Showing posts with label General. Show all posts
Showing posts with label General. Show all posts

11.19.2006

TBC & Crit Scaling

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...

10.17.2006

Combat Rating System Explanation - Bliz

With the upcoming release of the Burning Crusade, we thought we would take the time to explain more on a new stat that we are introducing: Combat Ratings. These ratings are being used for any combat stat that previously was percentage-based such as: critical strike chance, hit chance, dodge chance and defense skill. Combat ratings are only used with effects generated by items and do not apply to effects that are generated by spells and talents which will continue to work the same.

The following combat ratings are currently in use: weapon skill, defense, dodge, parry, block, hit chance, spell hit chance, critical strike chance, spell critical strike chance, resilience, haste, and spell haste.

*We may introduce others at a later time.

Combat Skills

Unlike fixed percentages such as 2% critical strike chance, combat ratings diminish in potency as your character increases in level. 2% crit is the same at every level, while 28 critical strike rating grants 4% crit at level 34, 2% crit at level 60, and 1.27% crit at level 70. This allows us the ability to create and add new and better items to the world without eventually reaching a point where every character has a 100% chance to critically strike.

Below is the level 60 conversion for combat skills:

Weapon Skill Rating 2.5 rating grants 1 weapon skill
Hit Rating 10 rating grants 1% hit chance
Spell Hit Rating 8 rating grants 1% spell hit chance
Critical Strike Rating 14 rating grants 1% critical strike chance
Spell Critical Strike Rating 14 rating grants 1% spell critical strike chance
Haste 10 rating 1% haste
Spell Haste 10 rating grants 1% spell haste

Defense Skills

The impact on the defense skill and weapon skill systems is slightly more complicated. Many people do not realize these skills actually grant percentage-based benefits already. For example, every 25 points of defense skill grants a 1% dodge chance, 1% parry chance, 1% block chance, 1% increased chance to be missed and 1% decreased chance to be critically hit by physical attacks. Weapon skills have a similar effect for the attacker. Items will now grant skill rating rather than skill directly, and that will convert to an actual skill increase.

Below is the level 60 conversion for defense skills:

Defense Skill Rating 1.5 rating grants 1 defense skill
Dodge Rating 12 rating grants 1% dodge
Parry Rating 20 rating grants 1% parry
Block Rating 5 rating grants 1% block chance

Resilience

Resilience is a special new rating which we have created to reduce the effects of critical hits against your character. It has two components; it reduces the chance you will be critically hit by X percent, and it reduces the damage dealt to you by critical hits by 2X percent. X is the percentage resilience granted by a given resilience rating.

Below is the level 60 conversion for resilience:

Resilience 25 rating grants 1% resilience

Each time you go up a level, the amount of rating needed to get the same benefit will increase. An example of the scaling involved would be the current implementation of Agility which has always worked this way in the live game, requiring more agility for the same critical strike chance as you go up in level

__________________________________________________________________________

10.30.06

We've seen a number of players (since we've released the combat rating information) display a desire to be empowered with the knowledge of the appropriate level 70 values. As a result, we've gathered them for you. Enjoy your weekend of theorycrafting! :P

Combat Ratings conversions at level 70 (rounded to 1 decimal point):

Weapon Skill Rating: 3.9 rating grants 1 skill point

Defense Rating: 2.4 rating grants 1 defense skill.

Dodge Rating: 18.9 rating grants 1% dodge

Parry Rating: 31.5 rating grants 1% parry

Block Rating: 7.9 rating grants 1% block chance

Hit Rating: 15.8 rating grants 1% hit chance

Spell Hit Rating: 12.6 rating grants 1% spell hit chance

Critical Strike Rating: 22.1 rating grants 1% critical strike chance

Spell Critical Strike Rating: 22.1 rating grants 1% spell critical strike chance

Haste Rating: 15.8 rating grants 1% haste

Spell Haste Rating: 15.8 rating grants 1% spell haste

Resilience Rating: 39.4 rating grants 1% less chance of being struck by any type of critical strike, and 2% less damage taken from critical strikes

__________________________________________________________________________

GG Rogues. On top of already ridiculously high caster armor, they added another layer of melee damage mitigation. Seriously we need some magic resilience/armor rating that reduce magic damage by a flat percentage, similar to armor rating...

3.17.2006

Melee Attack Ruleset

Miss + Dodge + Parry + Block + Crit + Hit = 100%

For example, if I have 30% Crit, +0 Hit and my target has 5% Dodge, 5% Block, 5% Parry, then in ONE DICE roll,

00-04 Miss (5%)
05-09 Dodge (5%)
10-14 Parry (5%)
15-19 Block (5%)
20-49 Crit (30%)
50-99 Hit (50%)

so if the magical Blizzard dice rolled 35, it will be a crit, and so forth.

Now what happens in a Coldblood Evis? The Crit chance is increased to 100% but anyone who plays rogue for more than 2 hours knows CB Evis misses like fuck. So here is what happens,

00-04 Miss (5%)
05-09 Dodge (5%)
10-14 Parry (5%)
15-19 Block (5%)
20-99 Crit (80%)

So your Evis will Crit 80% of the time.

Wait, but isn't CB a 100% Crit? Yes, but here is the deal. There are precedences for each one of these attack/defense types. Crits only eats Hits. +Hit items only eats Misses. Nothing eats Dodge/Parry/Block (besides themselves and weapon skills).

Thus the precedence order is,

Miss > Dodge/Parry/Block > Crit > Hit

So what about Dodge/Parry/Block's precedence?
Well, here is my speculation.

Dodge > Parry > Block

Dodge has precedence over block/parry because your target won't need to parry/block when he dodges soemthing.

Parry is higher than block because, well, everything parry and above is 100% damage mitigation.

Block is lower than all the 100% damage mitigation actions but better than taking a hit.

EDIT: creeps cannot parry or block
(supposely) from behind after patch 1.3, so it is advantagous even for sword rogues to attack doggy style. I will try to transcript patch 1.3 notes when WoW is back up. (3/21/06)

3.16.2006

Energy Regeneration Oddities

Well, if you ever played a rogue, you know your energy is rarely a multiple of 5. So here it is.

Sinister Strinket = 40 energy (45 before talents)
Backstab = 60 energy

Missed SS costs 7 energy.
Missed BS costs 11 energy.

These numbers are gathered from Kurinnaxx fight in AQ20. His sandblast reduces your hit chance by 20% (or some retarded amount like that), so I was able to keep on missing SS/BS and record at the energy penalty.

- - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Now for my speculation on Blizzard's implementation of Energy regen/penality.

If you look at the energy lost from missed strikes per energy cost,

SS: 7/40 = 17.5%
BS: 11/60 = 18.3%

it can be save to assume its either 17.5% or 18% energy penality for missed specials.

So,

SS miss -> 40 * 0.175 = 7.0 energy (rounded to 7)
BS miss -> 60 * 0.175 = 10.5 energy (rounded to 11)

SS miss -> 40 * 0.18 = 7.2 energy (rounded to 7)
BS miss -> 60 * 0.18 = 10.8 energy (rounded to 11)

This is part of the reason that energy is rarely at multiple of 5.

Also, from my experience, energy rarely drops to 0, but only to 1.

I am suspecting the energy regen isn't perfect at 20 per 2 seconds but probably a odd number like 19.7 per second thus contributing to sometimes 21 or 19 energy regen ticks.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Some might question my "theorycraft", but what I have done here is no more than reverse-engineering to emulate/model Blizzard's internal calculation code, with some speculations and rounding errors.

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.

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.

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

/script if (UnitMana("Player")>=10) and (IsUsableAction(Key#)) then CastSpellByName("Riposte");end;
SpellStopCasting();if (UnitMana("Player")>=40) then CastSpellByName("Sinister Strike(Rank 8)"); end

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(Key#) then CN("Feint");end;if (GCP>=5) then CN("Eviscerate");end;if UnitMana("Player")>=60 then CN("Backstab");end

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:
  1. Write a smashable shadowmeld+stealth macro
  2. Write a smashable SnD + Feint + Rupture macro. Need to detect self buff for this.

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:
  • 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
For Example, the time for a typical 27% crit and 5% hit rate epic rogue to generate 5 cp will be:
  • 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)
Combining the nominator and the denominator, we get:
  • 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
Since Rupture & SnD both have DoT components, the denominator will have to be adjusted depending on situation.

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}
Assuming sustained fights, the DPS denominator will be the time to accumulate 5 CPs OR the duration of Rupture or SnD, whichever is shorter:
  • 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}
Examples Calculations:

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
2. A typical 27% crit, 5% hit, 250 white DPS epic rogue's SnD and Rupture Sustained DPS (ignore armor, no Imp SnD, no Imp Rupture) will be:
  • 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
3. A typical 27% crit, 5% hit, 250 white DPS epic rogue's SnD and Rupture Sustained DPS (ignore armor, Imp SnD, Imp Rupture) will be:
  • 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
* Updated 02.15.06 To Do: 1) Compare point to point DPS for all three finishers, 2) Energy Efficiency, 3) Sustainable PvE combo.

12.19.2005

Basic Rogue Forumlae

These are the building blocks of Rogue class:
  • Attack Power = Character Level * 2 + Strength + Agility - 20 + Attack Power Bonus from Items
  • 14 Attack Power = 1 Damage per Second
  • Crit Rate = [(0 | 5 Malice) + 5 + AGI/29]%
  • Crit Rate + (Hit Rate - Crit Rate) + Miss Rate = 100%
  • Armor = Agility x 2 + Item Armor + Shield Armor
  • % Reduction = max{[Armor / (Armor + 400 + 85 * Enemy Defense)] * 100%, 75%}
  • Proc Per Hit = Weapon Speed * Proc Per Minute / 60
  • Attack Power Modifier for Special Attacks = (1.7 Daggers | 2.4 Other One-Handers)
  • Attack Power Modifier for Normal Attacks and Hemorrhage = Weapon Speed
  • White Attack Miss Rate = 24%
  • Special Attack Miss Rate = 5%
Now for the DPS formulae:
Assuming main hand and off hand weapon shares the same crit and miss rate and poison proc only when hit.
  • White DPS = [ (Average MH Damage + Attack Power * MH Weapon Speed / 14) / MH Weapon Speed + (50% | 75% Duel Wield Spec) * (Average OH Damage + Attack Power * OH Weapon Speed / 14) / OH Weapon Speed ] * { (200% * Crit Rate) + [100% - max(24% - Hit Rate, 0) - Crit Rate] }
  • Sinister Strike DPS = (100% | 106% Aggression) * {[Average MH Damage + Attack Power * (2.4 | 1.7 daggers) / 14] + 68} * {(200% | 230% Letahlity) * Crit Rate + [100% - max(5% - Hit Rate, 0) - Crit Rate]} / 4
  • Backstab DPS = (150% | 180% Opportunity) * {[Average MH Damage + Attack Power * 1.7 / 14] + 210} * {(200% | 230% Letahlity) * [(0% | 30% Imp BS) + Crit Rate] + [100% - max(5% - Hit Rate, 0) - Crit Rate]} / 6
  • Hemorrhage DPS = [Average MH Damage + Attack Power * MH Weapon Speed / 14] * {(200% | 230% Letahlity) * Crit Rate + [100% - max(5% - Hit Rate, 0) - Crit Rate]} / 3.5