP gems or even Ametrines for yellow slots.
Last edited by Xynen : 11/13/09 at 4:42 PM.
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11/13/09, 5:09 PM
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#1718
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Mike Tyson
Night Elf Rogue
Doomhammer
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Originally Posted by kargathia
A question regarding some behaviour I observed in the spreadsheet:
When inserting a gear setup in the sheet that is very close to the ArP soft cap, with a runestone equipped, Expertise / hit / spell hit (0.26% below the spell hit cap) all jump to 2.6-3.0 values.
While I can up to certain heights accept the hit / expertise jumping, the spell hit puzzled me.
Why would being just above / below the ArP cap affect spell hit that drastically?
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I suspect what you're seeing has little to do with proximity to the ArPen softcap and more to do with some other threshhold you're crossing - based on the affected stats, my guess would be that you're softcapping on crit, which would drop the value of crit and agi and spike the value of anything that raises the crit cap - notably hit and expertise. So I'd check your gear setup and see if that might be the case.
Or, maybe there's a spreadsheet bug. If you can't find the problem feel free to send me a copy of your sheet and I'll take a look.
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11/14/09, 12:13 PM
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#1719
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Von Kaiser
Kargathia
Night Elf Rogue
No WoW Account (EU)
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Crossing the crit cap was indeed the culprit, as I went above / below the ArP cap by inserting an agility gem.
Thanks for pointing me in a different direction.
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"...vincer potero dentro a me l'ardore
ch'i' ebbi a divenir del mondo esperto
e de li vizi umani e del valore"
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11/14/09, 12:26 PM
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#1720
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Glass Joe
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Thanks for the fantastic spreadsheets! Great contributions to the rogue community.
I am working with the Mutilate sheet and seeing something I don't quite understand. My present EP values are 1.8 exp and 1.2 arp. Switching trinkets from Banner of Victory(base score 298) to Victor's Call(base score 330) results in a 100 DPS loss even though the exp brings me up to 26. Is it just that the on use is bad? And is the base score not a good indicator of an upgrade?
Also, switching between rupture and rupture free is not resulting in a dps change. Forgive me if I missed why somewhere.
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11/14/09, 1:05 PM
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#1721
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Glass Joe
Dwarf Hunter
Gorgonnash (EU)
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Originally Posted by Zly
Thanks for the fantastic spreadsheets! Great contributions to the rogue community.
I am working with the Mutilate sheet and seeing something I don't quite understand. My present EP values are 1.8 exp and 1.2 arp. Switching trinkets from Banner of Victory(base score 298) to Victor's Call(base score 330) results in a 100 DPS loss even though the exp brings me up to 26. Is it just that the on use is bad? And is the base score not a good indicator of an upgrade?
Also, switching between rupture and rupture free is not resulting in a dps change. Forgive me if I missed why somewhere.
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Ruptureless cycles are not supported yet by aldrianas mutilate sheet afaik.
Check Mavanas' simsheet for this!
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11/15/09, 6:48 AM
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#1722
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Glass Joe
Undead Rogue
Dragonmaw (EU)
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So, first time I'm making a post in here, but I've been using your spreadsheet for a good while now, I love it, so a big thanks to start off with.
Now to my problem, so to say (skip if you feel like TL;DR):
Whenever I look at my gear and spec, it always seems to be the case that speccing into Vile Poisons (at the cost of Relentless Strikes, going 2/5 RS, 3/3 VP) yields a dps increase for me.
While it's true that I have a lot of hit rating at the moment (489) I'm still at the soft-arp cap (well, 726, closest I could get without overshooting) while having the Runestone equipped.
Now if I go for full out ArP gear (with many pieces I don't have yet) replacing my cloak with the Silver Covenant one, the Headpiece with the Bloodfang Hood, the gloves with the Heroic Silver Assasin Gloves, Planestalker Signet (Heroic), still using Banner of Victory but having Death's Verdict (N), using The Grinder (Heroic) and Steel Bladebreaker (Heroic) with 1 point in CQC and 5 points in Mace Spec.
With this setup I'd land at 1087 passive ArP along with the 200 (?) from mace spec. In this case, sacrificing Relentless Strikes for Vile Poisons (3/3) yields a DPS-decrease (as I'd expect) but only by about 20.
Now:
Why do I almost never see any rogues with Vile Poisons?
Sorry if this post became a bit long for such a simple question xD
Edit:
Edited out some flawed logic of me... =x
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11/15/09, 4:02 PM
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#1723
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Glass Joe
Undead Rogue
Shattered Hand
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Originally Posted by Xcuse
So, first time I'm making a post in here, but I've been using your spreadsheet for a good while now, I love it, so a big thanks to start off with.
Now to my problem, so to say (skip if you feel like TL;DR):
Whenever I look at my gear and spec, it always seems to be the case that speccing into Vile Poisons (at the cost of Relentless Strikes, going 2/5 RS, 3/3 VP) yields a dps increase for me.
While it's true that I have a lot of hit rating at the moment (489) I'm still at the soft-arp cap (well, 726, closest I could get without overshooting) while having the Runestone equipped.
Now if I go for full out ArP gear (with many pieces I don't have yet) replacing my cloak with the Silver Covenant one, the Headpiece with the Bloodfang Hood, the gloves with the Heroic Silver Assasin Gloves, Planestalker Signet (Heroic), still using Banner of Victory but having Death's Verdict (N), using The Grinder (Heroic) and Steel Bladebreaker (Heroic) with 1 point in CQC and 5 points in Mace Spec.
With this setup I'd land at 1087 passive ArP along with the 200 (?) from mace spec. In this case, sacrificing Relentless Strikes for Vile Poisons (3/3) yields a DPS-decrease (as I'd expect) but only by about 20.
Now:
Why do I almost never see any rogues with Vile Poisons?
Sorry if this post became a bit long for such a simple question xD
Edit:
Edited out some flawed logic of me... =x
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The vile poison build always seems to be an increase of dps with rogues with high hit rating and decrease for those with lower hit. I personally find the standard build to be higher dps by about 10dps but I keep the vile poison spec as my anubarak spec and just interchange glyphs outside of this.
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11/15/09, 4:03 PM
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#1724
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Glass Joe
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Possible bug in Combat 1,3.
In my current gear, if I change from Greatness to Dark Matter, spreadsheet recommends Expertise gemming in every socket even past the dodge cap. Looks to be an odd white crit cap reaction, as changing from Mongoose to Berserking fixes it.
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11/15/09, 6:08 PM
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#1725
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Mike Tyson
Night Elf Rogue
Doomhammer
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Not a bug. Since you're softcapping on crit, the value of expertise is higher than the value of agility, so it recommends it; and for the reasons discussed here, it doesn't stop recommending it just because you've hit the cap.
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