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Malladon

Member Since 08 Aug 2008
Offline Last Active Yesterday, 05:17 AM
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Posts I've Made

In Topic: Why Haste is the best start for Combat

28 March 2015 - 04:07 AM

A little bit of math, first (and most importantly) how Combat Potency works, blue quote from MoP Beta shamelessly stolen from Wowhead:

"Combat Potency’s proc chance works as follows: Can be triggered by white offhand attack and main gauche hits (must land successfully). The proc chance is 20% for Main Gauche hits, and [20*OffhandWeaponSpeed/1.4]% for white offhand attacks."

So, everyone is pretty much using slow offhands in PvP for more Killing Spree damage (about 10%), meaning proc chance is 20*2.5/1.4=35.7%

Keep that in mind for later

I stack mastery on my rogue for sub and combat, stats are as follows:

Mastery: 1557->28.31+16% base=44.31% mastery (chance for Main Gauche Proc on Main Hand attack)

Haste: 511->10.96% (this is after combat's 5% modifier), also 13.22 energy/second

Base Weapon Speed: 2.5, after haste 2.34, after slice and dice 1.65

I'm going to call my burst window a 15 second time frame. Not that I would call it a typical burst/swap setup, but as a generic timeframe I think I'd be able to consistently stick to most targets before getting peeled

In those 15 seconds with SnD up, I get off approximately 9 main hand auto attacks with 4 Main Gauche Procs. This means a total of 13 offhand attacks (on average), and approximately 4.6 Combat Potency procs (equating to either 80 or 100 extra energy, again we're not accounting for MG procs that could happen from SS/Evisc/KS either).

In that same 15 second time frame, my haste has netted me 3.22*15=48.3 energy

So accounting ONLY for auto attacks, when I stack mastery, Mastery not surprisingly nets me more energy which can be dumped for more Sinister Strikes (and there we get a little bit of a positive loop because more Sinister Strikes means more MG which means more Energy dot dot dot).

A little stat analysis, 1557/28.31=55 mastery rating per % increase (not to mention the 16% base)

511/10.96=46.62 haste rating per % increase. Mind you that doesn't account for the 5% bonus from combat, so haste is actually a bit more efficient than that even

But that does that even mean anyway? What does 1% haste mean in terms of energy gained (and also auto attack speed increase meaning Offhand Attacks & MG procs meaning more energy)? What does 1% mastery mean in terms of energy gained (->more MG/More energy/more SS/more MG/...)?

Short way to say it is that I'm too lazy to lay the whole thing out, but hopefully this gives a little bit of perspective to the whole thing, because haste's only REAL benefit comes from it giving you more passive regen & more main hand/offhand auto attacks (which all result in more potential combat potency procs). Mastery however benefits by increasing your effective energy regen but ALSO by providing burst.

I think the biggest thing most people overlook when it comes to thinking about mastery is the potential you get during a Killing Spree. Best setup is always to build up as many CP as possible and dump as much energy as possible right before spree because remember, spree is a static number of attacks no matter what your haste.

7 off hand attacks + 7*.44 (MG procs)=10 offhand attacks, with Combat Potency proc rate that means 3-4 procs->60-80 energy in just procs and not to mention the 3-4 extra chunks of damage on your biggest burst ability.

So now not only have you pumped out one of the biggest burst abilities in the game, you have regen'd over 75% of your energy via passive regen & MG procs to dump into... I'd say Evisc vanish DFA mark Evisc... and then a shit ton of Sinister Strikes

Haste will not get you the same results.

In Topic: Stance bug is back again !

05 March 2015 - 01:02 PM

any macro that you used previously to cancel subterfuge, just replace with /cancelaura stealth /cancelaura vanish

that's annoyingly clunky though, and really poor, cancelling subterfuge never really lead to much drama, fat fingering a dance macro now could really fuck you over lol

In Topic: The most successful arena expansion

10 February 2015 - 02:53 AM

View Postzzatbrah, on 10 February 2015 - 02:25 AM, said:


rogues definitely weren't a thing without adequate arpen gear from icc as well. none of that shit was glad viable for the average person.


I have a bone to pick with that statement. I and several others hit glad ratings as multiple comps with nowhere NEAR what litre was running around with at the time. I think 90% of my rogue's actual ARP came from gemming pvp gear

In Topic: 6.1 Sub Talk

07 February 2015 - 04:37 PM

Honestly considering battlemaster/on use for next patch

In Topic: The most successful arena expansion

07 February 2015 - 04:18 PM

Aside from the Season 8 Nightfall trade-palooza (if you still browse this forum, I'm looking at you Kyle), and whatever that god awful mage's name was who first made MMR exploiting a real thing, Wrath & S8 was the most fun I've ever had in the game, and probably the first time I felt like I went from playing a solid rogue to against some top tier players

Since then of course I'm washed up like a fish after low tide, but it was fun times back then. Played literally EVERYTHING, RMP, RLD, RLS, Rogue/Enhance/Rdruid, even destro RLPriest was fun as fuck, shout out to those dudes that made RMS work, RPD... literally everything was so much fun to play.

Even after the Blizzard AT ended, when they left it up for so long, it was active FOREVER... moreso than live ladders because people just wanted to keep playing. And the game itself never had more hype than that. #2 for me is cata because the playerbase really kept it alive with player run tourneys (dat mugemz guy), and everything prior to S11 was fun in spite of the MMR cheats along with Blizzard not making any good choices to help it.

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