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02/24/09, 11:42 AM
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#451
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Don Flamenco
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Whether its Combat Maces/Swords/Daggers-Fists will depend on Itemization in Ulduar. It is still disheartening to see, with current state, we will no longer be seeing Dual Weapon Specialization builds (e.g. Fist/Sword).
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02/24/09, 11:45 AM
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#452
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Von Kaiser
Troll Rogue
Shadow Council
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Originally Posted by Mutilator
The change to HfB makes garrote a very attractive opener for assassination Rogues depending on party/raid set up plus it is another way to nerf the synergy between Overkill and FoK. Now either you give up 15% damage to FoK and proceed into old way FoK spamming early on the trash pull maximising Overkill and praying for a Deep Wounds or equivalent proc or garrote straight away into HfB and then FoK. I guess it all has to do with how much your trash pack is about to live.
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Warriors thunderclap puts bleeds on the targets, so I don't think we should have any significant problems with HFB on trash honestly.
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02/24/09, 11:48 AM
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#453
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Don Flamenco
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Doesn't weapon twisting look very attractive now with the envenom change? +75% proc rate on double IP if you swap before envenom should make it worth the lost white swings and global I would think.
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02/24/09, 11:49 AM
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#454
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Glass Joe
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We finally get a glyph for Mutilate, one sparkling diamond in the rough as it were.
Poisons moving to a PPM base is interesting and I'm waiting to see if rogues will get an ability that gives periodic effects a chance to crit like the druids have, I'm sure it would mean a slight damage reduction based on the current damage output of rupture in raids but I quite like the idea.
Last edited by Flaw : 02/24/09 at 12:12 PM.
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02/24/09, 12:30 PM
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#455
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Glass Joe
Human Rogue
Bronzebeard (EU)
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Hunger for Blood seems to by bugged at the moment, I cannot trigger it with Garrote or Rupture. At first I thought it might be UI bug or training dummie bug, but I did testing without UI on different servers on dummies and players. I’ve asked around and got confirmation from other rogues, it was hard, because all of them are combat now.
Some screens for a proof.
HfB dark, no bleeds

Bleed present, icon lights up

"You can't do that yet" while spamming key nr 1

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02/24/09, 12:57 PM
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#456
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Von Kaiser
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Can anyone confirm that poisons have been moved to a PPM system? Of course it makes the most sense to balance fast / slow weapons for Rogues but then it really makes me concerned that this will be a hefty nerf towards our current spec - which is already under achieving compared to some other classes.
When I originally read them I thought two things, one that this is going to really boost us up and possibility but us to where we should be on the meters, but then I also thought that this will make fast / fast daggers out perform even more... I did not really consider a PPM mechanic change.
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02/24/09, 12:59 PM
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#457
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Von Kaiser
Blood Elf Rogue
Outland (EU)
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Somewhat disappointing assassination changes. If IP will truly become 5-7% of total damage, that might well be a 10% damage nerf for assassination rogues as in a single IP setup I usually get around 16-18% of my damage from IP, depending on the fight. But I suppose all this has to be fine tuned still.
The HfB glyph is somewhat ridiculous. Assuming for the moment that it will be a clear 3% damage increase while HfB is up, that means that a single talent will be responsible for 18% of our damage. That is so far beyond ridiculous it approaches the realm of hilarious slapstick comedy, only the unfunny kind. I would personally prefer to see a glyph of Envenom that leaves DP stacks intact or something of the like in its stead.
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02/24/09, 1:10 PM
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#458
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Glass Joe
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so from what ive read it looks like mut will be going down
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02/24/09, 1:20 PM
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#459
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Glass Joe
Night Elf Rogue
Forscherliga (EU)
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Originally Posted by britishkid
so from what ive read it looks like mut will be going down
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this goes out for all of you: for whining please join blizzard-forums and start a new thread... you surely will be heard ;-)
for the rest: keep the discussion as usually data-based, intelligent, realistic etc...
i am sick of all the whiny comments everywhere...
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02/24/09, 1:29 PM
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#460
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Glass Joe
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wasnt whining. was just wondering. Seeing as whenever damn Calamity drops ill be going combat, but your post did seem to be filled with data and intelligence.
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02/24/09, 1:33 PM
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#461
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Piston Honda
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Originally Posted by Parra
The HfB glyph is somewhat ridiculous. Assuming for the moment that it will be a clear 3% damage increase while HfB is up, that means that a single talent will be responsible for 18% of our damage. That is so far beyond ridiculous it approaches the realm of hilarious slapstick comedy, only the unfunny kind. I would personally prefer to see a glyph of Envenom that leaves DP stacks intact or something of the like in its stead.
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HfB is losing its stacks, so the wording on the glyph is confusing. It's either an old glyph or it's just going to be 1%, which feels underwhelming for a glyph.
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02/24/09, 1:36 PM
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#462
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Bald Bull
Dwarf Rogue
Scarlet Crusade
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I have to believe the new glyphs that don't make any sense are simply data-mined glyphs left over from previous internal testing they've done. We really won't know for sure though until the Inscriptionists have had some time on the PTR or Jillian McWeaksauce has shown up.
Until such time I think it's safe to assume that at least the ones that don't make sense don't exist; other glyphs that do make sense may not exist either.
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02/24/09, 1:45 PM
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#463
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Bald Bull
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I'm hitting a dummy with a Webbed Death, autoattacking with Instant Poison atm. I'll upload a log in a bit.
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Originally Posted by Actovision
If BB trends were to be taken as indicators of where the country is headed, then the trajectory of America would seem to be towards a technocratic, mercenary, debtor nation of violently atheistic, unmarried, childless hyper-polygamists with strong social safety nets. I can't wait!
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02/24/09, 1:48 PM
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#464
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Von Kaiser
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I seem to be the only one underwhelmed by the Mutilate glyph. What am I overlooking?
5 energy? For a Major Glyph to an ability that already costs 60 energy, meh?
The Hunger for Blood Glyph is clearly outdated but I'd still have to agree with Parra, and of course, Tinwhisker's signature.
None of these updates to Mutilate, specifically Hunger for Blood, constitute anything near what's needed. I'll pocket my cynicism until people have stress-tested the PTR, but at first glance, this isn't an inspiring day for Mutilate.
One more note: where is the information about Maces? I suppose they have shelved that for now?
Last edited by Perini : 02/24/09 at 1:55 PM.
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02/24/09, 1:56 PM
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#465
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Von Kaiser
Undead Rogue
Magtheridon (EU)
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~3.5k swing with 2xWD with double Instant
Overall : Exid
build was 0/0/0
sure its not much, but I will perform some additional runs with SR/Anarchy and specced after our 10mans
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02/24/09, 1:58 PM
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#466
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Von Kaiser
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Originally Posted by Perini
I seem to be the only one underwhelmed by the Mutilate glyph. What am I overlooking?
5 energy? For a Major Glyph to an ability that already costs 60 energy, meh?
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You're overlooking the fact that the Tier 7 set bonus, which takes a whopping 3 energy off of Mutilate, is what keeps people from replacing their Tier 7 pieces with say the gloves from Malygos or the pants from 3D Sartharion. It's fathoms better than having a useless third glyph sitting around. We'll see how it pans out with the poison change, but I think it's looking like Mutilate will keep on par with combat.
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02/24/09, 1:59 PM
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#467
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Mike Tyson
Night Elf Rogue
Doomhammer
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Oh, as another request for those doing testing: please additionally post how much haste rating you had for the test; we don't know yet whether it matters or not.
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02/24/09, 2:04 PM
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#468
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King Hippo
Leito
Troll Rogue
No WoW Account
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Originally Posted by nuoHep
~3.5k swing with 2xWD with double Instant
Overall : Exid
build was 0/0/0
sure its not much, but I will perform some additional runs with SR/Anarchy and specced after our 10mans
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Looks like that would be 8 ppm?
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Rogue at heart.
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02/24/09, 2:07 PM
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#469
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Mike Tyson
Night Elf Rogue
Doomhammer
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Assuming no haste, the range I get is 7.43 to 8.52 PPM with 95% confidence. But if he had haste gear equipped, that may or may not be skewing the results.
Basically: we need tests of significant length using weapons of different speeds, and with as widely differing quantities of haste as we can manage. For instance, ideally we'd have some IP testing with WD and no haste rating equipped, and some with 500 haste rating equipped and specced into Lightning Reflexes, so we can figure out the effect of haste on this PPM mechanic.
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02/24/09, 2:12 PM
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#470
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Von Kaiser
Undead Rogue
Magtheridon (EU)
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I had 247 haste rating.
I was going to test with SR/Anarchy next but got dragged to some 10 mans :/
Will be able to continue testing in about 2-3 hours only.
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02/24/09, 2:12 PM
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#471
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Bald Bull
Dwarf Rogue
Scarlet Crusade
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Originally Posted by Aldriana
Oh, as another request for those doing testing: please additionally post how much haste rating you had for the test; we don't know yet whether it matters or not.
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I'm sure there are things I'm forgetting here but I thought it would be good to put up some general guidelines for testing things in the 3.1 PTR.
- Post your stats for testing. This includes but is not limited to:
- AP
- Crit rating/total crit
- Talents
- Haste
- Hit rating
- Test only one thing at a time. This means:
- Take off anything with a proc and de-talent from any procs (unless it's what you're testing of course).
- Use very fast, white quality weapons with a low damage range if you can. (Think starting zone vendors.)
- Use a single weapon if possible. (Eg, when testing a proc, put some pretty flowers in your other hand.)
- Get as large of a sample set as you can. >3K attacks is minimum, 10K is better.
- Be prepared to do additional testing. You'll often be asked to alter something in the test if there's a bump in the data.
Not all of this is useful every time but the more info you give, the fewer questions come up.
I'm sure there's more but I thought it would be better to get this up faster than sit and think about it. If anyone would like to add to this please let me know. Unless you're a moderator, then just edit away. 
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02/24/09, 2:13 PM
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#472
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King Hippo
Leito
Troll Rogue
No WoW Account
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Originally Posted by Aldriana
Assuming no haste, the range I get is 7.43 to 8.52 PPM with 95% confidence. But if he had haste gear equipped, that may or may not be skewing the results.
Basically: we need tests of significant length using weapons of different speeds, and with as widely differing quantities of haste as we can manage. For instance, ideally we'd have some IP testing with WD and no haste rating equipped, and some with 500 haste rating equipped and specced into Lightning Reflexes, so we can figure out the effect of haste on this PPM mechanic.
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I'd also recommend testing with different weapon types.
For example, if the PPM is 8, then the "normalized" speed would be 1.5, where the PPM results in the same proc chance IP has on live. If the same PPM applies to non-daggers, then that's a big proc rate buff for slow weapons.
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Rogue at heart.
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02/24/09, 2:18 PM
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#473
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Mike Tyson
Night Elf Rogue
Doomhammer
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Well, the issue is that while most of those rules apply to *something*, not all are needed for every test. And as people are doing us a service by assisting with testing, I'm disinclined to make their jobs any harder than they need to be. So for the moment, lets go with the following rules of thumb for poison testing:
1) If you are going to DW, both weapons should be the same speed and use the same poison.
2) Remove all procs that affect your attack speed.
3) When you report your results, give us: number of attacks, number of poison procs, weapon speed, haste rating, and any passive attacks (talents, etc.) that affect your swing speed. Some of these can be drawn from the WWS. Some cannot.
Regarding nuoHep's data: is PPM is reduced by haste, the PPM is 95% likely to be between 7.99 and 9.16; if it is not, the earlier range I posted applies.
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02/24/09, 2:23 PM
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#474
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Banned
Blood Elf Rogue
Mal'Ganis
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Originally Posted by Perini
I seem to be the only one underwhelmed by the Mutilate glyph. What am I overlooking?
5 energy? For a Major Glyph to an ability that already costs 60 energy, meh?
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5 energy off the cost of Mutilate means a Rogue with that Glyph can Mutilate 13 times for every 12 times a Rogue without the Glyph can Mutilate, without Focused Attacks. If Focused Attacks is considered, that extra Mutilate itself can yield extra energy to Mutilate even more often over the duration of a longer encounter!
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02/24/09, 2:30 PM
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#475
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Von Kaiser
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Originally Posted by Auturgist
5 energy off the cost of Mutilate means a Rogue with that Glyph can Mutilate 13 times for every 12 times a Rogue without the Glyph can Mutilate, without Focused Attacks. If Focused Attacks is considered, that extra Mutilate itself can yield extra energy to Mutilate even more often over the duration of a longer encounter!
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With Mutilate constituting a small percentage of the build's total damage, this encounter you envision better last several minutes to make it a significant glyph.
I know lag isn't typically considered an important factor, but when you consider the fact that Rogues already generate 5 energy in a half of a second, it's just not an impressive sounding *new* Glyph. Better than a useless third? Sure, but I guess I was hoping for more than "better than useless".
Edited for Math Fix.
Last edited by Perini : 02/24/09 at 2:38 PM.
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