Really? That large a gap?
If that's true, the only explanation I could offer is that I'd imagine haste is the cause of a lot of it, Shadowcraft has exceptionally large love of haste ever since RPPM trinkets came into play.
If you don't have latency problems, I think the 4pc mechanics for combat rogues isn't really that bad even considering the drawbacks coming from killing spree management. It is true that we suffer a lot from any loss of GCDs, but I think the overall rotation is more dynamic, exciting, and challenging compared to ASSA although it is somewhat behind. Would be nice to receive a buff.
Last edited by timorjin; 2013-04-02 at 03:09 PM.
The basic conclusion however that combat falls off substantially in real world scenarios can be shown with some modifications to the back end if you model GCDs lost.
Shadowcraft stat weights are a bit off for combat, it rates agility too much and haste a lot less than what it's really worth, it even rates 80 agi more than 160 haste for gems. I guess it's just not optimized yet for combat.
You keep saying that. Do you have evidence to back up your claim besides "I think so therefore it is"?
No solid evidence i guess, i'm basing that on the fact that simC stat weight are much different and top guilds rogues follow those instead of shadowcraft ones.
The combat EP weights really aren't that different.
The only minor thing is that SimC weights secondary stats slightly higher than Shadowcraft across the board. So Shadowcraft encourages a balance of agi, agi/haste, haste gems at BiS levels, but SimC suggests agi/haste and haste. Unless you can determine where the mathematical or logic error is, it's probably not wise to start declaring one thing or another.
10% from Shadowcraft Vs 2% from SimC seems like a big difference to me, i was only trying to explain why there's that difference, and the answer is different stat weights. Obviously i can't really check the workings behind each stat weight calculation made by either Shadowcraft or SimC. All i know is SimC stats have worked better for me.
Last edited by Noxyuz; 2013-04-03 at 05:15 PM.
Rogue Forum Moderator (formerly Mugajak)
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I do realize error margins have an impact on the result, but it was still a 30 minute run, that length does help a bit with error margins. Too bad i don't have the exact numbers anymore, i just wrote them on a paper and lost it but yeah, i think the difference i saw was something around 1k DPS, self buffed with drums of forgotten kings, flask and food buffs and some other thing i don't remember.
I actually wanted to make a second run so i had some results to compare, but it was just too boring :P
Lei Shen blows because the faster AR/SB cd is semi wasted because I will only get 2 in before each transition and it will be up when the transition is over. I actually started holding off the 2nd one on p1 and p2 to coincide with my shadopan trinket because it wasn't actually preventing additional uses of my cds.
I am a little low on gear compared to the rogues I saw able to pull it off, but I can't get my AR back up during the first pool in time for it to finish if I use AR on the pull (we lust on first pool). So I am not really able to make amazing use out of it on Jin Rokh either (had like 196k dps which is below the ranking cut off for assassination even though it was 21st for west ranks as combat). I ended up having more dps by not using it on the pull and using it with lust in the pool which results in me missing an extra AR but not being able to stack it with lust and having to not only run out of the pool in the middle of it but also temporarily lose range on the boss as he jumps to the center sucked massively.
The range change to BF and the fact that there is always something to hit on Horridon did seem to make combat pretty awesome, but we only had like 4 pulls on it and didn't make it past the 3rd door.