Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Rogues

Closed Thread
 
LinkBack Thread Tools
Old 08/26/09, 12:09 AM   #251
Cottonpoof
Glass Joe
 
Gnome Rogue
 
Kul Tiras
Originally Posted by Theownt View Post
I am curious about the state much-discussed dual-IP/Envenom setup, which was projected to be the Mutilate DPS front-runner prior to the Glyph of Envenom being removed from patch 3.1. Unless I have foolishly skipped over some minute detail, I would assume that this is back on the table as a possible DPS powerhouse - perhaps even capable of contending with BiS Combat in 3.2.

With this Master Poisoner change and the possibility of Rupture-free cycles being the optimal for Mutilate, my guess would be that dual IP would vastly out-damage IP/DP, especially given the guaranteed 100% uptime of the Envemon buff in a Rupture-free cycle. Energy wouldn't even need to be spent on Shiv, thanks to 100% chance to proc Deadly Poison during the Envenom buff with 3/3 Master Poisoner.

Though I am not nearly at the level of some of the math wizards here, I would go so far as to say that a dual-IP/Rupture-free Mutilate cycle may even be able to outperform Combat. Even if I'm wrong on this count, I can't imagine that Mutilate will end up anywhere near as far behind as projected.
You can't envenom unless you have Deadly Poison up. The setup you're thinking of is dual-IP/Eviscerate. If you envenom, you have to have IP/DP.

EDIT: It's possible you're thinking of an double IP/Envenom setup which was possible in theory when 3.0 was in beta, where Deadly Brew would make IP procs put up a stack of Deadly. This isn't possible now however.

Offline
Old 08/26/09, 12:13 AM   #252
tenaki
Von Kaiser
 
tenaki's Avatar
 
Human Rogue
 
Dath'Remar
Originally Posted by Theownt View Post
I am curious about the state much-discussed dual-IP/Envenom setup, which was projected to be the Mutilate DPS front-runner prior to the Glyph of Envenom being removed from patch 3.1. Unless I have foolishly skipped over some minute detail, I would assume that this is back on the table as a possible DPS powerhouse - perhaps even capable of contending with BiS Combat in 3.2.

With this Master Poisoner change and the possibility of Rupture-free cycles being the optimal for Mutilate, my guess would be that dual IP would vastly out-damage IP/DP, especially given the guaranteed 100% uptime of the Envemon buff in a Rupture-free cycle. Energy wouldn't even need to be spent on Shiv, thanks to 100% chance to proc Deadly Poison during the Envenom buff with 3/3 Master Poisoner.

Though I am not nearly at the level of some of the math wizards here, I would go so far as to say that a dual-IP/Rupture-free Mutilate cycle may even be able to outperform Combat. Even if I'm wrong on this count, I can't imagine that Mutilate will end up anywhere near as far behind as projected.
You can't envenom without a DP stack, so going dual-IP with Envenom isn't going to work. Unless you're thinking of a fast dagger w/ DP in OH to get 5-stack of DP up, and then switching to two slow daggers with IP? In which case, you'd still need to swap the fast OH in occasionally to renew the DP stack.
edit: whoops, took too long to post.

Offline
Old 08/26/09, 12:14 AM   #253
Coldfuzion
Glass Joe
 
Night Elf Rogue
 
Gilneas
With Ip/ip you cannot envenom unless you do something weird.

Edit: too slow by a few min

Offline
Old 08/26/09, 12:20 AM   #254
tenaki
Von Kaiser
 
tenaki's Avatar
 
Human Rogue
 
Dath'Remar
These two have appeared on MMO as well:

Fan of Knives now causes 105% weapon damage with daggers (down from 150%) and 70% weapon damage with all other weapons. (Down from 100%)
Throwing Specialization no longer affects Fan of Knives.
The first was expected given recent posts.
Throwing spec not affecting FoK means that it goes back to being purely a ranged interrupt on deadly throw.

Offline
Old 08/26/09, 12:22 AM   #255
Vylent
Glass Joe
 
Blood Elf Rogue
 
Tichondrius
It would be interesting to see if a weapon swap - shiv macro to reapply DP every 10-11s would work, the IP damage has the potential to be quite high. It'd add a little flavor to the Rupture free rotation as well.

I know weapon swapping affects the auto - attack timer, but would it be more valuable to have a shiv macro to keep DP on and further utilize the near 100% Env buff uptime? I'm trying to figure out the PPM rate of IP with full buffs, it's been a while =/

Offline
Old 08/26/09, 12:25 AM   #256
Theownt
Glass Joe
 
Theownt's Avatar
 
Orc Rogue
 
Deathwing
Originally Posted by Cottonpoof View Post
You can't envenom unless you have Deadly Poison up. The setup you're thinking of is dual-IP/Eviscerate. If you envenom, you have to have IP/DP.
My mistake, I have a bad habit of not expressing myself fully because I assume certain things are well-enough implied, when clearly they are not.

I was referring to the idea (back prior to 3.1's release) that one would open using an Off Hand with Deadly Poison, and once one reached 5 stacks, would swap the Off Hand for a third dagger, this one with Instant Poison (hence, dual IP). The Shiv comment in my first post was referring to the consequent swapping back of the original Off Hand to refresh the DP stacks before they fell off (using Shiv, since there was no other way to be certain DP would be reapplied in time).

Since Mutilate is hardly GCD capped, I'd guess that with such a cycle as I described, one would merely need to equip the DP Off Hand for one swing before switching back to the IP Off Hand; all with relatively little risk to capping out on Energy, or allowing any buffs to fall off.

Offline
Old 08/26/09, 12:26 AM   #257
Arkiel
Glass Joe
 
Blood Elf Rogue
 
Zangarmarsh
Sooo, what are we dropping for 3 points in MP? I'm using top Rogue PVE Specs suggestion.

TtT?

Offline
Old 08/26/09, 12:29 AM   #258
Kaidagar
Von Kaiser
 
Kaidagar's Avatar
 
Human Rogue
 
Blackrock
TtT would be my assumption as it was only a marginal benifit to begin with.

Offline
Old 08/26/09, 12:30 AM   #259
Vylent
Glass Joe
 
Blood Elf Rogue
 
Tichondrius
Originally Posted by Arkiel View Post
Sooo, what are we dropping for 3 points in MP? I'm using top Rogue PVE Specs suggestion.

TtT?
Blood Splatter or TtT.. Depends on this goes through or not =/

edit: beat to the punch

Offline
Old 08/26/09, 2:49 AM   #260
Javadocs
Glass Joe
 
Javadocs's Avatar
 
Blood Elf Rogue
 
Mok'Nathal
You would drop TtT, since its only 6% crit on your combo moves, so only Mut gets the benefit.

I'm already running with 2/3 MP and 1/3 TtT because of how many Envenoms I get in between Ruptures. The stacks just dont build fast enough without MP. With this new change, Mut will be going from good to even better. No more watching Deadly Poison ticks!

Also, is it even worth it to switch weapons to IP/IP? I don't know about you guys, but I'm chaining Envenoms for maximum uptime on the buff. It just seems with using up that extra global cooldown that you would be very very prone to making mistakes with your weapons. Plus, this doesn't matter that much, but wouldn't it reset your swing timer as well?

Last edited by Javadocs : 08/26/09 at 2:57 AM.

Offline
Old 08/26/09, 3:14 AM   #261
pies
Glass Joe
 
Blood Elf Rogue
 
Frostmourne
If no rupture rotations become viable for muti presumably you'd drop blood spatter and pick up fleet-footed right?

Offline
Old 08/26/09, 5:32 AM   #262
Jeppathum
Von Kaiser
 
Night Elf Rogue
 
Moonglade (EU)
If no rupture rotations do become preferable, does that push us into gearing for ArP?

Offline
Old 08/26/09, 5:46 AM   #263
Beliandra
Don Flamenco
 
Dwarf Priest
 
Daggerspine
Originally Posted by Jeppathum View Post
If no rupture rotations do become preferable, does that push us into gearing for ArP?
If you're replacing rupture with more envenoms, it shouldn't have any particular effect on the value of ArP, surely?

Offline
Old 08/26/09, 5:49 AM   #264
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
I'd like to suggest we hold off on the discussion of "what happens if we drop rupture" until we actually figure out if there's any chance of us actually dropping rupture. This makes it *more* likely, to be sure, but some analysis needs to be done to figure out if we're actually reaching that crossover point or not.

That said: has anyone been on PTR to confirm that a) the change actually works (unlike last time) and b) whether or not this is instead of or in addition to the DP proc rate boost?

Offline
Old 08/26/09, 6:25 AM   #265
Sorry
Von Kaiser
 
Human Rogue
 
Draenor (EU)
The Master-Poisoner-Tooltip is now probably the one with the most text in the game.


In the short test that I did DP was never consumed by Envenom, whether the procrate is increased during the time I could not check.

0 Healing
0% Block
100 Energy

Offline
Old 08/26/09, 6:27 AM   #266
ch3apsh0t093
Glass Joe
 
Night Elf Rogue
 
Durotan
I just downloaded the update and got on, the changes are in addition to what MP previously did and it works 100% from what I can tell.


Edit I'm slow

Offline
Old 08/26/09, 6:42 AM   #267
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
So, I think the problem we're going to find here is that going 3/3 Master Poisoner simply won't be worthwhile, as with, say, 2 points, we'll already have a 66% chance to not clear stacks and a 85% reapplication rate, which will result in very nearly full uptime - hence, taking a point or two in TtT (or whatever) will prove to be an appealing alternative over the third point, which will be of at most marginal benefit. This is somewhat true already, and I suspect it's only going to become more true with this change. And thus, nothing changes at all, as if we're only speccing 1 or 2 points into Master Poisoner, it makes no difference in needing to time our Envenoms, and makes little to no DPS difference as well. Which means that I'm not sure that this change really makes any difference at all from a practical perspective, save for enabling a "lazy rogue" spec/cycle - which is inferior by a relatively small amount and somewhat easier, thus enabling competitive if not optimal DPS for those who are not interested in doing what's actually optimal.

Offline
Old 08/26/09, 8:42 AM   #268
Mavanas
Great Tiger
 
Night Elf Rogue
 
Lightning's Blade
No, switching to a slower OH dagger is not worthwhile. The loss of focused attacks procs outweighs the increased mutilate damage. I investigated that when modeling dual IP mutilate, in which there was even an extra benefit of a slow dagger, namely higher chance to apply IP from an offhand attack of a mutilate. Even then, the focused attacks effect outweighed both benefits of a slow dagger.

As far as MP is concerned, I think together with changing the AP multiplier of envenom, this is an attempt to keep mutilate away from Arp gear with dual IP and talented and glyphed eviscerate, which seemed to have pulled ahead of traditional envenom mutilate.

Regarding dual IP with dagger switching, even before these changes, I did math for combat, where it was marginally worthwhile to swap offhand daggers, one with DP and the other with WP, back and forth in time to refresh DP stacks. It was only worthwhile during heroism and CT proc. Using Shiv was a slightly less attractive option, but still a dps increase during heroism.

Now changing the backup file to fit mutilate with the new MP, the gain from switching daggers with IP and DP poisons is definitely worthwhile. In BiS agility-based mutilate gear, the DPS gain during heroism is around 600 dps. Even without heroism, the dps gain from swapping is around 400 dps. The strategy is to wait for a DP reapplication, swap in dagger with IP, wait for for 9 seconds then swap back to the dagger with DP. It is important to envenom sometime within 5-6 seconds before swapping back to DP.

During the envenom buff, probability of dropping DP in the last 3 seconds is 4%. When calculating the dps gain, I took into account the DP tick reset cost and DP stack drop cost given their probabilities.

Offline
Old 08/26/09, 8:56 AM   #269
robfang
Von Kaiser
 
robfang's Avatar
 
Orc Rogue
 
The Venture Co (EU)
Originally Posted by Theownt View Post
Since Mutilate is hardly GCD capped, I'd guess that with such a cycle as I described, one would merely need to equip the DP Off Hand for one swing before switching back to the IP Off Hand; all with relatively little risk to capping out on Energy, or allowing any buffs to fall off.
We are talking about roughly 2 weapon swaps in every 8-10 seconds. That means you will miss 1 main hand and 1 offhand hit on average in every 9 seconds let's say. Which means roughly 2600 damage lost in every 9 secs according to a single combat log parse I am using now. In the same parse instant poison deals 1800 damage on average. So, in average you will need at least 2 extra instant poison procs to overcome the damage loss via swing time reset.

Since I am not very precise with the instant poison proc mechanics I will leave it here for the further discussion. However, if 2 extra instant poison procs really kick in due to the weapon swap, it translates in at least 100 dps within 9 seconds time window. It might really be worth considering.

Offline
Old 08/26/09, 9:57 AM   #270
Shaithis
Von Kaiser
 
Shaithis's Avatar
 
Undead Rogue
 
Cho'gall
Originally Posted by Aldriana View Post
So, I think the problem we're going to find here is that going 3/3 Master Poisoner simply won't be worthwhile, as with, say, 2 points, we'll already have a 66% chance to not clear stacks and a 85% reapplication rate, which will result in very nearly full uptime - hence, taking a point or two in TtT (or whatever) will prove to be an appealing alternative over the third point, which will be of at most marginal benefit. This is somewhat true already, and I suspect it's only going to become more true with this change. And thus, nothing changes at all, as if we're only speccing 1 or 2 points into Master Poisoner, it makes no difference in needing to time our Envenoms, and makes little to no DPS difference as well. Which means that I'm not sure that this change really makes any difference at all from a practical perspective, save for enabling a "lazy rogue" spec/cycle - which is inferior by a relatively small amount and somewhat easier, thus enabling competitive if not optimal DPS for those who are not interested in doing what's actually optimal.
Well, even if someone is flawlessly timing every single envenom to land right after a DP tick, it's still not guaranteed that you will get back to a 5 stack by the next tick. It's not going to be a big deal at all, but it is something.

There is some merit to a IP/DP OH weaponswap rotation, although I would leave out Shiv and try to simulate a swap every 7 seconds so the DP refreshes on its own.

Offline
Old 08/26/09, 12:34 PM   #271
Perforate-CC
Banned
 
Blood Elf Rogue
 
Cenarion Circle
Also consider...

Dropping Rupture from our cycle will mean spamming Envenoms, which means a significant uptime in the "Envenom" buff.

Dropping Rupture from Combat spec can only be done at high gear levels, this would appear to be something to consider for Mut rogues right when they break their t8. 100% DP stack uptime + harder hitting Envenoms + greater "Envenom" buff uptime = might be something solid. IDK.

Offline
Old 08/26/09, 1:14 PM   #272
Jaron
Von Kaiser
 
Gnome Rogue
 
Doomhammer
A combat rogue can drop Rupture out of their cycle well before "high gear levels". I currently run a Rupture-Free cycle and it seems to be higher than my 4s/5r/5e cycle I was running before. I have tested this on tank-n-spank bosses, mobility bosses, and test dummy. Based off my test, the two things required to run a Rupture-Free cycle is to not have four piece t8 and you must be/or very close to armor pen cap. (mace in the main-hand helps out a ton)

Also, I know the new 1.3 combat sheet is in beta right now... but I have done multiple test with it, and it comes up with Rupture-Free cycles. IE: the total damage calc doesn't include any bleed damage.

A side note regarding the new mut changes, I would think after patch mut rogues would be able to drop Rupture as well. With deadly poison having 100% uptime, you could spam Envemon every 4+ combo points. No watching a deadly poison timer or losing any damage for not having 5 stacks of deadly poison up. Envemon is also getting a slight damage buff on the PTR (7% increased to 9% from attack power).

Offline
Old 08/26/09, 1:38 PM   #273
Shaithis
Von Kaiser
 
Shaithis's Avatar
 
Undead Rogue
 
Cho'gall
I am very interested in seeing a rotation that focuses on envenom buff + dual IP uptime.

Something like this:

IP/DP to 5cp
weaponswap to IP/IP
Envenom
5cp
Envenom
weaponswap to IP/DP until DP is refreshed and you have 5cp
weaponswap to IP/IP
Envenom
5cp
Envenom
...

The only drawback is that this spec would be ~30% nature damage, which marginalizes arpen. This may actually make Mark of Nog good for something as well.

Offline
Old 08/26/09, 6:54 PM   #274
Vylent
Glass Joe
 
Blood Elf Rogue
 
Tichondrius
Originally Posted by Shaithis View Post
I am very interested in seeing a rotation that focuses on envenom buff + dual IP uptime.

Something like this:

IP/DP to 5cp
weaponswap to IP/IP
Envenom
5cp
Envenom
weaponswap to IP/DP until DP is refreshed and you have 5cp
weaponswap to IP/IP
Envenom
5cp
Envenom
...

The only drawback is that this spec would be ~30% nature damage, which marginalizes arpen. This may actually make Mark of Nog good for something as well.
I'm really looking forward to this as well.. It would definitely make the spec a lot more heads-up challenging.
I'm seeing everyone say it'd be better to swap weapons at 10s, would that always beat a Shiv macro? (Ik, ~85% chance to reapply DP in those 2s?)

Offline
Old 08/26/09, 8:58 PM   #275
Mavanas
Great Tiger
 
Night Elf Rogue
 
Lightning's Blade
With 3/3 MP, the chance to apply DP after an envenom is 30+10+45+15=100%, so as long as your next melee offhand swing lands, it's guarranteed to refresh the DP stack. You just need to give it 2 seconds to allow for a swing reset and minimize the chance of a melee miss or dodge.

Also there is a cost of reseting DP tick timer if you refresh it this late, but it's smaller than the gain from extra IP damage. So 9-10 seconds in BiS gear seems optimal.

Offline
Closed Thread

Go Back   Elitist Jerks » Rogues

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Displaying incoming heals moowalk User Interface and AddOns 13 03/05/10 3:21 PM
Realistic Warlord/Marshall Grind Expectations w/ Expansion Incoming TheRealJon Public Discussion 17 09/18/06 8:52 PM