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Akarins

Member Since 07 Apr 2010
Offline Last Active Jul 01 2012 01:36 PM
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#3571225 85 Rogue Guide

Posted Milanah_6538907 on 02 December 2011 - 08:48 PM

Introduction



This guide will be a short overview about Subtlety Rogues at lvl 85. Rogue Playstyle changed a lot since the release of Cataclysm and we got new abilities like Smoke Bomb, Redirect and Combat Readiness which lead together with a few changes on the old abilities and talents to a different way of how to play Rogue now. I will be focusing on Subtlety in this guide because it is the only spec you can really go for at the moment.



Gearing



Gearing as Rogue is quite easy in Cataclysm due to the fact agility is the strongest Stat with Crit following.The Season 11 set has the most agility apart from Dragon Soul Heroic Gear and there are a few PvE pieces that are nice to have in PvP but not necessary:




If you do not have the possibility of getting them on heroic you can also take the non-heroic ones since you don't lose agility by using the T13 Legs.


My advice is that if you're not that much experienced in PvP you should wear as much resil as you can get with the gear. However, do not gem resilience because of that. Most rogues who use PvE gear in arena are often very experienced and can manage their cooldowns better.



All in all you take most of the Season 11 Gear and depending on how much resil you wanna run you can change a few parts with the PvE ones.



Here are a few links to give you an overview about the Setups you can run:




As non-human you just have to take the Insignia instead of the On use Pvp Trinket. If you can't get Vial of Shadows, not even from the Raid Finder, just take the Procc PvP trinket with agility.
All my setups here are using Stage 1 of the Legendary Daggers since they are obtainable to everyone that has 10k Gold and a rnd group that lets him steal the required item.

You might have to change your reforging a bit if you got the heroic pieces. I'm just doing the non-heroic version now because literally everybody can get them.


If you dont want to use one of these Setups and create your own one you have to watch out for certain things: You always have to get atleast 5% Hit, which means 601 Hit Rating. After you reached this amount you can either go for 20 Expertise to remove rng dodges you sometimes get from casters if you're not standing behind them and reforge to max crit after or you can just reforge max crit right after you hit the 5% Hit rating. With Season 11 Gear however, i recommend you to go for 20 Expertise since it's just so easy to get with the Legendary Daggers(or lower stages) and the rest of the PvP Gear.



Gems

Meta: Agile Shadowspirit Diamond (54 Agi + 3% Increased Critical Damage)

Red:Delicate Queen's Garnet (50 Agi)

Blue: Not worth it in any setup.

Yellow:Lucent Lava Coral (25 Agi + 25 Resil, actually only needed when using lots of PvE gear like 2 Pc T13 + Vial + Daggers.)



Due to thefact that Agility is by far the strongest stat you can go for you mostly just gem 50 Agi in every Slot. Resilience is no stat you even have to gem because like i already mentioned above you already got about 4k-4,2k(Depending on 2nd trinket) Resi without gems.



Enchants



To enchant your Rogue you do not have to choose between that many possible enchants. There are a few parts where it depends on your talents and your personal style. One part is for instance enchanting your cloak. You can either take the 22 Agility enchant or 70 Spell Penetration, depends on your Spec. If you specced intowaylay 2/2 you do not really have to get the Spell Penetration enchant because it's just needed to negate the poison resists sometimes which just become important if you want to slow your target or focus.



Another part is the choice of your leg enchant: Both do not have that much of a difference, one of them just focuses on the offense and the other one is focusing on both offense and defense. The difference of Attack Power and Critbetween these both is that low that it makes more sense to take the Charscale Leg Armor. (Exact difference is about 40 AP and ~0,1% Crit)



Head:Arcanum of Vicious Agility http://www.wowhead.com/item=68769/

Shoulders: Greater Inscription of Vicious Agility http://www.wowhead.com/item=68774

Cloak: http://www.wowhead.com/item=52745 or http://www.wowhead.com/item=44457

Chest:Enchant Chest - Peerless Stats http://www.wowhead.com/item=52779

Wrist:Enchant Bracer - Agility http://www.wowhead.com/item=68784

Gloves:Enchant Gloves - Major Agility http://www.wowhead.com/item=38967

Waist: Ebonsteel Belt Buckle http://www.wowhead.com/item=55054

Legs: Charscale Leg Armor - http://www.wowhead.com/item=56551

Boots:Enchant Boots - Major Agility http://www.wowhead.com/item=52757

If you'reEnchanter: Enchant Ring - Agility http://www.wowhead.com/spell=74216

Main Hand:Enchant Weapon - Landslide http://www.wowhead.com/item=52776

Off Hand:Pyrium Weapon Chain - http://www.wowhead.com/item=55057





Talents & Glyphs



As Subtlety Rogue you have 3 different specs that are viable in arenas, all of them are pretty much the same with a few changes:




The Standard Backstab Spec is probably the most common spec being used at the moment, a few Rogues might go for the Imp.Recup Spec in 2s for more survivability. The Hemo Spec is a spec i haven't tried yet because i don't like to only use Hemo. This spec is focusing on a fast Combo Point Build to get SnD+ Recup up all the time and still getting enough CP's to finish with Kidney Shot or Eviscerate. However, this spec isn't meant to do real pressure without Shadow Dance due to the amount of damage that Hemo does.



Prime Glyphs:



  • Glyph of Backstab ( Glyph of Slice and Dice if you're running Hemo Spec)
  • Glyph of Shadow Dance
  • Glyph of Hemorrhage

Major Glyphs:



  • Glyph of Garrote
  • Glyph of Blind
  • Glyph of Preparation

Minor Glyphs:



  • Glyph of Distract
  • Glyph of Blurred Speed/ Glyph of Safe Fall ( Blurred Speed is quite nice for RBG so you just can run over the water in Arathi Basin if there is no Shaman/DK)
  • Glyph of Poisons



Macros



Backstab +Startattack:

#showtooltipbackstab

/startattack

/cast Backstab



Hemorrhage+ Startattack:

#showtooltip Hemorrhage

/startattack

/cast hemorrhage





ShadowDance + Premed Garrote

#show Shadow Dance

/cast Shadow Dance

/cast premeditation

/cast Garrote



ShadowDance Focus Sap

/cast Shadow Dance

/cast [@focus] Sap



Blind Arena1/2/3

/cast [@arena1/2/3] Blind



Shadow Dance+ Premed Cheap Shot

/cast Shadow Dance

/cast Premeditation

/cast CheapShot



FocusDismantle

/cast [@focus] Dismantle



Focus Sap

/cast [@focus] Sap



Kidney Shot+ Stopwatch

/cast Kidney Shot

/sw 25

/sw play



Standard Tricks Macro ( Instead of x insert the name of the player you want to tricks)

/cast [@x] Tricks of the Trade



Hemo while unstealthed, Premed Cheap Shot while in Stealth, Vanish or Shadow Dance

/cast [stance:0] Hemorrhage

/cast [stance:1/2/3] Premeditation

/cast [stance:1/2/3] Cheap Shot



Focus Kick

/cast [@focus] Kick



FocusShadowstep

/cast [@focus] Shadowstep



PoisonMacro

/use [nomodifier] Wound Poison; [modifier:ctrl] Instant Poison IX; [modifier:delete]Deadly Poison IX; [modifier:alt] Mind-numbing Poison; [modifier:shift]Crippling Poison

/use[button:1] 16; [button:2] 17; [button:3] 18

(button:1 is left mouse, button:2 is right mouse and button:3 is middle mouse)



Focus Gouge:

#showtooltip Gouge

/cast [target=focus] Gouge





Random Sapagainst other stealthed Rogues/Druids

/targetenemyplayer

/cast Sap

/cleartarget



Cheap Shot+ Premedition:

#showtooltipCheap Shot

/cast Premeditation

/cast Cheapshot





Garrote +Premedition:

#showtooltip Garrote

/cast Premeditation

/cast Garrote



Ambush +Premedition:

#showtooltipAmbush

/cast Premeditation

/cast Ambush



DeadlyThrow + Throw @ same bind:

#showdeadly throw

/cast deadly throw

/cast throw



Redirect Focus Kidney

#showtooltipRedirect

/castsequence [@focus] reset=20 Redirect, Kidney Shot



SafeStealth (Lets you spam this bind without breaking Stealth instantly)

#showtooltipStealth

/cast [nomodifier] !Stealth

/cancelaura [modifier] Stealth



SpamDistract without losing the circle

#showtooltipdistract

/cast !distract



Interface & Bindings



http://imageshack.us...0412233847.jpg/



My Interface is pretty much a copy of what Neilyo's using. One fact I really like about this setup is that you have every important cd twice in your bars, right near of each other so you can see the cd way faster in the game which could makethe difference between losing and winning. The less important abilities without cd or a cd you actually do not use that often are on the right-hand side of the interface so the focus lies only on the important ones. I also moved my frames a bit to the middle of the screen because i don't like them being on the top left of the screen as rogue because you always have to look at them to see how many CP's you got on your target and so on.











Addons

As far as I'm concerned I don't use any major addons like Pitbull and Bartender, mostly little ones to change the appearance of the game. Here is a list of Addons I can recommend:



  • OmniCC: It turns all the standard analogue cooldowns into digital ones (http://www.wowinterf...836-OmniCC.html)
  • MoveAnything: Makes you able to move all your frames around and hide some of them. You can also use scripts for that but i guess for non-tournament player this is easier.( http://www.wowinterf...veAnything.html)
  • PortraitTimers: Displays important CC's or Cooldowns on the portrait of your target, such as Hand of Freedom, Kidney/Cheap Shot, Blind and so on.
   ( http://www.wowinterf...raitTimers.html)

  • Icicle: Displays Cooldowns above the opponents nameplates.
   ( http://www.wowinterf...148-Icicle.html)


This is just a short list of Addons I'm using for my rogue. If you want a bigger list I recommend you to take a look at the Hydramist Addons Guide which u can also find in the Guides Section.



Abilities



Here I will explain you the most important abilities and their Usage to make them mostefficient.



Vanish: One of the most important abilities you got. It lets you get out of the fight in dangerous situations aslong as you're having control over your character and no Faerie Fire on yourself. With the change in Cataclysm this ability was improved a lot because now you do not have to take that much care about the timing to use it due tothe fact it does now let you stay in stealth for 3 seconds, no matter what's happening in this time.



Shadowstep: The Ability that lets you take so much control about the game in both offensive and defensive situations. You caneither step to the focus target and kick it full on its cast or rather step toan opponent near a pillar and hide behind that. Also you can avoid some spells if your timing on Shadowstep is correct such as Charge, Heroic Leap, Feral Charge.



Backstab/Hemorrhage: Your Combo Point Generator and standard damage ability. Hemorrhage is either used to just get many ComboPoints in a short time or like in the Hemo only spec as main damaging abilityoutside of Shadow Dance. Backstab is virtually the same but it requires you  to stand behind the target which can be hardsometimes, standing in a Frost Nova or Entangling Roots or any other MovementImpairing Effect.



Gouge: 4 Second CC with a 10 SecondCooldown that breaks from damage and requires you to stand in front of your target. It's a very nice ability to take out an opponent for a few seconds to let your mates recover a bit in dangerous situations. With the talent Sanguinary Vein you can use it even with bleeds up on your target without breaking it.



Cloak of Shadows: Your most important defensive cooldown against casters, it makes you immune to anyincoming Spell. After the release of Cataclysm this ability changed a bit. It now provides 100% Immunity instead of just 90% in WotLK.



Redirect: A new ability that was introduced with the release of Cataclysm.It takes the Combo Points of your current target and transfers it to your new target. It's the perfect ability for switches during the game or some focus cc. For instance you can redirect to another target in order to switch on that target with Kidney Shot and maybe drop a Smoke Bomb or you can also redirect your Combo Points to your focus target to get more CC on the healer or rather peel of some Dps in the game to help your healer.



Smoke Bomb: The 2nd of 3new abilities that Cataclysm brought and in my opinion the strongest. It's anability where you can prevent everybody standing outside of it to cast into the Smoke Bomb. Both, heals and offensive spells won't be able to be casted as long as the target is in the Smoke Bomb. But it also works the other way round, if you drop a Smoke Bomb the opponents that are inside of it cannot cast any heals or casts out of the Bomb as long as it is active or until they run out. That makes it useable in an offensive way as well as in a defensive way.



Combat Readiness: The lastability that came with Cataclysm is a stacking defensive Cooldown that only works for physical damage. It's a bit like the Warrior's Shield Wall with the advantage that we don't have to switch any stance and switch weapons for it. Activating Combat Readiness will give you a buff that lasts for 20 seconds and every time you get physical damage in this time you get one stack more up to a maximum of 5 which gives you a 50% Damage Reduction. However, this ability has an Internal Cooldown of 1 second, so it will take about 5 seconds to reach the maximum amount of stacks you can get.



Kidney Shot: The ability that makes us so annoying for everybody. Being stunned for 6 seconds aboutevery ~25 seconds is something that no one likes. Always get a Kidney Shot up before dropping a Smoke Bomb to force either a trinket or land the kill on your target. Also to prevent the target from walking out with freedom or just alittle jump making your bomb useless.



Blind: The only real CC a Rogue has apartfrom Sap and a few little ones that are way shorter. With the Glyph of Blindit's way easier for Rogues to blind anyone because the Glyph removes all DoT'sfrom the blinded target so it doesnt break from it. If possible, try to get aSap on the blinded target after.



Shadow Dance: The Ultimate of Subtlety. It lets you do every ability you actually just could do while stealthed for 8 seconds such as Sap, Ambush, Garrote and Cheap Shot( Just to mention the most important ones). This ability can be used in so many ways,either to help your mates by taking out the opponents or doing some heavy pressure on the main target.









Tips and Tricks



  • Shadow Dance can also be used to get a Sap onto your focus target after a blind or maybe a Smoke Bomb because when you're dropping a Smoke Bomb the healer has to run in and if he does that and it takes about 4-5 seconds until he reaches it you can very likely get a Sap on him.
  • Try to always know where your focus is standing at the moment because it can help you to kill your target or to get away when you're in trouble by using Shadowstep on your focus. This together with running around the pillar after the defensive Shadowstep can help you to survive in dangerous situations.
  • Communication is essential to be successful in PvP. Try to coordinate your CD's with your teammates in order to get a kill by using Shadow Dance + Smoke Bomb and maybe a Shadowfiend from your Priest and so on.
  • Tell your teammates about the usage of certain CD's of you and your opponents, both will help your team to win a game.
  • You should always know about the amount of defensive CD's left when you're about to go offensive, if you do not have Cloak against some MLS or any other Castercleave you shouldn't be that offensive and maybe run open field. Rather stay back and let them come and wait for more defensive CD's.

For further questions just leave a comment or u can whisper Maajty on talnivarr or me ingame. I will update this guide during the next weeks when all the new gear is available.


#3551583 Stamina Vs Resilience

Posted Eldacar on 16 November 2011 - 12:15 PM

Eldacar's Guide to Resilience vs Stamina


This guide is fairly long and in-depth, it is broken down into sections for easier reading. Those interested in the math and really technical details can find them at the very bottom. As always if you have feedback, questions, or see an error please post a reply/comment and I will do my best to respond to everyone.

TLDR/Summary: In my opinion it's better to gem resilience for survivability in the majority of cases. Although stamina will in some situations grant a slightly larger effective health pool, the extra damage reduction from resilience will easily make up the disparity if you receive pretty much any heals at all while you are being attacked (damage reduction increases the relative effectiveness of heals on you).

Table of Contents:
Section 1 - Introduction and Effective Health
Section 2 - Analyzing the Question Mathematically
Section 3 - Interpreting the Graphs
Section 4 - Graphs
Section 5 - Conclusions
Section 6 - Math and Technical Details


Section 1 - Introduction and Effective Health


Everyone trying to increase or maximize their survivability in PVP has to make a choice between gemming resilience,  gemming stamina, or gemming a mix of the two. There are lots of opinions floating around the game and the web, players trying to convince each other one way or another. Yet there hasn't been much hard data presented in a comprehensive manner yet; this guide is intended to fix that. I do present my own opinion here and I do believe resilience is better in the majority of cases, however I invite everyone to examine the facts and the data and draw their own conclusions. It's your gear and your character, only you can decide how you are going to gem it, I just want to help you make an informed decision. Ultimately the differences between the two are fairly minor, and either way you go is not going to make a huge difference, this is really all just min-maxing.

Before I jump into the details there is a critical concept everyone needs to understand - effective health. Effective health is essentially how much pre-mitigated damage it takes to kill you. If you have 100k health and 0% damage reduction your effective health is just that same 100k. However if you have 100k health and 50% damage reduction your effective health is 200k, because someone would need to do the equivalent of 200k pre-mitigated damage to kill you. It is also important to note that more than just increasing the size of your effective health pool, that damage reduction also increases the relative effectiveness of heals on you. With 50% damage reduction a 1k heal actually restores 2k of effective health. The more damage reduction you have, the greater the relative effectiveness of heals you receive is. Effective health is the best metric for looking at your survivability in PVP and it is the metric primarily examined in this guide. However it is the ability of resilience to increase the effectiveness of heals you receive in addition to increasing your effective health that really puts it over the top in my personal opinion, but more on that later.

Section 2 - Analyzing the Question Mathematically


Analyzing the question of resilience vs stamina from a mathematical perspective may seem at first glance to be a simple endeavor, it's primarily just a question of which will give you the most effective health. However determining which will give you more effective health is actually quite complicated. There are a number of factors in play here that need to be considered when making this evaluation.  While stamina does have static displayed health returns of 14 hp per stam, it's effective health returns increase the more resilience you have. Resilience on the other hand has increasing returns the more of it you get, if you don't know what I mean see my previous guide on the subject here: http://www.arenajunk...20#entry3497020. Additionally resilience becomes more valuable the more stam you have, because it is applying it's damage reduction to a larger pool of health. So because both stat's scale with each other an interdependent relationship exists that prevents the stats from being considered in isolation. In other words when asking the question of which stat will provide more effective health, the answer changes based on how much of each stat you already have, so you need to know how much of both you have in order to make the determination.

The final factors that need to be taken into consideration are the tauren racial bonus and the stamina modifier that tanking spec's get. The tauren racial bonus grants an additional 5% base health, which effectively makes resilience slightly more valuable across the board. The tank spec stamina modifiers on the other hand make stamina more valuable across the board by a decent amount. The stamina modifiers are multiplicative and different for each class. Paladins and Warriors get a +15% modifier from their prot specs and the +5% modifier from their armor specialization so it works out as (Stam X 1.15) X 1.05 = how much stam you get. DK's get slightly more,  a +9% modifier from their blood spec, a +8% modifier from blood presence, and a 5% modifier from their armor specialization so it works out to ((Stam X 1.09) X 1.08) X 1.05 = how much stam you get. Druid's get the most (4.3 numbers here) with a +20% modifier for bear form, a +6% modifier for heart of the wild, and a +5% modifier for their armor specialization so it works out to ((Stam X 1.20) X 1.06) X 1.05 = how much stam you get.

Buffs like Blessing of Kings and Fortitude will affect things as well, with Kings slightly increasing the value of stamina and fort slightly increasing the value of resilience, however because these buffs are not always present and are relatively minor factors I am not including them in this analysis. When fully raid buffed the effect of Kings and Fort together will roughly cancel each other out anyways.

Because other damage reduction effects beyond resilience such as armor, or talents are applied multiplicatively to the end results of all these calculations we don't need to consider them here to make our determinations as what we are looking at can be considered independently and won't change when those factors are added in. But it is worth noting that they increase your effective health further and make the number larger than what you get when you consider just displayed health and resilience.

Section 3 - Interpreting the Graphs


Because you need to evaluate this determination based on the two pre-existing values that are your current stamina and resilience, the graphs are presented as contour maps. In order to make a personal determination of which gem will provide the greatest effective health return for you, you need to find your current stamina number and follow the line up to the line for your current resilience number. If at that point the map is red it means a stamina gem will provide you with the most effective health. If at that point the map is blue it means a resilience gem will provide you with the most effective health.

There are three graphs here, the first is the one applicable to most players, it is for non-taurens with non-tank specs. The second graph is for taurens with non-tank specs. The third graph is for tauren prot paladins and prot warriors. For non-tauren prot paladins and prot warriors, and for all tank spec druid and dk players there is no graph because the graphs for you are solid red, gemming stamina will always give you slightly more effective health than gemming resilience.

As I said before ultimately the differences between the two choices are fairly minor, and either way you go is not going to make a huge difference. But again in my personal opinion even where these graphs show that gemming stam would give you more EH I believe resilience is still the better choice overall because of how it increases the effectiveness of heals you receive. I will get into more detail on my reasoning for that following the graphs, but I felt obligated to provide the hard data here and let each of you draw your own conclusions.

Section 4 - Graphs



Posted Image
A pretty even split in the range that most people play in, resilience is clearly favored for well-geared players.


Posted Image
The tauren racial pushes things further in resilience's favor.


Posted Image
The stamina modifiers that tanks get push things nearly completely into stamina's favor.



Section 5 - Conclusions


As I said before it is up to each of you to draw your own conclusions here, if you strictly want the most effective health possible and are not going to be receiving any heals at all then sticking to what the graphs recommend is probably the best way to go for you. However if you are going to be receiving heals, even small heals from your own abilities, I believe that resilience is pretty much always the best way to gem for survivability.

To illustrate my reasoning I am going to use my own character as an example. My character is a tauren prot paladin and stamina is clearly favored for me in the graph for my character, yet resilience is still better for me. I took my projected stats for full season 11 PVP gear with no gems and calculated out what my stamina, resilience, and effective health would be if I gemmed full stamina, and what it would be if I gemmed full resilience. These numbers are not EXACTLY what they will be in game, but they are very very close.

If I gemmed full stamina I would have 10656 total stamina for a displayed health of 196,594. I would have 4,965 resilience giving me 46.59% damage reduction for a grand total effective health of 368,054.

If I gemmed full resilience I would have 9504 total stamina for a displayed health of 180,531. I would have 5676 resilience giving me 50.82% damage reduction for a grand total effective health of 367,061.

As you can see the difference in total effective health between the two configurations is 993 EH in favor of the full stamina configuration. That is a very minor gain and comes at the expense of 4.23% damage reduction, which when adjusted for relative value (damage reduction gets more valuable the more you have) equates to a relative damage reduction of about 7.85%. That means that with the resilience configuration not only will I be taking roughly 7.85% less damage than the stamina configuration all the time, heals will be roughly 7.85% more effective on me than in the stamina configuration. Meaning that if I get healed just one time for 15,000 effective health (7,500 displayed health at 50% dmg reduc) the 993 EH difference will be made up for. If I get healed for more than that (extremely likely being im a flag carrier) the balance shifts so far into the favor of resilience that it's really not even a competition.

It will take slightly more healing to overcome the EH disparity for non-tauren non-paladin tank specs, but really it's still an easy call in favor of resilience in my opinion. For non-tank spec players resilience will give you more effective health straight up most of the time anyways, making the decision totally and completely clear cut in favor of resilience.

Thanks for Reading!


I hope those of you that took the time to read this guide found it useful, and again if you have any feedback, questions, or notice any errors please post a reply/comment and I will do my best to respond to you =). You can find my previous two guides on resilience in the links below.

How Resilience Scales:http://www.arenajunk...20#entry3497020
Anticipated Resilience Gains for 4.3/Season 11: http://www.arenajunk...39#entry3512939

Additionally if you enjoy these guides you can always find my latest PVP related guides and informational posts at my PVP blog: Battlemasters.org


Section 6 - Math and Technical Details


This last section is just for those of you interested in the hard math and technical details of how this guide and particularly the graphs were created. Everything for this guide was done in Excel, including the graphs. The way I built the graphs was by building data tables for the ranges show in the graphs based on a monster equation calculating the difference in returns between a stamina gem and a resilience gem at each of the 3600 points where the gridlines intersect.

The equation essentially took base health, added health from stamina to determine displayed health, then divided that displayed health by 1-(damage reduction % from resilience/100) to determine effective health, then performed the same calculation again but with the additional damage reduction that an epic +50 resilience gem would provide factored in. It then subtracted the first EH value from the second to determine how much of an EH gain the +50 resil gem provided.

The equation then took the amount of health an epic +75 stamina gem would provide and divided it by 1-(damage reduction % from resilience/100) to determine how much of an EH gain the +75 stam gem would provide (using the original damage reduction value, not the modified value).

The equation then subtracted the potential EH gain of the resilience gem from the potential EH gain of the stamina gem. Where this equation returned a positive value (indicating the return from the stam gem was greater) the graph displayed it as red, where the equation returned a negative value indicating the resil gem provided a greater return the graph displayed it as blue. This entire process was performed at each of the 3600 points with the values for that specific point.

Here is an example of the excel equation in one of the cells:

=(1050/(1-(((-0.0000006*H$5^2)+(0.0123367*H$5)+0.12137)/100)))-(((45449+$C51)/(1-(((-0.0000006*(H$5+50)^2)+(0.0123367*(H$5+50))+0.12137)/100)))-(45449+$C51)/(1-(((-0.0000006*H$5^2)+(0.0123367*H$5)+0.12137)/100)))

I used my equation from the previous guide on resilience scaling to determine how much damage reduction there would be at each of the resilience values. That equation (in excel friendly format) is y=(-0.0000006*x^2)+(0.0123367*x)+0.12137 with x being the resilience rating you are plugging in and y being the resulting amount of damage reduction. Of course when entered in excel the y at the front is dropped and the x's are replaced with cell addresses.

I hope this covers most of the technical questions some of you may have had but if there is anything else you are curious about please feel free to ask.


#3419618 S10 rant thread

Posted Rathex on 07 August 2011 - 03:05 AM

Posted Image


#3530399 why do people play 2s

Posted Knaittiz on 26 October 2011 - 10:14 PM

View Posthurrhman999, on 26 October 2011 - 09:06 PM, said:

I was playing on my deathknight in 2s today

Why do people play 2s



#3328615 Why there isnt a RBG Glad Mount

Posted Tybe on 28 June 2011 - 12:04 PM

Are some of you children honestly bitching about there being no glad mount or some shit for RBGS?

You really think being a skill-less little shit and doing 500 rbgs while mindlessly grinding shitty teams makes you worthy of anything?

10v10 where everything centers around a ninja cap or 10 minute battles to see which team can get the flag first are worthy of gladiator?

RBGS are shit anyway, the whole system is fucked. The first rbg i did i had a 3750 MMR.

If you kids want a glad mount, how about you get some skill and do ARENAS ?

Shit.


#3303400 Is the arena community too competitive for wow?

Posted Breadstick on 15 June 2011 - 06:54 PM

personally I believe the wow community is far too competitive for a game like wow. look at this website, it's a place for the best of the best to discuss the game and strategies, along with talking shit to other teams/players over who wins games, who gets glad or r1, etc. but honestly none of this actually matters for the game. blizzard doesn't care, the game isn't balanced, it never has been balanced nor will it ever be balanced.

new expansions are about adding new shit that looks cool and is fun to use. no matter how much bullshit blizzard tells us, making things balanced in pvp is almost completely irrelevant. people play wow to kill scripted bosses that are designed to lose, unfortunately, not to play 3v3 and and become "good" at the game.

MLG dropped wow (and correct me if i'm wrong) because it had such a low view count compared to its other e-sports like sc2 and cod. those games are setup to be competitive because there's really only the one aspect to the game and that is the game's selling point, so it attracts people who are interested in that, instead of people who want to do quests, dungeons and level characters so they can kill bosses later.

I'm honestly really surprised the community has been able to squeeze out enough fun in arena that there's still a large amount of people playing. i suppose it's a good thing, and i'm not sure if i'm just a pessimist, but seeing the same discussions about balance and new ideas just feels depressing knowing that so many great ideas are going to waste because blizzard simply does not care.

most of what i've said has probably already been said before, but i'm not sure if it's really been talked about a whole lot so i felt like bringing it up. :D

also after reading this over it sort of feels like i'm whining, but honestly i'm just trying to see if anyone feels the same...so tl;dr: are the type of people who play arenas in wow better suited to play a different game like sc2?


#3282190 You can no longer cast Hungering Cold while moving on the PTR

Posted Chochey on 05 June 2011 - 09:24 AM

THANK U LORDY  LORD
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#3282185 You can no longer cast Hungering Cold while moving on the PTR

Posted AbeS on 05 June 2011 - 09:22 AM

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#3282179 You can no longer cast Hungering Cold while moving on the PTR

Posted Pawzz on 05 June 2011 - 09:19 AM

god thank you


#3280475 Why won't Blizzard balance arenas?

Posted Joshjlol on 04 June 2011 - 11:57 AM

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#3269540 Addon that shows spells cast/cc's cast on WHAT target

Posted Momohxo on 29 May 2011 - 11:35 PM

View PostOneShot742, on 29 May 2011 - 11:22 PM, said:

The problem with spell alerter, and nothing against the addon, it's just a general problem, is that if players use arena1, arena2, and arena3 macros to cc, then there is no possible way to track it other than to guess which target it will be on, presumably healers.

Despite the addon making it easy enough to establish in giant pop-ups in the middle of your screen in order to alert you which spells are being cast, unfortunately it doesn't come with common sense and situational awareness :(


#3263862 State of restoration druids

Posted GLopez on 27 May 2011 - 06:01 AM

I don't know if you guys have played with restoration druids lately, but their current state should get more attention.

Earlier today, I was fighting a WLS. I had every HOT on me and my druid was using Regrowth. I popped IBF, even though the warrior had not used Recklessness yet. I died through the full heals.

This doesn't just happen one out of a hundred matches. This happens fairly often. It's something you can get used to and adapt around. With druids, you just have to kite a fair amount of damage. So in a way, it was my fault that I had died. But at the same time, if I had been with any other healer, I would have been perfectly okay without kiting.

It's a big discrepancy between druids and other healers. Their healing output is horrible. Even holy paladins are better healers. The only thing that keeps druids above is Cyclone.

This is of course made even worse by the fact that switching on druids completely destroys them. Plain switches fuck up druids really bad. Rogues, death knights, frost mages, retribution paladins and warriors can catch a druid with only Rejuvenation or no HOT up at all and solo them. Switches on teammates can make a druid fall behind and force him to pop major cooldowns.

Speaking of cooldowns, Tree of Life is probably one of the worst cooldowns in the game. While it's certainly an advantage in healing output and on teammates, it's sometimes worse for the druid to use Tree of Life if he's being focused because using it completely inhibits his ability to shapeshift and kite. I know when I see a druid use Tree of Life, I Chains of Ice him and do massive damage because there is nothing he can do about it. Even if he dispels the root, he still has to deal with the snare.

It's a big problem, and I think it needs its own thread so it gets more attention. Druid healing output just sucks and needs to be buffed.


#3239626 Grounding Glyph over Healing Stream Glyph

Posted Twocat on 14 May 2011 - 03:18 PM

HST glyph to resist traps


#3237718 go spam WoW forums about conquest point shit

Posted Charred on 13 May 2011 - 12:13 PM

Normal Logic: Our new project didn't strike well with the public. Let's improve it so they will be interested to try it out nevertheless!
Blizzard Logic: Our new project didn't strike well with the public. Let's screw them over elsewhere so everybody is forced to play it regardless!


Isn't the first time this kind of shit happens unfortunatly.

EDIT:

And then obviously part 2 a month later;

Random Nerd at Blizzcon: "Seeing as how RBGs were a complete joke, do you plan to make any significant changes to them soon?"
Dev: "We don't believe RBGs were a failure at all. Especially seeing how the interest in RBGs exponentially increased after the small tweaks we made in the last patch, we believe we're doing a fine job with them."
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#3237633 go spam WoW forums about conquest point shit

Posted Ainzlol on 13 May 2011 - 10:34 AM

rbgs are bullshit and the guy who came up with the idea of this cp shit should be kicked in the nuts




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