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Old 02/26/09, 4:49 AM   #586
tredogg35
Glass Joe
 
Undead Rogue
 
Area 52
"Glyph of Backstab - Each time you Backstab, the duration of your Rupture on the target is extended 2 sec, up to a maximum of 6 sec."

I'm very interested in how long you can actually keep a rupture up with this?(could someone smarter then me do some math? LOL) And could Combat Daggers be a viable spec?

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Old 02/26/09, 5:52 AM   #587
Woody86
Glass Joe
 
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Night Elf Rogue
 
Dunemaul
"Glyph of Backstab - Each time you Backstab, the duration of your Rupture on the target is extended 2 sec, up to a maximum of 6 sec."

16 Second Base + 4 Second Glyph + 6 Second Backstab Glyph = 26 Seconds.

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Old 02/26/09, 5:54 AM   #588
Wogue
Glass Joe
 
Human Rogue
 
Aman'Thul
At a guess combat daggers will still not be viable, and this would be more of a way for muti rogues in 10 mans to keep rupture up and get the most out of HfB?

Backstab should have a pretty good chance to crit, would the reduced damage for the same energy be worth it for an extra 2-6 seconds seconds of +18% damage from all your abilities?

I haven't backstabbed in a while, so no idea how it compares to muti right now, any ideas?

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Old 02/26/09, 6:05 AM   #589
robfang
Von Kaiser
 
robfang's Avatar
 
Orc Rogue
 
The Venture Co (EU)
Backstab still does not have any place as a cp builder in a mutilate build. It costs more (with muti glyph) than mutilate and does 60-70% of the mutilate damage and awards one less cp.

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Old 02/26/09, 6:08 AM   #590
Akaiian
Glass Joe
 
Undead Rogue
 
Llane
First post

Hey guys love your forums! I must say i been reading you guys for a while now and have heavily contributed to my top dmg in raids!

Anyways i was intrigued by the backstab glyph and did some messing around on talents builds. I made 2 that i think are pretty good but hard to say which would be for raids. im not good on spreadsheets so asking for a quick glance and some roguecrafting.

Now this is assuming the glyph comes live with no changes and for combat spec the 10% haste on dodge is still 3 points and hasn't moved in tier.

Combat

Hi energy regen plus more damage CDs to play with
WorldofWarcraft.com -> Info -> Classes -> Rogue -> Talent Calculator

Sub

Hi burst damage and high survivability but i think will lack on the boss fights which honestly its why i'm there minus the fact i'm top in overall. ty FoK spam.... This spec im unsure of since there are so many ways to go in the other 2 trees.

WorldofWarcraft.com -> Info -> Classes -> Rogue -> Talent Calculator

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Old 02/26/09, 6:12 AM   #591
giuseppe
Glass Joe
 
Orc Rogue
 
Dunemaul (EU)
Originally Posted by Aldriana View Post
So, for those of you that have requested additional information in terms of my earlier comments on the various builds:

IP/IP Eviscerate (hereafter IIV) appears to be largely speed-agnostic in both hands. SR is clearly the top choice for both weapons; if you don't have 2, all ilvl 213 daggers are within 10 DPS for the OH, topped by Webbed Death - more because it's stats are the best itemized of the options as due to any speed consideration. In particular, while Webbed Death is the best, Murder is (arguably) the worst.

IP/DP Envenom (hereafter IDN) favors a fast weapon to a ridiculous extent in the OH; hence, the top options would be, much as they are now, SR/WD followed by SR/Murder.

If Envenom were (somehow) made to not clear stacks, IDN exhibits a slight preference for fast OHs, of about the same magnitude as the preference for slows weapons in the MH; in particular, SR/SR is the best option, followed by SR/WD and then SR/Murder. For purposes of the tables below, I will call this IDN*.

In terms of the actual magnitude of differences, consider the following:

With 3.0 armor mechanics:

 SR/SRSR/WDSR/Murder
IIV58245771.25762
IDN57525804.45765.5
IDN*5979.65969.95946.2

With an approximation of projected 3.1 armor mechanics:

 SR/SRSR/WDSR/Murder
IIV5902.75849.55839.9
IDN5796.65843.45805.6
IDN*6008.55994.55971.6

So: with IDN, SR/WD is the preferred setup; with the other two options, SR/SR is stronger (by varying margins). With optimal weapon setup, IIV beats IDN by about 1% across the board, while IDN* is around 2% ahead of IIV. That's *probably* enough that IIV would be unlikely to outscale IDN*, but a little extra cushion wouldn't hurt, either.
In terms of gameplay IDN* is pretty much like IIV. And since finishing as soon as possible means more energy the added decision making of IDN (choosing between Eviscerate and Envenom when not enough stacks of Deadly are on the target) should justify a higher output.

Last edited by giuseppe : 02/26/09 at 8:49 AM.

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Old 02/26/09, 6:41 AM   #592
Wogue
Glass Joe
 
Human Rogue
 
Aman'Thul
Originally Posted by robfang View Post
Backstab still does not have any place as a cp builder in a mutilate build. It costs more (with muti glyph) than mutilate and does 60-70% of the mutilate damage and awards one less cp.
Of course it wouldn't be used as a combo builder, compared with the cp's and damage of mutilate it would be stupid, but in the event you find yourself with 3-4 combo points (reasonably likely) and only a few seconds uptime on rupture, with backstab doing 60-70% of mutilates damage, is it worth backstabbing once to get that last point or 2 and then refresh rupture back to full uptime to avoid the HfB dropping and needed to be re applied?

In theory that would equate to saving energy wouldnt it?

You could always refresh rupture with less combo points but that is less damage for each point and less time before needing to refresh it again.

Pretty obscure reason to put in glyph of backstab over any useful glyph though, it would seem as though backstab is still useless =(

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Old 02/26/09, 6:43 AM   #593
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Originally Posted by Wogue View Post
Of course it wouldn't be used as a combo builder, compared with the cp's and damage of mutilate it would be stupid, but in the event you find yourself with 3-4 combo points (reasonably likely) and only a few seconds uptime on rupture, with backstab doing 60-70% of mutilates damage, is it worth backstabbing once to get that last point or 2 and then refresh rupture back to full uptime to avoid the HfB dropping and needed to be re applied?
That's not how HfB works. It works identically to Live (i.e. needs to be manually refreshed every 30 seconds). The only differences are that it's a single stack, and that your target has to be bleeding for you to use the ability.

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Old 02/26/09, 6:46 AM   #594
Wogue
Glass Joe
 
Human Rogue
 
Aman'Thul
Ahh, sorry, my mistake, evidently i need to check my facts =S

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Old 02/26/09, 6:53 AM   #595
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
My suspicion is that the Backstab glyph is in preparation for whatever they do to sort out Sub builds. Overall it looks like they want Assassination to use Mutilate, Combat to use Sinister Strike, and Subtlety to use Backstab. However Sub will need a lot more work if they want to put the emphasis back onto builders rather than finishers.

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Old 02/26/09, 7:31 AM   #596
gexstar
Glass Joe
 
Gnome Death Knight
 
Mug'thol (EU)
Hey Aldriana,
i would like to know which talentspec you used for the IP/IP/Evis build. Did you use Improved Eviscerate ?
Im generelly wondering where to get the 3 points for Improved Evis in a "IIV" build.

Thx so far

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Old 02/26/09, 8:57 AM   #597
Asuah
Glass Joe
 
Undead Rogue
 
<PvD>
Gul'dan
To clarify:

The concept of Proc Per Minute means that the chance to proc on a successful melee attack is a function of the weapon's speed. If say Berserking has a proc rate of 1.2PPM, then your chance to proc (unhasted) on any given landing attack is 1.2/(60/WeaponSpeed), or in words, the PPM divided by the number of swings you make in a minute. I believe that the chance to proc Berserking is effected (affected?) by haste effects, so your chance to proc goes down as you gain more haste but the average number of procs you get stays the same.

My data is showing that poison procs are normalized around the idea that they should have the 3.0.8 proc rate if you are using 1.4 speed weapons. This means that if you use Wounding Poison with a [Webbed Death] you will proc it on 50% of all landing attacks, and likewise will proc Instant Poison 20% of the time. When you use a weapon that is slower than 1.4, your proc chance goes up - [Sinister Revenge] will proc WP at 1.8/1.4*.5=64.29% and IP at 1.8/1.4*.2=25.7% chance. This goes up to using a 2.8 speed weapon - [Warglaive of Azzinoth] will proc WP at 2.8/1.4*.5=100% and IP at 2.8/1.4*.2=40% chance. This particular proc chance seems unaffected by haste, so the proc chance will not go down as you gain more haste, and the average number of procs you get increases.

I'm not sure about Mongoose or Berserking, but special attacks like Sinister Strike are procing poisons at a chance equal to white hit proc chance. A 2.8 speed mainhand will proc Wounding Poison at a 100% rate (minus some small percentage, my small test run of 500 hits showed 2 non-procs). Going dual IP with SR/WD for mutilate means that the mainhand will proc IP 25.7% of the time and the offhand will proc IP 20% of the time (not counting talents, multiply the chances by 1.5 to account for Improved Poisons, which is apparently currently broken).

The bottom line for the Combat spec is that you gain damage, period. If poison damage or the scaling coefficients haven't changed, then Wound Poison will still be the mainhand untalented poison of choice. This model also vastly prefers slower weapons in the main hand for several reasons: the number of Sinister Strikes you perform is independent of mainhand weapon choice, the damage of your Sinister Strike is higher with a slower weapon, and poisons will proc more often on Sinister Strike with a slower weapon. There is no upside to using a faster weapon in the mainhand that I can see. In the offhand, however, faster weapons will still be preferred. Other than Killing Spree you don't do any instant attacks with the offhand, so if you use WP or IP in the offhand the number of poison procs you have in a minute is independant of weapon speed. However, Combat Potency accounts for a large amount of your energy generation, so you will still want a very fast weapon in the offhand to proc it more often. Since you're using a fast weapon in the offhand, you will use Deadly Poison (a non-PPM effect that is already better than WP at its 3.0.8 proc rate) to complement it.

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Old 02/26/09, 9:39 AM   #598
Onodrim
Piston Honda
 
Human Rogue
 
Aggramar (EU)
Originally Posted by Asuah View Post
Other than Killing Spree you don't do any instant attacks with the offhand, so if you use WP or IP in the offhand the number of poison procs you have in a minute is independant of weapon speed
Minor detail: What are your premisses for disregarding Fan of Knives and Shiv as instant off hand attacks in this context?

They've done studies, you know. 60% of the time it works, every time.

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Old 02/26/09, 10:04 AM   #599
Leto
King Hippo
 
Leito
Troll Rogue
 
No WoW Account
Originally Posted by rookie11 View Post
Could we see backstab combat making an appearance in end game? I here storys of people still running combat daggers atm, and it doin ok. This new glyph could definatly spice up the rotation.
I just did a rough modification to vulajin's spreadsheet set for combat daggers by adding 3 ticks to the effect of the rupture glyph. It showed about a 75 dps increase, and it didn't allow the usage of a different cycle... it simply increased rupture up time, which is already dismal for combat daggers.

Rogue at heart.

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Old 02/26/09, 11:17 AM   #600
Pepperry
Glass Joe
 
Gnome Rogue
 
Khaz Modan
My two cents on the Backstab discussion. I decided to try out a backstab build after picking up a Sinister Revenge just before the SnD increase. I attempted a Mutilate build first but found the rotation quite unappealing (I had been combat swords forever before now). By the speadsheet Mutilate was a slight increase over backstab but it was within a margin that I found acceptable 1-2%. The result I found was a very relaxed rotation with high damage from backstab, dreadfully low amount of rupture uptime and a solid amount of damage from wound poison on both weapons. After the SnD changes I ended up dropping relentless strikes to get vile poisons and saw a DPS increase on both the spreadsheet and in practice.

The glyph I think would help improve Rupture uptime that is as previously mentioned pretty abysmal. I am curious to see how the other changes affect this cycle.

The the build is really only challenged by low combo point generation.

Below are my WWS parses from the last few raids. Including a parse of patchwork kill with a 4899 dps from me.

Wow Web Stats

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