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Old 09/12/10, 3:41 PM   #1021
Starfox
King Hippo
 
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Tauren Druid
 
Destromath (EU)
Originally Posted by Quench View Post
I have noticed on the latest build that i am getting a proc called Gear Detected, it gives 1002 Haste Rating for 20s.

I am mutilate spec with no special gear that might proc like this.I had race changed to Worgen when I noticed the buff, but have since changed back to Dwarf and the buff still procs.

I have not seen any mention of this buff and a Google search yielded no new information.

Screen shot for reference. http://i.imgur.com/g6hID.jpg
it is the proc of your trinket...

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Old 09/12/10, 3:51 PM   #1022
Quench
Glass Joe
 
Night Elf Rogue
 
Outland (EU)
Originally Posted by Starfox View Post
it is the proc of your trinket...
yes it is, the trinket had a new ability added in the latest patch.

Last edited by Quench : 09/12/10 at 4:01 PM.

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Old 09/12/10, 6:57 PM   #1023
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
The PTR with 4.x is available now. It basically includes only the new game mechanics like talent trees and item stats and misses all those new shiny graphics. But as real theorycrafters we didn't really care about those anyway, now did we?

Just need that character copy to get to work.

Stopped Playing

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Old 09/12/10, 6:59 PM   #1024
Honzu
Glass Joe
 
Human Rogue
 
Kel'Thuzad
Tricks / MD

I tested tricks today on the PTR (Not Beta). The tooltip in PTR reflects Beta but from all of my testing works exactly the same as in Wrath. I had a hunter help me out with some mobs below dalaran. I was able to use Omen.

#1. Hunter auto shot x1. Tricks, Mut + White swingx2. Hunter held the mob and there was no change in his threat after 30sec (I did however gain 300 threat after the 6 sec was up, tiny compared to his 6k though)

#2. Tricks a mob to the hunter (This mob was a spellcaster so no parries or anything). Mut + white swingx2. Same result, hunter retained the mob and all threat (he just stood there, no auto shots) and I only gained 300 after the 6 sec.

Edit: Something that might matter, my timing of 30sec was based on the Tricks CD. I may or may not have waited 36sec to see a result (if it indeed is 30sec after the 6 sec)

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Old 09/13/10, 12:41 AM   #1025
Saan
Von Kaiser
 
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Night Elf Rogue
 
Alleria
Well, assuming that it is actually 30 secs after initial application of tricks (and not 36), and assuming that tricks is working correctly according to the tooltip (and not applying permanent threat), this would suggest that the threat simply disappears rather than goes back to the rogue. This is good, since it would make it more useful than if it went back to the rogue.

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Old 09/13/10, 1:10 PM   #1026
Boarson
Von Kaiser
 
Undead Rogue
 
Kael'thas (EU)
Originally Posted by sp00n View Post
The PTR with 4.x is available now. It basically includes only the new game mechanics like talent trees and item stats and misses all those new shiny graphics. But as real theorycrafters we didn't really care about those anyway, now did we?

Just need that character copy to get to work.
Do they suppress Armor Penetration with 4.0 , already ? I suppose the answer is yes.

I wonder what will be the best gemming and template change for all of us arpen-hardcapped combat rogues. The cataclysm talent trees doesn't look to me very optimized for a level 80 char... and most of our BiS equipment got arpen (not even mentioning the crit capping issues we may have)


Did someone theorycrafted the best level 80 talent tree, and appropriate re-gemming considering arpen replaced by other stats

Last edited by Boarson : 09/13/10 at 6:34 PM.

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Old 09/13/10, 1:25 PM   #1027
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Without doing any in-depth analysis at all: currently all stats save ArPen have EP around 2. With the removal of AP as a stat, our AP will go down quite a bit, which will lower the value of most of our rating stats. Meanwhile, Agi will be significantly boosted by the fact that it will now give 2 AP instead of 1. Hence, the value of Agi will go up, the value of (almost) all other stats will go down, and they're starting from roughly the same place; hence, it would surprise me greatly if Agi doesn't wind up being the go-to stat for rogues.

The one complication is that haste is being buffed by the energy regen change as well; hence, it's totally plausible that it will remain a viable stat. That said, cursory napkinmath indicates it won't increase nearly as much as the value of Agility, and, as such, odds are good that it's limited to, at most, our best yellow stat.

The problem with yellow stats, of course, is that with all that agi, our crit might increase enough to make the hit cap an issue. So it's possible we'll be stuck with socketing Hit to raise the cap instead.

In short: I anticipate us socketing mostly agi with a bit of hit or haste in yellow sockets. More detailed numbers will need to be run to be sure, but as 4.0 is going to be a relatively short period of noncompetitive raiding, I'm somewhat disinclined to spend too much time disecting the exact numbers.

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Old 09/13/10, 1:34 PM   #1028
Tinwhisker
Bald Bull
 
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Dwarf Rogue
 
Scarlet Crusade
Originally Posted by Aldriana View Post
In short: I anticipate us socketing mostly agi with a bit of hit or haste in yellow sockets. More detailed numbers will need to be run to be sure, but as 4.0 is going to be a relatively short period of noncompetitive raiding, I'm somewhat disinclined to spend too much time disecting the exact numbers.
I wouldn't bother with it in the least. We're looking at a roughly 2 week period (maybe three) where it might be applicable and most people will be struggling with new mechanics enough to negate any gem'ing/gearing advantage. I think that what you've stated there that Agility is the go-to as long as you're not crit-capping is all that's needed. And when Cataclysm hits all that gear and work would be rendered useless in just a couple days as the population levels. Formulas for crit capping are back in the spreadsheet thread for those that need to worry about it.


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Old 09/13/10, 2:06 PM   #1029
StoicRoivaS
Piston Honda
 
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Blood Elf Rogue
 
Dunemaul
Since you indirectly approached one of my bullets on the list I made some time ago, I'd be interested in a slightly more detailed discussion on it. Namely. how are some stats going to keep up relative to other stats with all of these changes? Like I pointed out on the list, crit is the largest suspect here. Agi is already good and it's getting much better. Haste is already good and it's getting a bit better. Mastery is assumed to be balanced to be at least competitive, so that's not really an issue, but how does crit keep up? There's always the obvious answer of bumping up lethality until crit becomes a competitive stat for us, but what are the other solutions that don't exacerbate the problem with other stats already being "good enough"? Is there one? I can't think of any other solution off-hand that would raise the value of crit without raising something else as well (other than directly changing our crit multiplier ala lethality).

Unless I'm missing something pretty fundamental here, it seems like crit is set up from the get-go to be our junk stat.

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Old 09/13/10, 2:18 PM   #1030
fourdots
Von Kaiser
 
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Human Rogue
 
Gilneas
Originally Posted by Pyriana View Post
Just checked on the beta, and this is indeed the case. Which basically is going to make rogues not scale at all unless they SERIOUSLY beef the energy regen of haste because at 48% haste on my level 80, I don't feel like I have nearly enough energy to keep up any semblance of a rotation.

Edit: Seeing a REALLY WEIRD phenomenon right now on beta, relentless strikes seems to be returning 50 energy (25*2), pics shortly.

Edit2: here is pic, talking to another rogue on beta, imp expose might be bugged as well (he said it was refunding for envenom as well)

Edit3: So with combat being the ONLY spec that scales energy regen with gear, blizzard wanting us to do less passive damage and more active damage, energy being the only limiting factor to a rogue's dps. Blizzard only wants combat to be viable in pve? Sorry but this change is probably the most upsetting change I've seen, they've effectively neutered assassination unless they're going to give them a new way to regenerate energy that scales with gear (aside from what all rogues get). Combat Potency or bust =(
I was wondering if anyone had looked into this, and its implications for the mut spec, any further.

While it's obviously a bit of a nerf, I'm not sure it would be the end of the spec either. We still have three ways of getting/buffing energy: from haste itself, from the VW talent (although not as good as before) and from RS. Furthermore, if RS is really going to return 50 energy, well, that would be simply awesome (although that may be too good to be true.)

I don't have a beta account so I'd be interested in what other people have observed. It's hard to believe that after Blizzard made all the changes in Wrath to make mut spec viable again, that they would want us to just revert back to combat only. But then, as we all know, with Blizzard anything is possible.

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Old 09/13/10, 2:56 PM   #1031
kindath
Von Kaiser
 
Night Elf Rogue
 
Earthen Ring
Originally Posted by Aldriana View Post
Without doing any in-depth analysis at all: currently all stats save ArPen have EP around 2. With the removal of AP as a stat, our AP will go down quite a bit, which will lower the value of most of our rating stats. Meanwhile, Agi will be significantly boosted by the fact that it will now give 2 AP instead of 1. Hence, the value of Agi will go up, the value of (almost) all other stats will go down, and they're starting from roughly the same place; hence, it would surprise me greatly if Agi doesn't wind up being the go-to stat for rogues.

The one complication is that haste is being buffed by the energy regen change as well; hence, it's totally plausible that it will remain a viable stat. That said, cursory napkinmath indicates it won't increase nearly as much as the value of Agility, and, as such, odds are good that it's limited to, at most, our best yellow stat.

The problem with yellow stats, of course, is that with all that agi, our crit might increase enough to make the hit cap an issue. So it's possible we'll be stuck with socketing Hit to raise the cap instead.

In short: I anticipate us socketing mostly agi with a bit of hit or haste in yellow sockets. More detailed numbers will need to be run to be sure, but as 4.0 is going to be a relatively short period of noncompetitive raiding, I'm somewhat disinclined to spend too much time disecting the exact numbers.

I remember reading something regarding changes to socket colours... specifically, hit and expertise being blue stats instead of yellow.

Not sure if that change will occur retroactively, or just for cataclysm, or if they changed their minds on that, though.

Also, since Agi is increases AP, it's likely the amount of crit we get from it will be much less, so crit capping shouldn't really be a problem?

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Old 09/13/10, 3:09 PM   #1032
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by StoicRoivaS View Post
Since you indirectly approached one of my bullets on the list I made some time ago, I'd be interested in a slightly more detailed discussion on it. Namely. how are some stats going to keep up relative to other stats with all of these changes? Like I pointed out on the list, crit is the largest suspect here. Agi is already good and it's getting much better. Haste is already good and it's getting a bit better. Mastery is assumed to be balanced to be at least competitive, so that's not really an issue, but how does crit keep up? There's always the obvious answer of bumping up lethality until crit becomes a competitive stat for us, but what are the other solutions that don't exacerbate the problem with other stats already being "good enough"? Is there one? I can't think of any other solution off-hand that would raise the value of crit without raising something else as well (other than directly changing our crit multiplier ala lethality).

Unless I'm missing something pretty fundamental here, it seems like crit is set up from the get-go to be our junk stat.
I think it's somewhat inevitable that the stats are not going to be as close in quality in Cata as they are currently for Combat (neglecting ArPen). The fact that most stats have EP values within 10% of each other is, frankly, almost unprecedented in the history of the game. If you look at other classes, for instance, it's quite common to have massive differences in quality between the best stats and the worst stats - for a while the EP value of Strength for DKs was something like 6 times that of Haste. The gap has narrowed somewhat, but it's still the case that some stats are clearly quite a bit better than others.

So in terms of any particular stat - crit in this example - yeah, it might not be as good, and from an overall balance perspective, that's probably okay. The only concern would be if there's some stylistic reason why that particular stat should be good for us - and I don't think that's true of crit. Rogues are generally defined more by hitting a lot than hitting hard, so I'm fine with crit as a stat being a little less essential.

Thus, the only problem to keep in mind is the overall scaling of the class - in general, classes with more good stats tend to scale better than classes with fewer good stats. So while it's okay to have a few mediocre stats, if you start to have too many it becomes a problem. I don't think the class as a whole is necessary in trouble in this respect yet, but its something we need to keep an eye on - particularly for Mutilate. With so much of the specs damage coming from poison, which scales poorly with crit and doesn't full utilize agility, coupled with the reduction in importance of weapon damage (and particularly OH weapon damage)...its conceivable that there's a problem there. It's just hard to say for sure at this stage.

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Old 09/13/10, 3:21 PM   #1033
Tinwhisker
Bald Bull
 
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Dwarf Rogue
 
Scarlet Crusade
About Mutilate (or rather poison in gerneral) having questionable potential for scaling, is it conceivable that Blizzard is under the impression that with ArP being removed from the game (at least from gear) they are expecting the scaling of Combat to be held more in check by boss armor in Cataclysm (which I believe increases the same way the miss chance will) than it was in WotLK?


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Old 09/13/10, 3:33 PM   #1034
StoicRoivaS
Piston Honda
 
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Blood Elf Rogue
 
Dunemaul
Well, it's fairly obvious that there always has to be a "worst" stat, I'm more so just pointing out that when your "worst stat" it noticeably below anything else, you start getting the mentality that anything with stat X on it is junk, which I would argue is a problem. For instance, mut is pretty darn unhappy about taking arp gear at the moment, so it's almost like they're having to itemize two different types of agi leather, one for combat/cats, and one for mut. If Agi/hit/expertise/mastery all end up being in the neighborhood of 2.2 EP and crit lands at 1.5, we're going to get a serious aversion to seeing it on our gear, which isn't really where we want to be.

On a related note, since I was reminded of it, I wouldn't mind starting up another list of updated concerns we have. I'm not saying that we deserve any credit for the suggestions, but more than a couple things on the list were at least partially addressed, and I'm sure it's a useful tool for them to discuss. I'll get one started later tonight maybe, but feel free to lead me off with a few newer points. Namely, one that comes to mind recently, is the potential for mut to have some scaling problems down the road, with rupture not scaling with haste and all.

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Old 09/13/10, 3:58 PM   #1035
Docrev
Piston Honda
 
Undead Rogue
 
Zul'Jin
Originally Posted by kindath View Post
I remember reading something regarding changes to socket colours... specifically, hit and expertise being blue stats instead of yellow.
Close, but not quite. Hit is blue; expertise, however, remains red. Having a decent blue stat now, though, means it might be worthwhile to gem Glinting Dreadstones (10 Agi/10 Hit) in our blue gem slots for the socket bonus.

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