DropBox Link: http://dl.dropbox.co...1RogueV0.12.xls
Note: Version 0.12 contains significant upgrades to both sheets
(Now with sp00n's UI changes!)
Usage: The character stats tab is the only directly useful one, and the boxes with the green backgrounds are the stats you should fill in from your unbuffed character sheet. The sheet gives you a projected DPS number for your gear for each spec you select. (Note that your character sheet agility will change significantly as you swap specs.)
Important Note: The sheet will allow you to say "Use RS when at 5CP but not when at 4CP", but this is never optimal. Despite the fact that the sheet will let you select those options, the result is nonsense because you'd never want to do it.
Current (10/14) Quick Guide to Combat in 4.0.1:
- Typically agility is the best overall stat, then spell hit > expertise > haste > crit > white hit > Mastery. Mastery's worth less than 40% of Agility even in the most favorable gearsets. With hit being a blue socket itâ€™s almost always worth matching socket colors (especially for agi socket bonuses). The sheet likely slightly undervalues spell hit and expertise, but you almost surely want to cap them anyway.
- With the loss of poison talents in 4.0.1 wound poison/deadly poison and instant/deadly are much closer than before. In particular, for very low levels of mastery (say 0) or in fights with significant target switching wound poison/deadly may be higher DPS in addition to the debuff.
- Double Mongoose is clearly the way to go for enchants. An offhand 1.4 speed dagger seems preferable to a 1.5 speed axe/fist/sword/mace, but not by enough to make it worth dropping down a tier.
- Iâ€™ve assumed that the glyph of Sinister Strike is worthwhile, itâ€™s hardcoded into the spreadsheet. From some extra messing around this appears to be a reasonable assumption.
- With the change to adrenaline rush (haste + energy regen) and the short cooldown (~90 seconds), the glyph of adrenaline rush is solidly the second best prime glyph.
- Rupture is much better than eviscerate, even without the glyph.
- The rupture glyph is typically a bit better than the RS glyph.
- Without the RS glyph it's typically a DPS gain to use RS at 4cp and not if you're at 5cp. For some gearsets it's not worth using RS with eviscerate at all, however. It never appears to be worthwhile to use RS if you're already at 5cp, even with the glyph.
- 3/3 relentless strikes and 2/3 lethality is clearly the best option for the 5 non-combat points.
- The t10 2p is worth about 65 agility, while the 4p is only worth about 50.
Current (10/14) Quick Guide to Sub
- Agility >> Expertise > Spell Hit = Haste > Crit >> White Hit > Mastery > AP. (See EP values at the end). Yes, mastery is that bad. (The sheet underestimates the value of spell hit a little bit, but 264+ gear will surely spell cap anyway).
- The highest DPS build appears to be this with the point in enveloping shadows subject to the user's discretion. There's an argument to be made for 1/2 Lethality as a DPS gain, but given premeditation it's worth maybe 1-2cp per minute, which is a < 0.1% gain.
- If you really wanted either enveloping shadows or cheat death, the worst talents per point are elusiveness (0.3% per point but other utility), the 3rd point of imp ambush (0.48%), and preparation (0.7% dps). If you happen to have so much hit you can't get down to 342 (spell hit cap with 2 precision) you can drop a point of precision for coup de gras.
- The Prime glyphs appear to be backstab, shadow dance, and hemo. Hemo isn't worth using without the glyph unless you need the debuff, but I can't find a build that does better than using the glyph and thus using hemo.
- Garrote can be a (very) minor DPS upgrade after vanish or as the first action of a shadow dance (i.e. when FW isn't already up). At any other time it's a DPS loss.
- Do use a 5pt rupture before MoS wears off -- it keeps the 10% buff as long as you keep it rolling.
- Do keep recuperate up as much as possible. Energetic recovery is a huge DPS gain.
- Your weapon enchants should be double mongoose, no question. The MH absolutely needs to be a slow dagger, the OH should just be as fast as possible. (That's probably a dagger, but a 1.5 speed 277 axe is probably better than a 1.4 speed 264 dagger).
- Instant/deadly looks to be ever so slightly better than wound/deadly, but only if you're on one target 100% of the time. If deadly is allowed to fall off (HLK, Sindy, and PP all come to mind) you should probably be using wound on the MH.
- The subtlety "priority" list is more or less Keep SnD up > Evis to keep rupture up > keep recuperate up > eviscerate to burn CPs. Vanish and shadow dance should be used on cooldown (pooling to 80 before shadow dance) but always at least 10s apart to get as much find weakness uptime as possible. Shadowstep should be used before vanish but after the first ambush during shadow dance. 4pt eviscerates are never a good idea unless rupture will fall off before you can get 5. <5pt SnD and Recuperates aren't ideal but are better than letting them drop off.
- The t10 2p is worth ~80 agility and the 4p is worth ~40 agility. The 4p might be worth somewhat more if you're having issues keeping the full rotation going. It won't fix the worst case scenario but it will help the average case.
Changes for V.0.11
- Both: Added More trinket procs to the front page
- Both: Updated the weapons to calculate damage off DPS & Speed -- same outcome, but easier to switch between weapons.
- Combat: Fixed a bug In the t10 4p calculation
- Sub: Added a new option to choose how often HAT procs.
- Sub: Fixed a minor bug in the hemo bleed debuff
- Sub: The sheet now uses hemo only if you're using the glyph.
Known issues in v.0.12
- The initiative talent isn't doing anything
- Deathbringer's Will (both versions) is minorly bugged. See this post for a quick fix.