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shadowboy813

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About shadowboy813

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    Von Kaiser
  • Birthday 09/24/76

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  • Character Name Shadowvenom
  • Gender
  • Race Troll
  • Class Rogue
  • Realm Aggramar
  • Realm Location United States
  1. [5.4 Combat] I'm Not Dead Yet

    The BF-Evis vs CT discussion is not as straightforward as it seems. I've done extensive testing in-game and Blade flurry does not behave like it has in the past. In the current game, BF copies unmitigated damage which is then mitigated by the secondary target's armor. If your primary dps target is level 93 and you're cleaving/aoe'ing adds that are level 91-92, blade flurry will not necessarily do 40% damage to secondary targets. This also means that blade flurry benefits from glyph of sharpened knives to spread sunder. Here's a combat log from when I was testing it. My primary autoattack target was the one sundered. You can clearly see my autoattack damage decrease without any corresponding change in the blade flurry damage once weakened armor expires. 1447 * 0.4 = 578.8 expected damage while sundered, but blade flurry was hitting for 565 damage. After weakened armor faded, 1415 * 0.4 = 566 damage, which is about what blade flurry was hitting for the whole time (the secondary target was not sundered at any point). I've done the test the other way where I left the primary target unsundered and sundered the BF target and the damage of BF did decrease once sunder expired on the BF target. BF did more damage than expected while the primary target was unsundered and secondary was sundered. 17:10:58> Shadowvenom's melee swing hits Training Dummy for 1 Physical.(1447 Overkill) 17:10:59> Shadowvenom's Blade Flurry hits Training Dummy for 1 Physical.(564 Overkill) 17:10:59> Shadowvenom's melee swing hits Training Dummy for 1 Physical.(1446 Overkill) 17:11:00> Shadowvenom's Blade Flurry hits Training Dummy for 1 Physical.(564 Overkill) 17:11:01> Shadowvenom's Weakened Armor dissipates from Training Dummy. 17:11:01> Shadowvenom's melee swing hits Training Dummy for 1 Physical.(1414 Overkill) 17:11:02> Shadowvenom's Blade Flurry hits Training Dummy for 1 Physical.(565 Overkill) 17:11:02> Shadowvenom's melee swing hits Training Dummy for 1 Physical.(1415 Overkill) 17:11:03> Shadowvenom's Blade Flurry hits Training Dummy for 1 Physical.(566 Overkill) The long and short of it is that treating blade flurry as copying 40% of the damage exactly without considering sunder is going to favor blade flurry and raise the target cap needed for CT to be worthwhile. That said, don't think it will change things much as the cutoff point might be one target less. The problem with CT is that most of the damage is in the bleed. The other (minor) thing I noticed with Pathal's update to the spreadsheet is that it is not considering the DP-I proc from MG on the eviscerate side. This favors CT so between the armor and this it's probably not a very different conclusion.
  2. ShadowCraft for Mists of Pandaria

    The bigger question, I think, is "does it matter?" While yes, you can model any sort of fight in Simcraft, but my observation is that one of the pre-defined simulation models should get you close enough. Even in the most complex fights, interruptions are generally pretty short compared to your uptime on the primary target. The impact of the generic simcraft encounter modes (light movement, heavy movement, helter skelter), should give you a reasonable expectation of the impact of interruptions. I've run the non-patchwerk modes a fair amount and what I've found is that the light movement results are very close to patchwerk, and the heavy movement results are very close to helter skelter (and the 2 pairs are fairly widely separated). If you want to know what to expect on a fight, just choose either light movement or helter skelter, whichever is closer to the fight you're trying to gauge. Incidentally, I found the simcraft mode (based on an older build) with the smallest spread among all dps specs was helter skelter mode. I'd argue that's what Blizzard balances against.
  3. 5.4 Changes Discussion

    Just to expand upon Pathal's statement, the blue's post was a general statement. The caster dps legendary meta gem triple dips, so it is likely the one that the blue post was referring to. I also have a minor nitpick on Pathal's comment about APS scaling exponentially with the GCD. Describing it as exponential is really understating just how much the APS scales with gcd reduction (just like exponential is not the correct scaling term for effective health vs damage reduction). An exponential function is a monotonically increasing (or decreasing) function with no upper or lower bound on the domain. The APS scaling function has an upper bound on the domain of 1 sec GCD reduction, causing the APS to blow up at that point to infinity. The function is a vertical asymptote, which is a much, much steeper rising function than an exponential. Not disputing his point. Just saying that the effect is much stronger than you'd think.
  4. 5.4 Changes Discussion

    I just did some testing on ruthlessness (and how it interacts with anticipation) and glyph of recovery. Glyph of recovery behaves exactly as the wording suggests. Recuperate's healing is not increased by the glyph. Leeching Poison's heal is--both the weapon strikes and the shiv effect. Also life spirit and health potion heals were increased. The Life Spirit HoT is updated per-tick (not snapshot at cast), so I presume so are HoTs from other healers. If recuperate falls off before any HoT durations expire, remaining ticks will not benefit from the +20% healing. The more interesting mechanics: Ruthlessness and Anticipation: The combo points granted from anticipation are added to ruthlessness (or vice versa), but overflow does NOT grant anticipation charges. If ruthlessness goes live, a combat rotation will go from 4+ap (3+ during SB) to a 3+ap (2+ during SB) rotation. If you cast rupture or eviscerate at 5cp + 4ap, you end up with 5cp on your target (4 from anticipation, 1 from ruthlessness). If you cast it at 5cp + 5ap, you end up with 5cp and no ap, wasting a combo point. Trinkets: The cleave and multistrike trinket attacks do not proc poisons, nor do they cause leeching poison heals.
  5. ShadowCraft for Mists of Pandaria

    While that would be somewhat useful, what I think would also be a useful feature is a button that takes you straight to the highest dps setup that session (especially useful when you start manually changing gems/enchants/etc to find a peak dps setup when you're near an extremum).
  6. Assassination from the Mists

    While that is generally true, pialiaa was specifically asking about swapping the offhand for spiritsever during execute range. If it's an agility gain it would definitely be better for dispatch, even if it's slightly worse for mutilate. Whether it's worth it is another story (given that your autoattack damage will go down and you'll likely lose a lot of the secondary stat worth of spiritsever if you're expertise capped before swapping out and the other offhand has no expertise).
  7. ShadowCraft for Mists of Pandaria

    What the yellow vs white hit cap EP values are telling you is the value of hit rating if you're below 2550 (yellow), or above 2550 (white). Both values are needed to calculate an optimal reforge. The correct value of hit for you is the one that refers to the regime of hit your current gearset is in (ie, white if over 2550, yellow if under).
  8. 5.4 Changes Discussion

    The combat t16 4-set appears to work this way: Each strike does 10% more damage than the last, stacking multiplicatively. first strike: 1.5 second strike: 1.65 third strike: 1.81 fourth strike: 2.00 fifth strike: 2.20 sixth strike: 2.42 seventh strike: 2.66 It appears as though the general damage increase is not affected, only the killing spree hits. Test was done with a 3.03 dps 1.8 speed dagger in each hand, 4 pieces of T16 (shoulders, chest, gloves, legs), tier was not gemmed or enchanted. No other items were equipped. Based on the numbers I posted above, 2.66 / 1.5 = 1.77, so we'd expect the 7th strike to be 1.77x the damage of the first. Looking at the MH hits, 5025 / 2837 = 1.771. If you look at the main gauche hits during the killing spree, they did not change so the damage bonus is not increased, only the killing spree strike damage. (granted, there were only two MG hits and one was a crit, but they were early and late into the spree so it's easy to conclude the damage was the normal 1.5x) Edit: It appears as though the killing spree strikes immediately start at the first 10%. Since MG and KS are both normalized, we'd expect KS MH hits to be 1.25x the damage of MG. The first KS hit is actually 1.37 the unbuffed MG strike. 1.37 / 1.25 ~= 1.096, so the first killing spree hit is increased by 10%. This modifies the values to 1.65 (1.5 * 1.1), 1.81, 2.00, 2.20, 2.41, 2.66, 2.92. The set bonus is effectively a ~50% increase to killing spree's direct damage, when averaged out.
  9. ShadowCraft for Mists of Pandaria

    That is how I understand wait time to be implemented. I would interpret all of the broken commentary that it's just changed. It's a new feature and I understand that it needs to be ironed out.
  10. ShadowCraft for Mists of Pandaria

    The resource cap uptime output is present in all of the class modules, just seems like a baseline thing (I've looked through a very very small portion of simc's code--and very little of that was outside of the rogue-specific source) I think for what you're trying to reconcile, wait time would be a more useful metric. Simc also models latency in its GCD calculations. It appears to use a ~36ms delay (ie, the effective gcd is gcd_size+0.036) I just ran a sim of 1 iteration and wrote a log. here are two example lines of consecutive gcds to demonstrate: 12.195 Rogue_Combat_T15H eviscerate hits Fluffy_Pillow for 105830 physical damage (hit) 12.732 Rogue_Combat_T15H sinister_strike hits Fluffy_Pillow for 33800 physical damage (hit) This indicates a GCD of 0.537s. It was during AR+SB. I don't know if this helps you or not, though.
  11. ShadowCraft for Mists of Pandaria

    Another thing to keep in mind regarding the time spent energy capped: 4.7% means 4.7% of total time was spent with energy at 100. This could encompass a partial GCD (say you hit rupture at 95 energy, then get relentless strikes back bringing you back up to 95 energy, then ~0.2sec later you hit 100 energy again, you were only energy capped for 80% of that GCD). If you want to get a better idea of what is going on mechanically, you can have simulationcraft generate an example log, then you can parse that log to see exactly what is happening. You won't get any useful statistical information but you can get a much more detailed analysis, albeit of a single sample. The log is human-readable so it may not be compatible with, for example, world of logs, so you might have to write your own parsing tool. If I remember correctly, the default fight length is not the same between simcraft and shadowcraft, so that could be a factor between their disagreement too. Simcraft defaults to a 450s fight length.
  12. ShadowCraft for Mists of Pandaria

    The 4.7% is time spent energy capped, not time spent GCD capped. SB/AR are executed at low energy and the energy will eventually fill up during SB until it caps later in the cooldown--you'll be GCD capped the whole time but not energy capped the whole time. Wait time is a better measure of time spent GCD capped (ie, lower wait time = more gcd capped time). If you look in the resource section, over 17% of the energy from adrenaline rush is overflow.
  13. The Art of Combat

    Rogue gameplay is not concerned about using GCDs. It's concerned about using energy. ST does more damage-per-energy than sinister strike (even with t14 2-set). It's just so cheap it leads to capping energy, and that's wasted energy. The inefficient use of GCDs is exactly because of the low energy cost. If ST cost 50% more and did 50% more damage, it would retain its energy efficiency but the rotation would become energy-depleting and no longer be constrained by the GCD. ST is more efficient for combo point generation than SS even if you consider the revealing strike proc (33.33... energy/cp for sinister strike, 20 energy/cp for ST).
  14. The Art of Combat

    Schmoopy: There is some merit to his idea, but there are problems with it, as well. Typically with the standard rotation, approximate uptimes are 20% each at no/shallow/moderate insight and 40% at deep insight. This is an approximate averaged damage bonus of 18%. If you assume you stretch out moderate insight to 58 seconds (4 iterations at 14.5 sec each), that extends the bandit's guile cycle to ~88 seconds. This decreases no/shallow insight to ~8.5% each, decreases deep insight uptime to ~17%, but increases moderate insight uptime to about 66% of the time. This averages out to about a 19% damage bonus, which slightly edges out the standard rotation. Shurikan Toss is more energy efficient than sinister strike in terms of both damage and combo points. But once you factor relentless strikes and combat potency, the energy income for combat rogues exceeds 20 energy/sec. Using Shurikan toss is an energy positive rotation and you will not be able to sustain it for 58 seconds without capping energy. The problem lies in the low energy cost of Shurikan Toss. Edit: I just ran the Combat T14H BiS sample profile through simcraft (with some modifications to the default action list to accomodate the removal of anticipation), then change the action list to incorporate Shuriken toss spam during moderate insight. The dps output dropped from 109.9k to 108.6k when using shuriken toss. It's close, but shuriken toss is slightly down. ST does do more damage-per-energy but the energy overflow went up from 90.36 per iteration to 121.97 per iteration (and this was only using shuriken toss when adrenaline rush is down to prevent energy overflow). I did not force cooldowns to be used during deep insight (in large part because you can't use both adrenaline rush and killing spree during deep insight because deep insight just doesn't last long enough). Note that by talenting shuriken toss, it's at the expense of anticipation, which means you can't delay finishers to advance insight before using them. Nor can you hold off to advance insight to use cooldowns without wasting restless blades potential if you have to use a finisher before advancing bandit's guile.
  15. The Art of Combat

    I'm not sure I like the GCD reduction. Having a 0.5sec GCD and needing to use every one of them, however temporary, is not fun gameplay. It's strenuous and the fact that there needs to be such an ad hoc solution to a problem with one spec of 34 indicates a design flaw. There's a more elegant solution somewhere, but it might require a redesign of adrenaline rush (or a slight change, maybe increase attack speed and decrease the energy regeneration component). That said, if it needs to be done, it needs to be done, and regardless of how much I don't like it, I'll just deal with it.