In TBC, Blizzard introduced one additional stats called Resillience Rating (RR) of which decrease your crit rate by 1% and crit damage by 2% per every 39.4 RR @ level 70. Here is the list of damage calculations:

Assuming a crit rate of C, resillience of R, mainhand damage of MH, offhand damage of OH, respective damage modifier of Mod, then Backstab(BS), Hemorrhage(Hemo), Mutilate(Mut), Sinister Strike (SS) damage will be:

BS(C, MH, R, Mod) = 1.2 * (1.5MH + Mod) * {[1 - (C + 0.3 - R)] + 2.3 * ( 1 - R) * (C + 0.3 - R)}

Hemo(C, MH, R, Mod) = (MH + Mod) * {[1 - (C - R)] + 2.3 * ( 1 - R) * (C - R)}

Mut(C, MH, OH, R, Mod) = 1.2 * 1.5 * (MH + OH + 2Mod) * {[1 - (C - R)] + 2.3 * ( 1 - R) * (C - R)}

SS(C, MH, R, Mod) = 1.06 * (MH + Mod) * {[1 - (C - R)] + 2.3 * ( 1 - R) * (C - R)}

After some simplification, the respective formula becomes:

BS(C, MH, R, Md) = (1.8 MH + 1.2Mod) * [(1.39 + 1.3C) + (4.6R^2 - 4.6RC - 2.68R)]

Hemo(C, MH, R, Mod) = (MH + Mod) * [(1 + 1.3C) + (4.6R^2 - 4.6RC - 1.3R)]

Mut(C, MH, OH, R, Md) = 1.8 * (MH + OH + 2Mod) * [(1 + 1.3C) + (4.6R^2 - 4.6RC - 1.3R)]

SS(C, MH, R, Mod) = 1.06 * (MH + Mod) * [(1 + 1.3C) + (4.6R^2 - 4.6RC - 1.3R)]

Taking partial derivative on RR,

dBS/dR = (1.8 MH + 1.2Mod) * [9.2R - 4.6C - 2.68]

dHemo/dR = (MH + Mod) * [9.2R - 4.6C - 1.3]

dMut/dR = 1.8 * (MH + OH + 2Mod) * [9.2R - 4.6C - 1.3]

dSS/dR = 1.06 * (MH + Mod) * [9.2R - 4.6C - 1.3]

Sub in the highest level modifiers,

dBS/dR = (1.8MH + 306) * [9.2R - 4.6C - 2.68]

dHemo/dR = (MH + 10) * [9.2R - 4.6C - 1.3]

dMut/dR = (1.8MH +1.8OH +364) * [9.2R - 4.6C - 1.3]

dSS/dR = (1.06MH + 104) * [9.2R - 4.6C - 1.3]

Plug in some decent level 70 numbers at the very high end, 500 MH, 250 OH, 30% crit

dBS/dR = 11095R - 4896

dHemo/dR = 4692R - 1367

dMut/dR = 15768.8R - 4593

dSS/dR = 5833R - 1699

TBC -> to be continued...

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## 6 comments:

So what does all that mean?

I think he means...

Look at the scaling of abilities in regard to crit and how they diminish at higher level gear with resiliance.

It looks by his numbers that after resiliance gets factored, BS does more damage than Mutilate and SS does more Damage than Hemo. However if you look at Damage per energy of Hemo and SS, It looks like they can be pretty close.

He doesn't factor in talents though so by that situation, Mutilate will probably still out damage BS because of find weakness, and Hemo will get a bit closer to SS if you get all the AP increasing talents.

-Kalgrem

I think he means...

Look at the scaling of abilities in regard to crit and how they diminish at higher level gear with resiliance.

It looks by his numbers that after resiliance gets factored, BS does more damage than Mutilate and SS does more Damage than Hemo. However if you look at Damage per energy of Hemo and SS, It looks like they can be pretty close.

He doesn't factor in talents though so by that situation, Mutilate will probably still out damage BS because of find weakness, and Hemo will get a bit closer to SS if you get all the AP increasing talents.

-Kalgrem

I agree with the above poster. But, on must take into consideration the CP difference between Mutilate and Backstab. That is where it shines in practice.

Slightly off topic-

I have only been PvP'ing with a 41/5/5 build right now and all I have to say is that its the most fun I've ever had playing a rogue. With 5/8 T2 and some decent other pieces, I can open with a Cheap Shot, get in 1 mutilate to build to 5 CPs (4 if no crit, in which case lay in a gouge) the put a 5 pt Kidney shot on. They usually don't live through that if I get any crits in that period. Then you always have toys like cold blood to finish tough ones off.

As far as raiding-

Since the PTR is all I'm in at the moment, I don't have access to any sort of raiding group. But, I can imagine an extended fight going kind of like this-auto attack till target is poisoned, mutilate to 5 CPs, SnD, build 5 again, rupture, build 5 a third time for a (coldblood) eviscerate, then rinse and repeat.

How this relates to crit "nerfing"-

Mutilate is not going to be as huge a part of yellow damage like backstab was previously. With so many combo points to work with, the problem is outputting them in the most useful way, which mutilate itself has nothing to do with.

Totally off topic-

I haven't tested if sealfate "procs" on an off hand only crit. Does anyone have some sort of evidence that it does or does not provide the extra CP?

Wowhead.com now seems to show improved slice and dice as a combat talent. If that is accurate, you'll have to give up 3 points in Opportunity in order to get imp snd at 60.

If you skip imp snd, the standard mutilate boss dps rotation should alternate SnD and Evisc. This works out to a 22s cycle to match the 21s SnD duration.

With all those finishers, you are generating about 135 energy per minute with one talent point. Compare this to 145 from combat potency with a 1.4s offhand and 5 talent points. This may be a considerable boon for mutilate builds.

The cycle is pretty fragile though: if you end up with 4cp for a SnD, you have to throw in a quick SS (which probably makes imp SS worth 2 talent points).

Yes, i agree now that it isn't practical to get imp SnD with a mutilate build at 60, a SnD Evis Cycle would be the way to go. Also, keep in mind, it pretty much evens out with the 60% chance to reward a CP on a finisher talent (3/3 Ruthlessness), where a mutilate doesn't crit, which would be an odd case in itself. (Mutilate Crit Chance with ONE dagger, for a SF "proc"- (1-((1-Base Crit)^2) so about 51% with 30% crit gear.

More offtopic-ness, the benefits of SnD in general have gotten a big nerf with the weapon skill vs. bosses thing. Since we'll be experiencing lots more sh***y, unmitigated glancing blows, the proportion of white to yellow damage will be decreased greatly. With all of Mutilate's combo points at hand, that yellow damage could very well push the build's damage output past the traditional combat backstab spammer, although with slightly more attention required.

Still lovin it :)

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