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How to max dps?Follow

#1 Dec 16 2008 at 12:14 PM Rating: Good
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I have seen the posts how we are now midrange dps but OMG I was doing patchwork and pulling 2k only. The mage and hunter were blowing him up! I am combat spec (fist/dagger) and using 15/51/5 spec.

My build: http://www.wowarmory.com/character-sheet.xml?r=Alterac+Mountains&n=Yuckfoo
Using poisons: DP/WP
Using: +Hit food or +Crit depending on what I have in bags.
180 AP flasks.

Following the rotation listed on EJ @ http://elitistjerks.com/f78/t37183-pocket_guide_wotlk/

Now I know my hit is really low, should I socket for +16hit? I saw that Therion says he personally tries to stay about 400hit. Would that be what I should focus on? If so I will gain 26 hit (due to +6 hit/exp gem) and lose the socket bonus 18stam, 6exp, and +6 crit. I don't think it is worth it but... I am no Theory-crafter.

Only thing I can think of is getting rupture glyph since I am using S&D, and SnS
and maybe get Icewalker over the +agi on the boots


Any advice greatly appreciated.

Edited, Dec 16th 2008 12:18pm by ammerman
#2 Dec 16 2008 at 12:22 PM Rating: Good
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2,680 posts
Hit is more vital for Combat that Mutilate (which is my current build). Right now I'm trying to keep around 400 but it's not a magic number.

If you are serious about min/maxing for raid, get the spreadsheet. No simple answer here can trump the hard math of a well-modeled sheet.

Good luck!

edit: In my current gear I'm seeing 3.2k on Patchwerk (Naxx25) which put me in the top 5 (I don't have the wws in front of me right now). Still not the same position in the meters that I was seeing with comparable gear on Brutalus where I was #1 unless I screwed up usually. Just a note.

Edited, Dec 16th 2008 12:26pm by TherionSaysWhat
#3 Dec 16 2008 at 2:01 PM Rating: Good
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I have tried using it, but I think I am off since I have no clue what the Cycle Type mean.


Cycle Type
---------------
Xs/Yr
Xs/Ye
Xs/Ya
Xs/Ys/Zr
Xs/Ys/Ze
Xs/Yr/Ze
Xe (CttC)
Xe/Yr (CttC)

I think pool energy is how many combo points i stack before I use said finisher, but am unsure.
I am calling myself out for being lacking in the brain dept because I even plugged those into Google and couldn't find their definition.

Also: Raid-wide average physical crit rate - 20%


is there more of an indepth instruction sheet then http://elitistjerks.com/f78/t27244-roguecraft_spreadsheet/ @ EJ?

#4 Dec 16 2008 at 2:09 PM Rating: Decent
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I thought fist/dagger was better rolling a faster dagger...there's 3 or 4 out there that are much faster...
#5 Dec 16 2008 at 2:15 PM Rating: Good
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336 posts
I do have Lightblade Rivener but wasn't sure if the .10 lower dps is better for the speed?

Also on the spreadsheet they do have the [Swift Skyflare Diamond] meta gem. anyone else notice that?

Edited, Dec 16th 2008 2:16pm by ammerman
#6 Dec 16 2008 at 2:30 PM Rating: Excellent
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The cycles are notated as variable and finisher. Xn means "X" number of combo points Envenom. "n" = Envenom, "r" = Rupture, "s" = Slice N Dice, "e" = Eviscerate. CttC = Cut to the Chase, to be used when the talent is present.

The variables can be set next to the cycle portion of Vuljin's spreadsheet (if that's the one you're using) and are noted.

Energy pooling is not combo points but how much Energy you might "save up" before starting a set of attacks. Generally speaking Combat rotations don't normally pool energy unless there's you have a problem in the sequence, Combat being more stable as far as that goes (i.e. your using the same abilities in the same order nearly all of the time). Whereas energy pooling is vital for Mutilate where there will be moments when your timers are syncing you'll need a large amount (or "pool") of energy to refresh all your timers before anything drops and with a minimum of uptime loss (or "clipping").

For all Combat builds you should be looking for the highest average damage main-hand weapon available, and fastest available off-hand considering similar DPS ranges. With sword spec talented, you'd want swords of course. But with Close Quarters talented you can intermix fists and daggers. Problem being that daggers are not itemized to have as high average damage as fists are (NOT DPS, take the damage range from the tool tip and average them) and fists are not being itemized right now for fast speeds generally. So conventional wisdom is to use fist main, dagger off. But always keep in mind: High Avg. Main, Fast Off.

Hope that helps. Cheers.

EDIT: basic rule of thumb is that .1 weapon speed = 10 DPS.... rough rule of thumb =)

Edited, Dec 16th 2008 2:30pm by TherionSaysWhat
#7 Dec 17 2008 at 8:56 AM Rating: Good
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336 posts
Thank you Therion, that did help out a great deal.
#8 Dec 17 2008 at 9:45 AM Rating: Decent
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415 posts
Your first mistake is gemming/enchanting for hit. As long as you are above 132 hit, gem for AP or Agil. Currently AP is slightly better. Your weapons must have at least Mongoose on them, it's pretty cheap nowadays.

Heh you even linked, the EJ pocketguide. Why are you gemming and enchanting for hit again?

18 sta gem in your chest slot? /boggle

Wrong meta gem, always use relentless earthsiege for pve. Again I am just repeating everything that is said in the EJ pocket guide.



Edited, Dec 17th 2008 12:51pm by Elustriel
#9 Dec 17 2008 at 9:53 AM Rating: Good
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336 posts
Skill-ups were the main cause since I am an enchanter. They were easy mats. I am grinding out for the +AP to gloves but haven't gotten the full mats for them, and the Hit gems were in the GB and were free, lacking cash and our guild JC can't make the right gems yet so just sitting and waiting till he can then the Meta, and Hit gems will be getting replaced. There is a reason for the madness. Figured it was better than just not installing a gem in it at all you know.
#10 Dec 17 2008 at 2:46 PM Rating: Good
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Quote:
As long as you are above 132 hit, gem for AP or Agil.

The poison hit cap (315) is still an important part of the raiders diet, and should be a consideration for either Mutilate or Combat. Do you have statistical evidence that there is a tipping-point at 132 or something like that?
#11 Dec 17 2008 at 9:03 PM Rating: Decent
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415 posts
TherionSaysWhat wrote:
Quote:
As long as you are above 132 hit, gem for AP or Agil.

The poison hit cap (315) is still an important part of the raiders diet, and should be a consideration for either Mutilate or Combat. Do you have statistical evidence that there is a tipping-point at 132 or something like that?


132 is the cap for specials, above that point hit is considered 1.6 for combat while agil is 2.0
#12 Dec 18 2008 at 5:06 PM Rating: Excellent
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2,680 posts
I believe the specials hit cap is 99 currently. Regardless, gemming exclusively for AP/Agi after the specials cap is not optimal insofar as I can tell. But if there's an analysis I've missed somewhere, please link it! Conventional wisdom is to value hit at nearly equal to agi up to the poison cap. At least for combat builds where a larger share of damage is coming from auto-attack.
#13 Dec 18 2008 at 5:16 PM Rating: Decent
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415 posts
TherionSaysWhat wrote:
I believe the specials hit cap is 99 currently. Regardless, gemming exclusively for AP/Agi after the specials cap is not optimal insofar as I can tell. But if there's an analysis I've missed somewhere, please link it! Conventional wisdom is to value hit at nearly equal to agi up to the poison cap. At least for combat builds where a larger share of damage is coming from auto-attack.


The link is in OP's post. And yah it's 99, used to 132 before they found out that the specials cap has been lowered by 1%.

But here is copypasta.

For Mutilate:

Stat EP
Str 1.1
Agi 2.0
Crit 1.6
Exp 1.9
Haste 1.4
ArPen 1.0

Hit is worth about 2.2 below the yellow hit cap, 1.8 below the poison hit cap, and 1.3 above both caps.

For Combat:

Stat EP
Str 1.1
Agi 2.0
Crit 1.5
Exp 1.6
Haste 1.4
ArPen 1.2

Hit is about 1.8 below the yellow hit cap, 1.6 below the poison hit cap, and 1.4 thereafter.





Edited, Dec 18th 2008 8:20pm by Elustriel
#14 Dec 18 2008 at 5:23 PM Rating: Good
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You and I are reading the same numbers differently.
#15 Dec 18 2008 at 7:28 PM Rating: Decent
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415 posts
TherionSaysWhat wrote:
You and I are reading the same numbers differently.


There was other way to read them? Agility is worth 2, Hit is 1.6 for my case. Even below specials cap, Agility/ap is still better than hit for Combat and only better for Mut when you are below 99 hit.

That's how I read them. Makes perfect sense to me.
#16 Dec 18 2008 at 8:57 PM Rating: Good
Gem for EP

Edited, Dec 22nd 2008 4:19am by Boyiee
#17 Dec 18 2008 at 9:06 PM Rating: Good
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2,550 posts
Quote:
Even below specials cap, Agility/ap is still better than hit for Combat and only better for Mut when you are below 99 hit.


So if you were below the specials hit cap you would gem AGI?
#18 Dec 18 2008 at 9:14 PM Rating: Decent
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GodOfMoo wrote:
Quote:
Even below specials cap, Agility/ap is still better than hit for Combat and only better for Mut when you are below 99 hit.


So if you were below the specials hit cap you would gem AGI?


AP, to be more clear since it's slightly better than agi atm. However with current itemization, it's not really plausible to go below special hit cap. This is strictly PVE speaking.

I am not some enemy of hit or anything heh, it's still a decent stat, it's just not better than AP/Agil. I welcome it with open arms on my items if they provide a dps up over my old one. Heck 2 of my orange gems have hit on them. In that case those combinations proved to be highest dps, considering socket bonus and meta needs.

Edited, Dec 19th 2008 12:21am by Elustriel
#19 Dec 18 2008 at 9:18 PM Rating: Good
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Thats kind of silly, going below the specials hit cap is really really bad for your DPS.

You put to much stock in the EP weights, even on EJ they made sure to say that this is just a rough guide.

Gem hit to 315 and than AGI is the best idea for gemming I think. Though I have no idea why you would ever gem AP.
#20 Dec 18 2008 at 9:23 PM Rating: Decent
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415 posts
GodOfMoo wrote:
Thats kind of silly, going below the specials hit cap is really really bad for your DPS.

You put to much stock in the EP weights, even on EJ they made sure to say that this is just a rough guide.

Gem hit to 315 and than AGI is the best idea for gemming I think. Though I have no idea why you would ever gem AP.


Anyways, I brought up below hit example just to prove a point. There is no way to go below hit with current itemization, feels like I am repeating myself too much lately.....

If you read stuff on EJ, and listen to Vulajin and use his spreadsheet, you'd see why.

Spreadsheet is the answer. I prefer math to "I feel hit is still good because I dreamed about unicorns" type of argument.

Edited, Dec 19th 2008 12:26am by Elustriel
#21 Dec 18 2008 at 9:34 PM Rating: Good
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Quote:
Anyways, I brought up below hit example just to prove a point. There is no way to go below hit with current itemization, feels like I am repeating myself too much lately.....

If you read stuff on EJ, and listen to Vulajin and use his spreadsheet, you'd see why.

Spreadsheet is the answer. I prefer math to "I feel hit is still good because I dreamed about unicorns" type of argument.


You're right, there isn't anyway to really go below the specials cap, I realize that. I was using it to prove a point as well, the EP values aren't absolute.

I do read EJ, I do listen to Vulajin, and I do use the spreadsheet.

I agree, spreadsheet is the answer. But by no means was I saying hit is good because I just think it is.
#22 Dec 18 2008 at 9:49 PM Rating: Excellent
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2,680 posts
I have never seen any decent DPS speadsheet/modeler prefer Agi/AP over Hit until much higher than the specials hit cap. Honestly, I don't see how anyone would want to not get to the poison cap with the current value (in overall DPS percentage contribution) of poisons and for my rogue gemming for Agi over hit didn't happen until a little ways after crossing the poison cap. But that's gear dependent and I'm not suggesting that everyone get a certain number regardless of gear. Only pointing out what I've experienced from calculating my toons needs. Also note that hit values change for different specs quite dramatically.

The stat weights are static comparative numbers and cannot represent the inter-dependency of stats in actual combat calculations. Static EP weights are, as noted, a guideline but in no way are they meant to replace a well-written spreadsheet/modeler.

And, if other readers aren't getting what it seems we all agree on: Use. A. Spreadsheet. =)
#23 Dec 19 2008 at 8:49 AM Rating: Good
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I've noticed a substantial negative impact in my dps mute speced when I switched out a bunch of +hit gear and EC's for Agi and AP. I went from 354 hit to 230 or so, and could tell the difference questing. I couldn't imagine running mute, or combat especially, at 150 hit, no matter how much AGI I had. IP accounts for 16-18% of my damage, and DP for about 9%, according to my last recount (in 5-mans).

Right now I keep it at 320, and that will change once I get the argent rep boots with +66 hit on them. There's a reason why bliz made +hit so rare in wrath...
#24 Dec 19 2008 at 9:35 AM Rating: Decent
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ThomasMagnum wrote:
I've noticed a substantial negative impact in my dps mute speced when I switched out a bunch of +hit gear and EC's for Agi and AP. I went from 354 hit to 230 or so, and could tell the difference questing. I couldn't imagine running mute, or combat especially, at 150 hit, no matter how much AGI I had. IP accounts for 16-18% of my damage, and DP for about 9%, according to my last recount (in 5-mans).

Right now I keep it at 320, and that will change once I get the argent rep boots with +66 hit on them. There's a reason why bliz made +hit so rare in wrath...


Feel free to post data comparing both. If you can't provide that, than what you are experiencing is simply the bias to something you feel more favorably about in the 1st place. It's like people trying to prove religion.
#25 Dec 19 2008 at 12:59 PM Rating: Good
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Quote:
Feel free to post data comparing both.

Really, the most direct analysis will come from a good spreadsheet (man, we are beating that horse aren't we?) which will take into account each toons' individual gear. I don't see any practical value in one of us screenshotting recount comparisons with a full gear swap to see the effects of hit. Not at least when a more specific, and complete, analysis tool is available.

All I can say is that since I've been using spreadsheets, Hit has been a stronger stat than Agi at much higher levels than was suggested earlier in the thread. But don't believe me! Anyone trying to min/max for raiding should absolutely refer to a spreadsheet, fill it out with their current gear and go from there. Test out different gemming and enchanting options and see how they effect the DPS projections there.

In threads like these we often get decent rules of thumb, but they should always been seen as generalizations and rough guidelines. Nothing more.

Cheers!
#26 Dec 19 2008 at 5:20 PM Rating: Good
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Hey Therion,

I agree with you about the spreadsheet. But if you want to say to refer to the spreadsheet in this current debate about gemming hit vs ap/agi I'd like to point out that when using the spreadsheet you really need to be aware of your regular raid buffs and debuffs (Imp FF and misery, Heroic presence) as my hit of 253 keeps me over the poison hit (210 for me due to grp makeup) and so the number you say is a 'very important part of a raiders diet (315)' isnt a static must hit number for the cap.

If any as a raider want to min/max they need to know the debuffs and raid buffs to gear and gem more accordingly and make sure you REFLECT that in the SPREADSHEET for it to be effective before coming here and saying gem AP instead of Hit or vice versa.

In short, I'd like to just point out that there are 3 different poison caps all based on group and they should be taken into account when discussing gemming and even when gemming.

And OP:

If you dont have the Rupture Glyph on your realm yet, mine just got it last night, try using the AR glyph as it does bug Killing spree reducing its CD to 1 min. Yes its a bug but it is a nice one. After they fix it I may keep it as the 1min reduction on AR CD makes it flow nicely with the second BF and makes a 2 AR fight more plausible on the long fights.

Edited, Dec 19th 2008 6:21pm by Contalyst

Edited, Dec 19th 2008 6:25pm by Contalyst
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