*before I start, this relates purely to solo grinding mobs of the same level ... not instancing / raiding* It's interesting you bring this up ... I've been pretty bored recently, I've really got nothing to do (game wise) while waiting for the patch and xpac.
I, too tried a full sub spec (leaving off things like stealth detection and cheat death, which are more PvP oriented) ... just to see how it compared to my tried and tested (and favourite) combat spec. I thought I noticed it being more efficient .. so I check here to see what people in the past said ... combat > sub ... I checked on other sites ... combat > sub ... I googled it ... combat > sub.
Theo even said he'd done the math, and ... combat > sub ...
So, what did I do;
I drew up a spreadsheet ... a little different to the standard ones out there, in that this one concentrates purely on a 15 second fight (a touch longer than your typical mob fight)
I encorporated energy ticks at 2 sec intervals, combat potency ticks (using a rng @ 20%) to determine when 15 energy would be refunded ... I catered for +10% damage in the first 6 seconds from a sub point of view ... I even factored in that your first attack (assuming you shadowstepped) would.
I RNG'd crits, hit rating, and everything else that has an RNG component ... this is instead of saying .. 10000 damage was done, and 10% misses, therefore only 9000 damage was done.
Why did I use an RNG, because in a 10-15 second fight ... averages are a waste of time .. it's quite conceivable that you would hit 100% of the time, and get zero crits ... in which case an average calculation would not reflect a "real life" scenario.
Heck, I even factored in sword spec, and had a 5% RNG calculate the possibility of an extra attack.
What I didn't take into consideration ... 1) armour mitigation.. which would skew the numbers slightly in favour of combat, but not much imo (if you consider my end results). 2) .. I ignored all talents in Assass you would pick up .. simply because they would apply in both scenarios, essentially negating them for the purposes of the comparison.
I would then run re-calcing of the spreadsheet for the RNG's to determine crits, misses, combat potency procs, sword spec procs. I can do this over and over, and after each run, I would flag which spec did the most damage, and keep a rolling counter every time I re-calced.
87% of the time, combat does more damage over the 15 second time period.
I was surprised to say the least, but there it is ... every time I zero out the numbers and run several interations (until the % which represents the differential stabilised) .. the numbers settle on 85-87% in favour of combat.
Most of the time when Hemo won, it was because of 1 of 2 or 3 things.
1) Combat potency procs being low ... if there were no proc ... it's generally a guarenteed Hemo win
2) Lucky string of crits on Hemo's side (50-75% crits ensured a win)
3) Unlucky string of misses in combat ensured a Hemo win.
So why did I get the impression hemo was faster .. well, I put it down to a big burst up front ... hemo hits harder that SS, I have around 2k ap when full sub spec, which results in about 5-7% extra hemo damage per hit. add 10% to that (within 6 seconds of breaking stealth), and the numbers look big if you crit ... this gives the overall impression that you're taking things down faster (which you may be doing occasionally, but not as a rule).
And this is the reason people seem to like Ambush so much ... the feeling of getting that initial burst overshadows the fact that you don't have very much after that.
Sub allows easier mobility (well, it is THE PvP spec ;>) .. you can stealth past mobs easier with Master of Deception, and you can move faster while stealthed with Camouflage. ShS allows the last jump to a mob for a quick opener, and provides a nice damage boost with your first strike.
Your damage from your main special (hemo) is higher, and a lucky string of crits in the first 6 seconds can finish the fight before stunlock is finished.
You have vanish available more often.
You may find yourseld waiting for energy ticks more that you might feel comfortable.
You do less damage overall ...
You do significantly more damage than sub(hemo)
You have blade flurry (omg .. ******) .. and no - that was not factored into the spreadsheet, and after I got the initial numbers, I didn't see factoring it in as being necessary any more.
You have adrenaline rush (omg ... double ******) .. wtb dropping 4 - 5 mobs at a time with Blade Flurry/Adrenaline Rush/Evasion available.
You can have evasion available more often
You can sprint out of nasty situations.
You move slower in stealth, and need to be a lot more careful when stealthing in and around mobs.
You can only vanish every 5 mins ;-D
They both work just as well as each other ... combat is just more efficient, does more damage, and keeps you alive longer when things go wrong.
*edited*
Some grammar mistakes I picked up upon reading. Edited, Oct 5th 2008 6:00pm by robertlofthouse