Finally, Rogue Numbers Post patch

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kaos
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Finally, Rogue Numbers Post patch

Post by kaos » Mon Oct 20, 2008 10:32 am

hold on to your socks girls, Rogue priority stats have changed dramatically

http://forums.wow-europe.com/thread.htm ... 1&pageNo=1

*) Stat weightings (lvl 70, full sunwell gear/buffs) *updated*
Combat/SS (Brutal Swords):
1 agi: +1.48 DPS
1 hit rating: +1.24
1 crit rating: +1.21
2 attack power: +1.37
1 expertise rating: +1.40
1 haste rating: +1.26
7 ArP: +1.25
Ranking: 1 agi > 1 expertise > 2 AP > 1 haste > 7 ArP > 1 hit > 1 crit

Mutilate (dual Fang of Kalecs and >176 hit raidbuffed):
1 agi: +1.43 DPS
1 hit rating: +1.12
1 crit rating: +1.27
2 attack power: +1.30
1 expertise rating: +1.48
1 haste rating: +1.18
7 ArP: +0.99
Ranking: 1 expertise > 1 agi > 2 AP > 1 crit > 1 haste > 1 hit > 7 ArP

Note for mutilate builds: 1 hit is worth 1.48 DPS when you're below 214 hit (176 with misery/impFF) for poisons, so you should reach that number. Let's call it the "poison hit cap". Combat builds shouldn't bother about that, since precision lowers it to 151 hit (113 with misery/impFF)

Note for mutilate builds: 1 hit is worth 1.48 DPS when you're below 214 hit (176 with misery/impFF) for poisons, so you should reach that number. Let's call it the "poison hit cap". Combat builds shouldn't bother about that, since precision lowers it to 151 hit (113 with misery/impFF)


*) Why did the value of +hit drop?
Firstly, the WF totem change decreased the benefit of hit rating. Additionally, white damage is only ~53% of our total damage, decreasing its value further.

Poisons are a large slice of our DPS now and scale with AP. The spell hit cap, so our poisons don't miss anymore, is 17%. Accounting 5% from precision and 3% from either imp FF or misery you'll only need 9% hit or 113 hit rating on gear to always hit with poisons. Above that, the value of hit drops significantly, that's an explanation for the maybe surprising new stat weightings.

Overview of the different hit caps: http://img291.imageshack.us/my.php?imag ... ps2pk2.jpg


*) Why is crit better than hit?
Crit directly affects energy gained from FA and also results in more CPs (SF, SS glyph), more damage due to PotW, more damage from IP, which can crit too.
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Loudog
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Re: Finally, Rogue Numbers Post patch

Post by Loudog » Tue Oct 21, 2008 7:09 am

Shadowpriests are experiencing the same thing. The value of our stats are changing with the new patch and the patch 3.0.3.

It used to be Hit(until capped @ 139) >Haste >= Spellpower > Crit > Spirit > Int

With all the new theorycraft going on, it's changing to something like this:

Hit(until capped @ 139) > Spellpower > Crit > Haste > Int > Spirit


I'm very reluctant to test the new info until it settles down. It would be nice to change from stacking haste and get crit instead since crit = self mana regen now. But I'm waiting to more info comes out.

BTW I already miss you guys :) LB's attitude sets them apart greatly from other guilds. Keep it up!
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