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Old 01/27/09, 2:43 AM   #251
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Originally Posted by Pstar View Post
Some of the haste ideas suggested here were good, too (particularly it increasing energy regen).
I'll disagree with this somewhat. Yes, it would be OP if it affected energy regen at the same percentage that it affects swing speed. There isn't any reason to assume that would necessarily be the case. You could easily construct a model where 1% haste affected swing speed by 1% and energy regen by 0.5%, or 0.1%, or whatever tuning level you like. The real reason to suspect they won't make haster affect energy regen is that haste is acknowledged to be a weak stat for all melee classes, so any change to it is likely to buff it for all classes (with compensatory nerfs elsewhere if that puts other classes over the top).

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Old 01/27/09, 6:11 AM   #252
Inkm
Piston Honda
 
Human Rogue
 
Bronze Dragonflight (EU)
That's true songster, but I don't think we should assume that Blizzard needs any given stat to perform in the same way for all classes. That is most certainly not the case for a number of stats as is; agility and strength comes to mind, parry for DK's, dodge for a combat rogue with the talent to make use of it and so on. Basically, I think they feel it adds "flavor" between the classes and I tend to agree with them.

That is; I believe that haste could very well have some sort of energy/rage/rune/whatever component that differs between classes while also affecting swing times.

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Old 01/27/09, 10:24 AM   #253
 gwystyl
Circus Peanut Quality Control
 
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Human Rogue
 
Ysera
Changing something that affects all classes similarly does nothing to resolve the issue rogues are having. Let's say tomorrow Blizzard changes a mechanic so that we're doing 7k dps. Rejoice! Only, that same mechanic change has pushed fury warriors to 8k dps.

Mission accomplished?

I think that tweaking with the energy system is what's making Blizzard take so long in terms of finding a solution. A tiny push in either direction will have a pretty dramatic increase both in terms of our pve dps and our burst in pvp. It's a very difficult thing to tune around if you think about it, and although I would love to see some of our effective haste translate into faster energy regen, it's pretty easy to see the harm in it.

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Old 01/27/09, 1:45 PM   #254
 Maestroquark
What Would You Have Me Do?
 
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Ramala
Orc Rogue
 
No WoW Account
GC had a post today which mildly touches on buffs and debuffs. The part I find relevant to rogues (originally talking about mage +10% spell crit debuff):

Even if it is shared more, 10% crit is a very powerful raid debuff -- probably too powerful. There is a melee debuff that is equally game-changing, which is something else we would like to fix.
Honestly, the only thing that comes to mind is Sunder/Expose Armor. We can hope it'll come with an easier way to maintain Expose Armor, but my guess is -armor is getting nerfed.

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Old 01/27/09, 7:50 PM   #255
Ashere
Piston Honda
 
Night Elf Rogue
 
Khadgar (EU)
I just noticed the very same post, and since he mentioned gamechanging, I can only think of Sunder/EA as well. However, if he means a unique melee debuff, he has to be talking about Hermorrhage. I'm just not sure what I'm missing about it being gamechanging, since with a proper spec, you'll hardly use it anymore, and even in TBC, the Hemorrhage debuff could hardly be called game-changing.

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Old 01/28/09, 5:56 AM   #256
Nyarlatoteph
Glass Joe
 
Troll Rogue
 
Dragonblight (EU)
Might be GC's talking about warrior's deep wounds.

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Old 01/28/09, 7:47 AM   #257
gokpog
Glass Joe
 
Night Elf Rogue
 
Nefarian (EU)
Originally Posted by Nyarlatoteph View Post
Might be GC's talking about warrior's deep wounds.
If by Deep Wound you mean Blood Frenzy than that's a much to minor debuff to be compared to +10% spell crit taken from a mages imp. scorch/winter's chill.

The only "equally game-changing" debuff I can think of would also be Sunder Armor/Expose Armor, since it gives melee DPS an increase of about 8-10% (depending on class/build).

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Old 01/28/09, 9:44 AM   #258
Mazz
Von Kaiser
 
Night Elf Rogue
 
Vashj (EU)
If they tweak EA/SA though there is a very realistic chance that they will adjust npc armor as well. In the end that would mean that the debuff simply becomes less of a loss if you do not have it but the overall situation when you do have it remains the same. There is very little reason to panic about that just yet (Unless you really like to EA clothies :o )

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Old 01/28/09, 9:46 AM   #259
Rilias
Von Kaiser
 
Night Elf Rogue
 
Arthas (EU)
13% Spelldamage is even worse so there's that.
As for Melee I can only think of Buffs doing that for us other than Major Armor reduce, our debuffs are pretty weak.

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Old 01/28/09, 3:15 PM   #260
PSGarak
Bald Bull
 
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Undead Warlock
 
Hyjal
If he tripped up on his use of the word 'debuff' he could be refering to the 10% AP or 20% haste buffs, or concievably 5% crit or static AP. For debuffs, major armor is the only real possibility, except maaaaybe mangle/trauma.

With the way that armor penetration works right now (% of armor left after debuffs), nerfing sunder armor should increase the value of ArP rating, since it would be reducing more absolute armor. Would a significant change to sunder (like halving it) be enough to make armor penetration not a trash stat? (For varying definitions of not a trash stat.)


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Old 01/28/09, 5:25 PM   #261
drumbum
King Hippo
 
Human Rogue
 
Sargeras
I don't think there's any question that it's the major armor debuff. Consider that SA or EA removes nearly one-third of a boss's total armor, which works out to increasing all non-DOT physical damage by nearly 17% (when minor armor debuff is also present) or 16.1% (when it isn't) against raid bosses. It's much more powerful than the 10% spell crit buff.

As for how much armor penetration rating is hurt by armor subtraction debuffs, the answer is a lot. Let's say the only change to armor penetration that they made was to make percentage-based armor removal take place before subtraction-based armor removal. The result of this would be to increase the value of armor penetration rating by around 65%, and it gets better as you obtain more. However, this result is dependent on the major and minor armor debuffs being present. When neither is available, naturally there would be no damage difference between the two methods since there is no subtraction-based armor removal present.

Personally I think Blizzard should just change all armor subtraction debuffs into percentage debuffs. I think the main reason Blizzard didn't do this was because of the PVP implications, but based on my observations I think it would actually work out better for PVP at this stage.

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Old 01/29/09, 12:57 AM   #262
Pstar
Von Kaiser
 
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Blood Elf Rogue
 
Executus
Originally Posted by PSGarak View Post
With the way that armor penetration works right now (% of armor left after debuffs), nerfing sunder armor should increase the value of ArP rating, since it would be reducing more absolute armor. Would a significant change to sunder (like halving it) be enough to make armor penetration not a trash stat? (For varying definitions of not a trash stat.)
This looked wrong to me, but (sort of) maths out. Wrath bosses (so far) all have 13083 armor, and the reduction is given by %= A/(A+15232.5). Put on major and minor debuffs, and assume you have 10% ArP (which would be relatively high). 7898 is armor after debuffs, ArP makes it 7108.

Current: 0% ARP = 34.1% reduction = 65.9% damage multiplier
10% ARP = 31.8% reduction = 68.2% damage multiplier
damage done increase = 68.2/65.9 = 3.5% per 10% arp

w/o armor debuffs: 0% arp = 46.1% reduction = 53.9% damage mult
10% arp = 43.5% reduction = 56.5% damage mult
damage done increase = 56.5/53.9 = 4.8% per 10% arp

So the stat becomes about 35% more valuable. Of course, damage overall goes down 15%, assuming they don't make any other changes. I've got a fair amount of ArP on my gear (around 8% i think, plus a trinket that procs for more), and this is kind of counter-intuitive to me because I've noticed I do very poorly on fights when warriors can't be bothered to put up sunders, and much better when they do, relative to other melee dps'ers.

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Old 01/29/09, 1:39 AM   #263
drumbum
King Hippo
 
Human Rogue
 
Sargeras
The problem with that analysis is that it seems extremely unlikely that the armor debuffs would be nerfed without also nerfing the base boss armor by the same amount. And, assuming that both are changed by the same amounts, the result would be that armor penetration rating would remain exactly the same as it was.

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Old 01/30/09, 9:25 AM   #264
koaschten
In the rear with the gear!
 
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Worgen Rogue
 
Auchindoun (EU)
Ghostcrawler click:
Q u o t e:
1.) Rogue DPS in every spec lacks in regards to PvE
2.) Rogue's lack a sufficient AoE in World of AoEcraft to keep up (Please note Fan of Knives is weak and annoying to listen to when spammed, we've gone from lolvolley Hunters to lolknives Rogues as well on some players).
3.) Rogues lack any buffs that would allow them in a raid / grp should they lack 1 & 2 (which they do).


1) I think this is totally valid and we owe rogues some dps. We have been cautious because we can't afford to give them any more PvP dps and those crafty rogues tend to use PvE dps for PvP.

2) This is not a big concern of ours. The goal is not to make every dps class equal on every single encounter. Mages, locks, ele shamans and boomkins (and possibly hunters) have great AE. Not every class needs great AE. We want rogues, DKs, ferals, warriors, enhancement shammies and everyone I have forgotten to do decent enough AE that they don't feel dumb standing around on AE pulls. Every pull currently feels like an AE pull. It won't always be that way.

3) I think this falls in between 1 and 2. Classes aren't supposed to have buffs so good that you always want to bring them. We built a lot of redundancy into the system. However we are taking a hard look at cases where someone's buff comes easier or more reliably than another class. Saying "every raid has a warrior" isn't very compelling in our mind. Saying "their buff is a passive ability while ours is a proc that takes 5 talent points" is a bigger deal we need to fix.

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Old 01/30/09, 11:10 AM   #265
stool
Glass Joe
 
Troll Rogue
 
Daggerspine
Wasn't it stated some time ago by blizzard that they were going to buff Lightning Reflexes?

Doesn't some kind of haste buff to this talent make too much sense thematically and logistically?

ATM the talent never sees points put into it.

Perhaps reducing it to a 3 pt talent and adding a %base haste increase?

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Old 01/30/09, 11:22 AM   #266
Tinwhisker
Bald Bull
 
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Dwarf Rogue
 
Scarlet Crusade
Originally Posted by stool View Post
Wasn't it stated some time ago by blizzard that they were going to buff Lightning Reflexes?
GC said the Lightning reflexes buff was just a thought he shared with something they might change. When asked later about it he said it was something they considered at the the time but later dropped; the community just latched onto it though as a promise (like they often do) and then cried "liar" when nothing came of it.

Not to say it may not change later, but there's nothing said to be in the works; in fact they've been very quiet on rogue changes due to the "crafty" way we use PvE abilities in PvP.


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Old 01/31/09, 10:08 PM   #267
Previn
Von Kaiser
 
Human Rogue
 
Argent Dawn
Originally Posted by Tinwhisker View Post
GC said the Lightning reflexes buff was just a thought he shared with something they might change. When asked later about it he said it was something they considered at the the time but later dropped; the community just latched onto it though as a promise (like they often do) and then cried "liar" when nothing came of it.
Actually, they said they would buff Lightning Reflexes because there were no DPS talents at that tier in combat and that it was lacking even as a defensive talent at that tier. Then they moved Aggression down to the same tier and said that they felt that addressed the issue.

Given the DPS lag, I wouldn't say it's a bad idea to go back and buff it as the originally were going to do.

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Old 01/31/09, 11:00 PM   #268
saedo
King Hippo
 
Night Elf Rogue
 
Gorgonnash
These notes are probably fake or just very preliminary: Believe it or Don't: Patch 3.1 notes leaked? - WoW Insider

Regarding Rogues:

• Adrenaline Rush is now available to all Rogues at Level 30.
• New Talent: Focused Combat, 25 Energy, 3 min cooldown – When activated, the rogue goes into a focused state of combat, increasing all damage done by 30%, changing targets will cancel this effect. Lasts 15 sec.
• Envenom: Damage for all ranks increased slightly.
• Expose Armor: Now reduces the enemy's armor by a percent value instead of a flat value.
• Improved Expose Armor: No longer reduces the energy cost of Expose Armor. Now increases the armor reduced by 2%/4%.
• Tricks of the Trade: Duration reduced to 5 seconds.
• Prey on the Weak: Critical strike damage now increased by 5%/10%/15%/20%/25%.
• Close Quarters Combat: Increases your chance to get a critical strike with all weapons.
• Kick: Damage dealt significantly increased.
• Throwing Specialization: Also increases damage dealt by Fan of Knives by 15%/30%.
• Surprise Attacks: Damage bonus increased to 15%.
• Savage Combat: Now increases attack power by 4%/8%.
• Fan of Knives: Now causes 75% weapon damage with all weapons.
• Killing Spree: All damage dealt while this ability is active is increased by 20%.

And in general:

• Potency Rating: Haste Rating, Armor Penetration Rating and Spell Penetration have been merged into a single stat. Each percent of Potency will decrease the enemy's spell resistances and armor; it will also increase the player's cast speed and melee attack speed.



Playing along if this were true, my initial thoughts is that there may be too many buffs into combat. The fan of knives nerf wouldn't be a surprise, trash aoe dps is pretty ridiculous and dual spec'ing for it in 3.1 will only further ahead. AR being trainable makes me think it'd have to be nerfed to balance for pvp bursting.

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Old 01/31/09, 11:32 PM   #269
Feist-Mok
Bald Bull
 
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Human Rogue
 
Ysera
• Kick: Damage dealt significantly increased.
Fake.

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Old 02/01/09, 12:48 AM   #270
koaschten
In the rear with the gear!
 
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Worgen Rogue
 
Auchindoun (EU)
Sorry but i cant see anything of that happen, it would result in at least 15% more combat dps...

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Old 02/01/09, 6:40 AM   #271
Pstar
Von Kaiser
 
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Blood Elf Rogue
 
Executus
Originally Posted by saedo View Post
These notes are probably fake or just very preliminary: Believe it or Don't: Patch 3.1 notes leaked? - WoW Insider

Regarding Rogues:
...
Very interesting, thx for posting. Would probably make swords king again.

I was kind of having fun with fan of knives on trash, but I hardly think it put me on top of the meters. I'd be on top of the meters for trash pulls done in 10 seconds or less, or for the first ten seconds, but after you facemash that thing 3 or 4 times, there's not much else you can do -- you have no energy left to start building up a cycle. If trash pulls are indeed more complicated in Ulduar, people probably wouldn't do this anyways.

Disappointed by the change to imp expose. Right now, it's worth talent points if I *know* that my fury warriors won't put it up, or I can't beg a hunter to train a pet for acid spit, and the glyph helped when I used it, because it at least makes it an energy positive finisher since you would get back +10 energy beyond the 25 from relentless strikes. It would be an even bigger dps loss to keep this up the whole fight, and it's a bit silly to think that you should be expected to for the good of the raid -- assassination rogues aren't hybrids and finishers are very expensive. I would expect a corresponding change to serrated blades (also faerie fire).

But yeah, huge buffs to combat. I much prefer mutilate/daggers, because I think it's a more complex/demanding playstyle, but I felt that way in BC, too, and raided fist/sword the whole way through that. Good thing I have swords in the bank.

Also, can we please get a new word besides potency? Combat potency, arcane potency, potency enchants... I feel like Bob Dole is going to start shooting WoW commercials. The stat merge sounds interesting here, but I think what's really happening is that they'll make different amounts of "potency" do different things for different classes, like, say, agility gives different %crit per agi for each class, and the impact will all depend on the numbers. Seems unduly ambitious to me, given they just needed to tweak things around the edges, but I'm sure the devs know best.

These notes look pretty elaborate, I'd be impressed if anyone could fake something like this, but I'm equally sure that they're not final.

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Old 02/01/09, 6:57 AM   #272
Haoli
Von Kaiser
 
Blood Elf Rogue
 
Ysera
MMO-Champion - World of Warcraft Guides and Raid Strategies


Front page people. Those notes are fake. Moving on...

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Old 02/01/09, 7:10 AM   #273
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
As a note: given that those patch notes are now widely believed to be fake, and the fact that there are a number of very obvious problems with them, further discussion thereof seems unproductive. If at some point some portion of them is proved to be true: so be it, we can discuss them. But until that time, discussion of them serves no purpose and may result infractions. You have been warned.

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Old 02/02/09, 11:47 PM   #274
Janthin
Glass Joe
 
Orc Rogue
 
Medivh
This is my first post here, but I have been following this forum for a long time, and this thread in particular since it went up. I have yet to see what I consider to be one of the most pressing problems facing rogues, which is the scaling of mutilate compared to combat.

Combat currently lags very slightly behind in an instance where murderable mobs are not the norm. Ulduar will probably be considerably more populated with humanoids, so this in itself is a problem. Worse, though, imo is this: It is more than possible (though not ideal) to reach poison hit cap w/o ever stepping foot in any raid instance. I can't raid w/ my rogue at the moment because my guild needs my tank. Nevertheless, he is shy only the Gun'drak epic pants from 315 hit. Since we all know that going past 315 hit is sub-optimal, that means 315 hit is the basic extent of combat potency for energy regen. Focused attacks, however, will continue to scale up to the crit cap created by that same hit rating (approximately 65%).

Combat currently has at least some benefits to recommend it: it's more functional in 5-mans where the short life of most mobs doesn't completely screw up your rotation, it provides slightly better aoe, it's easier to gear for, and blade storm + AR = burst when you really need it (e.g. during bloodlust). However, without signifigant changes to rogue talents and/or mechanics, as content progresses Mutilate will pull further and further ahead until it is no longer just the ideal spec. It will be the only spec.

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Old 02/03/09, 12:18 AM   #275
 Almehym
Raiding for Michelin Stars
 
Undead Rogue
 
Turalyon
Blizzard has stated (repeatedly) that our dps is low across the board, and that combat and subtlety are even further behind than assassination is. Although it hasn't been explicitly stated by Blue, I would wager that we shouldn't necessarily include the greater expected chance to have more murder-able bosses in Ulduar as a 'buff' to our class. My reasoning for this is that since they have explicitly stated about retribution paladins that they should not view all the undead bosses in Naxx as a potential nerf to their DPS when transitioning to Ulduar, we should likewise see ourselves in a similar light regarding Murder and the switch from undead to Humanoid/Giant bosses.

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