Now that AQ gate is finally opened on Blackrock and Eminence is up to Huhuran (NR cockblock), here is my wishlist for AQ40/AQ20 in the order of desire:
Deathsting - C'Thun(?)
Anubisath Warhammer - Trash Mobs
Blessed Qiraji Pugio - AQ40 Boss Drop
Sand Polished Hammer - Ossirian the Unscarred
Deathdealer Vest - C'Thun
Deathdealer's Boots - Princess Huhuran
Ring of the Qiraji Fury - Battleguard Sartura
Barbed Choker - Fankriss the Unyielding
Yes, I am looking forward to replace my Dal'rend's set so I can grind more efficiently than using my daggers. I am not planning to dump my 5 NS bonus at the moment.
With active trinket nurf in 1.10, Earthstrike + ZHM combo won't be viable, but RCoT is still the best PvP trinket out there.
Active Trinket DPS modeling done (except ZHM is using lazy mode).
2.28.2006
2.15.2006
SnD/Rupture and Finisher Efficiency - by Kalman (Updated 03.01.06)
Link to original post by Kalmam. And my apologies for spelling the name wrong twice. :(
http://forums.worldofwarcraft.com/thread.aspx?FN=wow-rogue&T=918191&P=2
There are 3 common SnD specs: 0/3, 1/3, and 3/3 Improved. 2/3 specs are rare.
With 0/3, your timers are 9/12/15/18/21.
With 1/3, your timers are 10/14/17/21/24.
With 3/3, your timers are 13/17/22/26/30.
A 1 CP SnD is modelable as 20 energy, 0.4 CP cost.
A 2 CP SnD is modelable as 15 energy, 1.4 CP.
A 3 CP SnD is modelable as 10 energy, 2.4 CP.
A 4 CP SnD is modelable as 05 energy, 3.4 CP.
A 5 CP SnD is modelable as 00 energy, 4.4 CP.
(assumes Relentless/Ruthless)
Energy efficiency is defined as the percentage of your energy being used on damage skills (SS/BS) divided by the total energy required. It is unrelated to Imp SnD, except insofar as higher patterns may not be sustainable without it.
Energy efficiency is simple: energy spent on damage / total energy spent.
E.G., the 4 CP cycle for sword rogues is:
(3.4*40)/((3.4*40)+5) = 96%.
Energy efficiency: swords (1 CP = 40 energy)
All patterns are sustainable for a sword rogue.
1: 44% (56% wasted)
2: 79% (21% wasted)
3: 91% (9% wasted)
4: 97% (3% wasted)
5: 100% (no wasted energy, )
Energy efficiency: combat daggers (1 CP = 60 energy)
1: 54% (46% wasted)
*all higher patterns are unsustainable at 0/3*
2: 85%
*all higher patterns are unsustainable at 1/3*
3: 93.5%
4: 95%
5: 100%
I don't feel like dealing with SF daggers, but the CP/energy is easily calculable.
At 1/3, dagger specs pick up the 2 CP cycle as sustainable. At 3/3, all cycles are sustainable.
For a sword rogue, the 1 CP pattern is simply useless. You'll wind up wasting energy, or using CP on something other than SnD (and if you're going to do that, why aren't you using 5 CP to do it?).
For 3/3 Imp SnD, a sword rogue should be cycling:
5 SnD, 5 Rupture, 3 SnD, repeat. Overall efficiency for the cycle: 98%. SnD uptime? Constant.
5 SnD gives 30 seconds of SnD. 17.6 (average) will be spent getting to 5 Rupture. Rupture is zero-energy. Leaves 13.4 seconds to build to 3 pt SnD. Happily this requires 130 energy to do in worst case, technically averages at 106.
(Occasionally you'll wind up with bad misses, or unlucky on your Ruthless/Relentless procs. Adjust your cycle as needed, but the 5/5/3 cycle is very, very good.)
A combat dagger rogue at 3/3 will cycle:
5 SnD, 1 CP Rupture, repeat. This cycle is almost perfectly sustainable (30.45 seconds SnD. 4.4 average for the 1 CP Rupture, 26.4 average for the 5 CP SnD, means there's 0.35 un-SnDed. Drop the Rupture if you need to.) Energy efficiency here is effectively 100%, as Rupture energy is damage as well, but if you want to count Rupture as inefficiency, efficiency is 93.5%. I.E. as efficient as a 3 cycle, with a slight DPS boost from the rupture.
Unless you didn't improve SnD, 1 CP SnDs are wasting energy.
- Post Made by Kalman on Rogue Forum, Taken for My Personal Note.
http://forums.worldofwarcraft.com/thread.aspx?FN=wow-rogue&T=918191&P=2
There are 3 common SnD specs: 0/3, 1/3, and 3/3 Improved. 2/3 specs are rare.
With 0/3, your timers are 9/12/15/18/21.
With 1/3, your timers are 10/14/17/21/24.
With 3/3, your timers are 13/17/22/26/30.
A 1 CP SnD is modelable as 20 energy, 0.4 CP cost.
A 2 CP SnD is modelable as 15 energy, 1.4 CP.
A 3 CP SnD is modelable as 10 energy, 2.4 CP.
A 4 CP SnD is modelable as 05 energy, 3.4 CP.
A 5 CP SnD is modelable as 00 energy, 4.4 CP.
(assumes Relentless/Ruthless)
Energy efficiency is defined as the percentage of your energy being used on damage skills (SS/BS) divided by the total energy required. It is unrelated to Imp SnD, except insofar as higher patterns may not be sustainable without it.
Energy efficiency is simple: energy spent on damage / total energy spent.
E.G., the 4 CP cycle for sword rogues is:
(3.4*40)/((3.4*40)+5) = 96%.
Energy efficiency: swords (1 CP = 40 energy)
All patterns are sustainable for a sword rogue.
1: 44% (56% wasted)
2: 79% (21% wasted)
3: 91% (9% wasted)
4: 97% (3% wasted)
5: 100% (no wasted energy, )
Energy efficiency: combat daggers (1 CP = 60 energy)
1: 54% (46% wasted)
*all higher patterns are unsustainable at 0/3*
2: 85%
*all higher patterns are unsustainable at 1/3*
3: 93.5%
4: 95%
5: 100%
I don't feel like dealing with SF daggers, but the CP/energy is easily calculable.
At 1/3, dagger specs pick up the 2 CP cycle as sustainable. At 3/3, all cycles are sustainable.
For a sword rogue, the 1 CP pattern is simply useless. You'll wind up wasting energy, or using CP on something other than SnD (and if you're going to do that, why aren't you using 5 CP to do it?).
For 3/3 Imp SnD, a sword rogue should be cycling:
5 SnD, 5 Rupture, 3 SnD, repeat. Overall efficiency for the cycle: 98%. SnD uptime? Constant.
5 SnD gives 30 seconds of SnD. 17.6 (average) will be spent getting to 5 Rupture. Rupture is zero-energy. Leaves 13.4 seconds to build to 3 pt SnD. Happily this requires 130 energy to do in worst case, technically averages at 106.
(Occasionally you'll wind up with bad misses, or unlucky on your Ruthless/Relentless procs. Adjust your cycle as needed, but the 5/5/3 cycle is very, very good.)
A combat dagger rogue at 3/3 will cycle:
5 SnD, 1 CP Rupture, repeat. This cycle is almost perfectly sustainable (30.45 seconds SnD. 4.4 average for the 1 CP Rupture, 26.4 average for the 5 CP SnD, means there's 0.35 un-SnDed. Drop the Rupture if you need to.) Energy efficiency here is effectively 100%, as Rupture energy is damage as well, but if you want to count Rupture as inefficiency, efficiency is 93.5%. I.E. as efficient as a 3 cycle, with a slight DPS boost from the rupture.
Unless you didn't improve SnD, 1 CP SnDs are wasting energy.
- Post Made by Kalman on Rogue Forum, Taken for My Personal Note.
2.01.2006
Trinket DPS Calculations
It's really hard to compare active trinkets (ZHM, VT, etc) to passive trinkets (DFT, BB, etc) using some reasonable basis. Quality can only be compared when you can quantify their effects and that's what I've been trying to attempt.
Drake Fang Talisman
Listing the DPS for DFT for comparison basis. Since I am trying to use Excel spreadsheet to model DPS, I am going to do it in lazy mode by simply adding 2% hit and 56ap to my model and take the difference in DPS.
With my current set-up, DFT contributes about 11.5 DPS.
Hand of Justice
Listing the DPS for HoJ becuase this trinket is generally being overvalued by the public. "2% chance on hit to gain 1 extra attack" is extremely similar to +2% hit. Yes, 2% hit to gain 1 extra attack is slightly better. No, the difference is not material to use different numbers for either of them.
Earthstrike
Use: Increases your melee and ranged attack power by 280. Effect lasts for 20 sec.
Since I am trying to use Excel spreadsheet to model DPS, I am going to do it in lazy mode. Calculating each individual attack's benefit from ES is a major pita and varies dramatically depending on specs.
DPS = Damage Dealt / Time
= (Total DPS after +280 Attack Power - Total Original DPS) * 20 / (120 for sustained, 20 for burst)
~ 6.6 DPS sustained
~ 39.8 DPS burst, according to my gear set-up
Another method of calculation is to pro-rate it to its cooldown. So +280 attack power for 20 seconds every 2 minutes can be scaled into 47 attack power over 2 minutes. So Earthstrike can be treated as a 47 attack power trinket for sustained damage purposes.
Renataki's Charm of Trickery
Use: Instantly increases your energy by 60.
DPS = Average Backstab Hit / (Trinket Cooldown for Sustained)
= 1000 / 180
= 5.6 DPS
The Burst DPS for Renataki's Charm of Trickery is meaningless due to its instant nature. 1000 damage / 1 second = 1000 DPS anyone?
Venomous Totem
Use: Increases the chance to apply Rogue poisons to your target by 30% for 20 sec.
Simple and straight forward calculation
DPS = Total # of Landing Hits * 30% * Poison Damage / (Trinket Cooldown for Sustained | 20 Second for Burst)
= { [(Activating Energy + 20*10)/(Hemo 35 | SS 40 | BS 60) * 30% * (130 | 150 Viled Poison) * [100% - max(5% - Hit Rate, 0)] + [(20/MH Weapon Speed) + (20/OH Weapon Speed)] * 30% * (130 | 150 Viled Poison) * [100% - max(24% - Hit Rate, 0)] } / (300 | 20)
Example: Assuming 1.8 Speed MH, 1.6 Speed OH, 5% hit, Backstab and duel wield Instant Poison VI with no Viel Poison talent and activate trinket at full (100) energy.
VT Sustained DPS = [5 * 0.3 * 130 + (11.11 + 12.5) * 0.3 * 130 * 0.81]/300 = 3.1
VT Burst DPS = [5 * 0.3 * 130 + (11.11 + 12.5) * 0.3 * 130 * 0.81]/20 = 47.1
Zandalarian Hero Medallion
Use: Increases your melee and ranged damage by 40 for 20 sec. Every time you hit a target, this bonus is reduced by 2.
Worst active trinket to proximate DPS. Period.
However, I am a lazy fuck and I adhere to KISS principle, so here is the very proximate evaluation of ZHM:
Total Damage Added ~ [(1+20)*10/2]*2 = 210
Total Damage Added after Crit/Hit Effects ~ 210 * [(1 - Miss Rate + Hit Rate) + 2 * Crit Rate)]
Assuming 5% Hit and 27% Crit
Total Damage Added after Crit/Hit Effects = 281.4
DPS = 281.4 / (20 for burst, 120 for sustained) = 14.1 burst DPS or 2.3 sustained DPS
Since this method ignores special attacks and all the talent perks, I will give it a 2x ratio to make it 28.2 burst DPS or 4.6 sustained DPS.
Drake Fang Talisman
Listing the DPS for DFT for comparison basis. Since I am trying to use Excel spreadsheet to model DPS, I am going to do it in lazy mode by simply adding 2% hit and 56ap to my model and take the difference in DPS.
With my current set-up, DFT contributes about 11.5 DPS.
Hand of Justice
Listing the DPS for HoJ becuase this trinket is generally being overvalued by the public. "2% chance on hit to gain 1 extra attack" is extremely similar to +2% hit. Yes, 2% hit to gain 1 extra attack is slightly better. No, the difference is not material to use different numbers for either of them.
Earthstrike
Use: Increases your melee and ranged attack power by 280. Effect lasts for 20 sec.
Since I am trying to use Excel spreadsheet to model DPS, I am going to do it in lazy mode. Calculating each individual attack's benefit from ES is a major pita and varies dramatically depending on specs.
DPS = Damage Dealt / Time
= (Total DPS after +280 Attack Power - Total Original DPS) * 20 / (120 for sustained, 20 for burst)
~ 6.6 DPS sustained
~ 39.8 DPS burst, according to my gear set-up
Another method of calculation is to pro-rate it to its cooldown. So +280 attack power for 20 seconds every 2 minutes can be scaled into 47 attack power over 2 minutes. So Earthstrike can be treated as a 47 attack power trinket for sustained damage purposes.
Renataki's Charm of Trickery
Use: Instantly increases your energy by 60.
DPS = Average Backstab Hit / (Trinket Cooldown for Sustained)
= 1000 / 180
= 5.6 DPS
The Burst DPS for Renataki's Charm of Trickery is meaningless due to its instant nature. 1000 damage / 1 second = 1000 DPS anyone?
Venomous Totem
Use: Increases the chance to apply Rogue poisons to your target by 30% for 20 sec.
Simple and straight forward calculation
DPS = Total # of Landing Hits * 30% * Poison Damage / (Trinket Cooldown for Sustained | 20 Second for Burst)
= { [(Activating Energy + 20*10)/(Hemo 35 | SS 40 | BS 60) * 30% * (130 | 150 Viled Poison) * [100% - max(5% - Hit Rate, 0)] + [(20/MH Weapon Speed) + (20/OH Weapon Speed)] * 30% * (130 | 150 Viled Poison) * [100% - max(24% - Hit Rate, 0)] } / (300 | 20)
Example: Assuming 1.8 Speed MH, 1.6 Speed OH, 5% hit, Backstab and duel wield Instant Poison VI with no Viel Poison talent and activate trinket at full (100) energy.
VT Sustained DPS = [5 * 0.3 * 130 + (11.11 + 12.5) * 0.3 * 130 * 0.81]/300 = 3.1
VT Burst DPS = [5 * 0.3 * 130 + (11.11 + 12.5) * 0.3 * 130 * 0.81]/20 = 47.1
Zandalarian Hero Medallion
Use: Increases your melee and ranged damage by 40 for 20 sec. Every time you hit a target, this bonus is reduced by 2.
Worst active trinket to proximate DPS. Period.
However, I am a lazy fuck and I adhere to KISS principle, so here is the very proximate evaluation of ZHM:
Total Damage Added ~ [(1+20)*10/2]*2 = 210
Total Damage Added after Crit/Hit Effects ~ 210 * [(1 - Miss Rate + Hit Rate) + 2 * Crit Rate)]
Assuming 5% Hit and 27% Crit
Total Damage Added after Crit/Hit Effects = 281.4
DPS = 281.4 / (20 for burst, 120 for sustained) = 14.1 burst DPS or 2.3 sustained DPS
Since this method ignores special attacks and all the talent perks, I will give it a 2x ratio to make it 28.2 burst DPS or 4.6 sustained DPS.
1.19.2006
Two New Toys Since September 2005
Well, I have finally picked up some new toys last weekend after a long slump. Striker's Mark from Magmadar in Molten Core and Polished Ironwood Crossbow from Emeriss for my Nature Resist. There is simply no better range weapon that will provide the same amount of DPS increase as Striker's Mark.
Nightslayer Boots still won't drop. And ZG +60 Energy Trinket is still a long way to go.
My Microsoft Excel version of Rogue DPS Calculation has been completed with most of the Epic/Rare items added into a Excel-List based database. Please email me for it. I will work on verification and add in armor reduction before I start porting it to a web-based program.
Nightslayer Boots still won't drop. And ZG +60 Energy Trinket is still a long way to go.
My Microsoft Excel version of Rogue DPS Calculation has been completed with most of the Epic/Rare items added into a Excel-List based database. Please email me for it. I will work on verification and add in armor reduction before I start porting it to a web-based program.
1.13.2006
Useful Rogue Macro (Updated 03.02.06)
Weapon Switch
/script PickupInventoryItem(16);
/script PickupContainerItem(3, 17);
/script PickupInventoryItem(17);
/script PickupContainerItem(3, 18);
Auto Bandaid
/script if (UnitCanCooperate("player","target")) then TargetUnit("player"); end UseContainerItem(3, 1); if(SpellIsTargeting()) then TargetUnit("player"); end
/script TargetLastEnemy();
Use Trinket Slot
/script UseInventoryItem(13);
Auto Riposte Macro
SnD Macro
/script GCP=GetComboPoints();if (GCP < style="color: rgb(102, 51, 255);">CastSpellByName("Sinister Strike(Rank 8)") else CastSpellByName("Slice and Dice(Rank 1)"); end
PvE Raid Evis + Feint Macro
/script CN=CastSpellByName;GCP=GetComboPoints();if UnitMana("Player")>=20 and IsUsableAction(
Smashable Stealth
/script if not(string.find(GetShapeshiftFormInfo(1), "Invis" )) then CastSpellByName("Stealth"); end
Vanish Naked with Itemrack
/script CastSpellByName("Vanish(Rank 2)"); EquipSet("Naked");
ZHM Spam Macro
/script if (UnitMana("target")>=60) and (GetInventoryItemCooldown("player", 13)==0) then UseInventoryItem(13); end; SpellStopCasting(); CastSpellByName("Backstab(Rank 8)");
CB Eviscerate
/script CN=CastSpellByName; CN("Cold Blood"); SpellStopCasting(); if (GetComboPoints()>= 3) then CN("Eviscerate(Rank 8)");end
Todo:
/script PickupInventoryItem(16);
/script PickupContainerItem(3, 17);
/script PickupInventoryItem(17);
/script PickupContainerItem(3, 18);
Auto Bandaid
/script if (UnitCanCooperate("player","target")) then TargetUnit("player"); end UseContainerItem(3, 1); if(SpellIsTargeting()) then TargetUnit("player"); end
/script TargetLastEnemy();
Use Trinket Slot
/script UseInventoryItem(13);
Auto Riposte Macro
/script if (UnitMana("Player")>=10) and (IsUsableAction(Key#)) then CastSpellByName("Riposte");end;SpellStopCasting();if (UnitMana("Player")>=40) then CastSpellByName("Sinister Strike(Rank 8)"); endSnD Macro
/script GCP=GetComboPoints();if (GCP < style="color: rgb(102, 51, 255);">CastSpellByName("Sinister Strike(Rank 8)") else CastSpellByName("Slice and Dice(Rank 1)"); end
PvE Raid Evis + Feint Macro
/script CN=CastSpellByName;GCP=GetComboPoints();if UnitMana("Player")>=20 and IsUsableAction(
Key#) then CN("Feint");end;if (GCP>=5) then CN("Eviscerate");end;if UnitMana("Player")>=60 then CN("Backstab");endSmashable Stealth
/script if not(string.find(GetShapeshiftFormInfo(1), "Invis" )) then CastSpellByName("Stealth"); end
Vanish Naked with Itemrack
/script CastSpellByName("Vanish(Rank 2)"); EquipSet("Naked");
ZHM Spam Macro
/script if (UnitMana("target")>=60) and (GetInventoryItemCooldown("player", 13)==0) then UseInventoryItem(13); end; SpellStopCasting(); CastSpellByName("Backstab(Rank 8)");
CB Eviscerate
/script CN=CastSpellByName; CN("Cold Blood"); SpellStopCasting(); if (GetComboPoints()>= 3) then CN("Eviscerate(Rank 8)");end
Todo:
- Write a smashable shadowmeld+stealth macro
- Write a smashable SnD + Feint + Rupture macro. Need to detect self buff for this.
1.09.2006
Temporary Weapon Buff DPS
Instant Poison DPS
= MH Poison Procs + OH Poison Procs + Special Attack Poison Procs
= Poison Damage/MH weapon Speed + Poison Damage/OH Weapon Speed + Poison Damage/Time in between Special Attacks (HM Only)
= Poison Damage * (MH Weapon Speed + OH Weapon Speed) / (MH Weapon Speed + OH Weapon Speed) + Poison Damage / (4 SS | 6 BS)
= (20% | 30% Improved IP) * (130 | 150 Viled Poison) * {[100% - max(24% - Hit Rate, 0)] * (MH Weapon Speed + OH Weapon Speed)/ (MH Weapon Speed * OH Weapon Speed) + [100% - max(5% - Hit Rate, 0)] / (4 SS | 6 BS)}
Example:
Assuming 5% Hit, BS, no Imp IP, no Viled Poison, Duel Wielding Instant Poison, 1.8 Speed MH, 1.6 Speed OH:
Instant Poison DPS = 29.2
Deadly Poison DPS
DPv5 is 136 Damage / 12 seconds, with 30% proc rate and stacks up to 5 charges. This shit is complicated. Time to do some Unit Algebra. Assuming 1.7 Speed Weapon.
(1 attack / 1.7 second) * ( 0.3 proc / 1 attack) = 0.176 PPS (Proc per second) or 5.67 second per proc. (10.6 PPM)
Over the course of 12 seconds, DPv5 will proc:
12 second * 0.176 PPS = 2.1 times
Thus DPv5 DPS = 2.1 * 136/12 = 23.8
Dense Sharpening Stone DPS
= DPS gained from +8 Damage
= 7.04 DPS (MH only)
0.88/0.28 is the DPS gained from +1 MH/OH damage using sensitivity analysis from my Excel calculator on 27% Crit, 6% Hit, 830 AP. It will vary on different spec but should stay roughly at around 2.8.
Elemental Sharpening Stone DPS
= DPS Gained from +2% Crit
= 5.56 DPS
2.78 is the DPS gained from +1% Crit using sensitivity analysis from my Excel calculator on 27% Crit, 6% Hit, 830 AP. It will vary on different spec but should stay roughly at around 2.8.
= MH Poison Procs + OH Poison Procs + Special Attack Poison Procs
= Poison Damage/MH weapon Speed + Poison Damage/OH Weapon Speed + Poison Damage/Time in between Special Attacks (HM Only)
= Poison Damage * (MH Weapon Speed + OH Weapon Speed) / (MH Weapon Speed + OH Weapon Speed) + Poison Damage / (4 SS | 6 BS)
= (20% | 30% Improved IP) * (130 | 150 Viled Poison) * {[100% - max(24% - Hit Rate, 0)] * (MH Weapon Speed + OH Weapon Speed)/ (MH Weapon Speed * OH Weapon Speed) + [100% - max(5% - Hit Rate, 0)] / (4 SS | 6 BS)}
Example:
Assuming 5% Hit, BS, no Imp IP, no Viled Poison, Duel Wielding Instant Poison, 1.8 Speed MH, 1.6 Speed OH:
Instant Poison DPS = 29.2
Deadly Poison DPS
DPv5 is 136 Damage / 12 seconds, with 30% proc rate and stacks up to 5 charges. This shit is complicated. Time to do some Unit Algebra. Assuming 1.7 Speed Weapon.
(1 attack / 1.7 second) * ( 0.3 proc / 1 attack) = 0.176 PPS (Proc per second) or 5.67 second per proc. (10.6 PPM)
Over the course of 12 seconds, DPv5 will proc:
12 second * 0.176 PPS = 2.1 times
Thus DPv5 DPS = 2.1 * 136/12 = 23.8
Dense Sharpening Stone DPS
= DPS gained from +8 Damage
= 7.04 DPS (MH only)
0.88/0.28 is the DPS gained from +1 MH/OH damage using sensitivity analysis from my Excel calculator on 27% Crit, 6% Hit, 830 AP. It will vary on different spec but should stay roughly at around 2.8.
Elemental Sharpening Stone DPS
= DPS Gained from +2% Crit
= 5.56 DPS
2.78 is the DPS gained from +1% Crit using sensitivity analysis from my Excel calculator on 27% Crit, 6% Hit, 830 AP. It will vary on different spec but should stay roughly at around 2.8.
12.20.2005
Finishers DPS & Combo Point Generation (W.I.P.)
I have covered the basic DPS formulae for Special Attacks and White Attacks. Now it's time to model Finishing Moves. Finishing moves are a bit trickier due to the nature of how Combo Point ("CP") is generated; Seal Fate will generate 2 CPs per crit and Backstab generate CPs slower than Sinister Strike due to the energy cost.
Lets start the calculation with 5cp Finishing Moves.
First we need to know the time it takes to accumulate 5cp as the denominator:
Now for the total damage dealt calculation for the nominator:
Assuming using finishers only once, the DPS denominator of Rupture and SnD will be the time to accumulate 5 CPs PLUS the duration of Rupture or SnD:
1. A typical 27% crit and 5% hit rate epic rogue's Evis DPS (ignoring armor) will be:
Lets start the calculation with 5cp Finishing Moves.
First we need to know the time it takes to accumulate 5cp as the denominator:
- Sinister Strike: {40 * 5 / 1*[1 - max(5% - Hit Rate, 0)]} / 10
- Backstab: {60 * 5 / 1*[1 - max(5% - Hit Rate, 0)]} / 10
- Sinister Strike, Seal Fate build: 40 * 5 / {1 * [1 - max(5% - Hit Rate, 0) - Crit Rate] + 2 * [Crit Rate]} / 10
- Backstab, Seal Fate Build: 60 * 5 / {1 * [1 - max(5% - Hit Rate, 0) - (Crit Rate + (0% | 30% Imp BS))] + 2 * [Crit Rate + (0% | 30% Imp BS)]} / 10
- 20 seconds, SS
- 30 seconds, BS
- 16 seconds, Seal Fate SS
- 20 seconds, Seal Fate BS
Now for the total damage dealt calculation for the nominator:
- Eviscerate: (936 | 1076 Imp Evis)
- Rupture: (935 | 1215 Imp Rupture)
- SnD: 30% * White DPS * (21 | 30 Imp SnD)
- Eviscerate DPS: (936 | 1076 Imp Evis) / 60 * 5 / {1 * [1 - max(5% - Hit Rate, 0) - (Crit Rate + (0% | 30% Imp BS))] + 2 * [Crit Rate + (0% | 30% Imp BS)]} / 10
Assuming using finishers only once, the DPS denominator of Rupture and SnD will be the time to accumulate 5 CPs PLUS the duration of Rupture or SnD:
- Rupture DPS: (935 | 1215 Imp Rupture) / {22 + 60 * 5 / {1 * [1 - max(5% - Hit Rate, 0) - (Crit Rate + (0% | 30% Imp BS))] + 2 * [Crit Rate + (0% | 30% Imp BS)]} / 10}
- SnD DPS: 30% * White DPS * (21 | 30 Imp SnD) / {(21 | 30 Imp SnD) + 60 * 5 / {1 * [1 - max(5% - Hit Rate, 0) - (Crit Rate + (0% | 30% Imp BS))] + 2 * [Crit Rate + (0% | 30% Imp BS)]} / 10}
- Rupture DPS: (935 | 1215 Imp Rupture) / min{22, 60 * 5 / {1 * [1 - max(5% - Hit Rate, 0) - (Crit Rate + (0% | 30% Imp BS))] + 2 * [Crit Rate + (0% | 30% Imp BS)]} / 10}
- SnD DPS: 30% * White DPS * (21 | 30 Imp SnD) / min{(21 | 30 Imp SnD) , 60 * 5 / {1 * [1 - max(5% - Hit Rate, 0) - (Crit Rate + (0% | 30% Imp BS))] + 2 * [Crit Rate + (0% | 30% Imp BS)]} / 10}
1. A typical 27% crit and 5% hit rate epic rogue's Evis DPS (ignoring armor) will be:
- 54 dps, SS, 10.8 dps per cp
- 36 dps, BS, 7.2 dps per cp
- 67 dps, Seal Fate SS, 13.4 dps per cp
- 54 dps, Seal Fate BS, 10.8 dps per cp
- 46.8 dps (Rupture 9.4 dps per cp), 78.8 dps (SnD 15.8 dps per cp), SS
- 42.5 dps (Rupture 8.5 dps per cp), 52.5 dps (SnD 10.5 dps per cp), BS
- 58.4 dps (Rupture 11.7 dps per cp), 98.4 dps (SnD 19.7 dps per cp), Seal Fate SS
- 46.8 dps (Rupture 9.4 dps per cp), 78.8 dps (SnD 15.8 dps per cp), Seal Fate BS
- 60.8 dps (Rupture 12.2 dps per cp), 112.5 dps (SnD 22.5 dps per cp), SS
- 55.2 dps (Rupture 11.0 dps per cp), 75.0 dps (SnD 15.0 dps per cp), BS
- 75.9 dps (Rupture 15.2 dps per cp), 140.6 dps (SnD 28.0 dps per cp), Seal Fate SS
- 60.8 dps (Rupture 12.2 dps per cp), 112.5 dps (SnD 22.5 dps per cp), Seal Fate BS
Subscribe to:
Posts (Atom)
