Updated 1-27 with rotation improvements and new tests!
With some rotation tweaks, legendary items have a much larger effect on the outcome of the simulations.
Hey all, it's been a while since I made a theorycraft post in the rogue forums. I've seen some threads here and there suggesting new logic for what the best buffs to keep on RtB are. A lot of folks are suggesting that you really want to roll until you get True Bearing, unless you get a really lucky 3 or 6 buff combo. So, I decided to gather a ton of data points to help answer the question.
First, I used an 880 ilvl rogue with no specific legendaries, set bonuses, or "special" trinkets. I overrode the stats such that all secondary stats were just about equal. Then, I changed the rotation to have three parameters in it:
Parameter 1: How many buffs will you keep rolling to obtain?
Parameter 2: Will you keep two buffs if you have Shark Infested Waters, regardless of True Bearing setting?.
Parameter 3: Will you keep any buff combination with True Bearing? 0 means no, 1 means yes.
A value of 2,0,0 for Parameter 1 and 2 and 3, respectively i: Roll until you get 2 buffs, don't ever save a single buff. A value of 2,0,1 would have you roll until you get 2 buffs OR True Bearing (meaning it would keep a single True Bearing buff). A value of 3,1,1 would roll until you get at least 3 buffs or any combination of 1 or 2 buffs with True Bearing or any 2 buff combo with Shark. A value of 3,0,1 will roll until you get a least 3 buffs or any combination of 1 or 2 buffs with True Bearing.
Then I ran a batch of simulations that varied those three parameters:
http://www.askmrrobot.com/wow/simula...db1aa8c649654d
You can see that rolling for at least 2 buffs is still the best, although saving a single True Bearing buff or not are almost the same damage. Rolling away a two buff combo that doesn't have True Bearing is a slight DPS loss. Rolling away a two buff combo that doesn't have True Bearing or Shark is also a DPS loss.
After some discussion the last couple days with folks in the rogue discord and subsequent posts in this thread, I've done a set of tests for the following conditions:
Greenskins/Quick Draw (Best is keep any 3 buffs or TB. Keeping any 2 buffs is arguably within margin of error):
http://www.askmrrobot.com/wow/simula...451f4288040a3e
Mantle/Ghostly Strike (Best is to keep any 3 buffs or TB)
http://www.askmrrobot.com/wow/simula...9d4ce44db0f250
Greenskins AND Mantle/Quick Draw (Best is to keep any 3 buffs or TB)
http://www.askmrrobot.com/wow/simula...19cdb669a91a36
Greenskins and Mantle and Convergence of Fates/Quick Draw (Best is to keep 3 buffs or TB)
http://www.askmrrobot.com/wow/simula...cef4f7c5e7837a
I also ran a test with greenskin/mantle and varied quick draw/ghostly strike and did some random stat samples to make sure that the stats I used in the simulations above didn't influence results. It looks like stats only had very minor influence on the results - there are a few stat combinations where you wouldn't want to ditch two buff combos, regardless of true bearing:
http://www.askmrrobot.com/wow/simula...7c496f3ed30bc5
So, I'm going to update our default outlaw rotation to use the following logic for Roll the Bones:
With no Legendaries:
Roll until you get True Bearing or two Buffs.
You might be able to get a very, very slight theoretical DPS increase by always going for two buffs, but, keeping True Bearing is so close that you'll never notice in-game and it will increase your quality of life.
With Mantle of the Master Assassin:
Roll until you get True Bearing or three Buffs.
The results from Greenskins were so close between rolling for 2 or 3 buffs that I'm keeping the suggestion at 2, since that is a lot less annoying to play. It seems like the item that really changes the logic is Mantle of the Master Assassin.
Feel free to hit me up with questions and I will try to answer them.