1. #1

    T15=6 KS = two slow weapons?

    So the standard combat weapon choices are slow main hand quick off hand (dagger). But, with the T16 4pc bonus making KS hit rediculously hard would it be better to just use two slow weapons? Combat Potency is already normalized so weapon speed doesn't matter and combat poison damage is mediocre at best especially compared to assassination so more poison procs from an OH doesn't seem like a huge DPS loss if a slow OH was used for harder hitting KS.

    So just wondering if 2 slow weapons would be a viable choice with 4 pc. T16.

  2. #2
    well the main rule was when ever you are able to KS use 2 slow weapons if you couldnt KS on cooldown for a reason "garalon" you chose slow/fast so if you are able to ks on CD in SoO then yes slow/slow will be the choice there
    the ultimate answer's to all rogue issues :

    -Rogues might still be dealing with the changes to combo points {2014}

  3. #3
    It's already viable, within a dps difference of less than 0.5%, making the higher ilvl/best stats win.
    With the set bonus increasing KS by ~50% (since it stacks multiplicatively), you're looking at about 1% more damage from KS offhand which is probbly going to make it pull ahead.
    Fluorescent - Fluo - currently retired, playing other stuff

    i5-4670k @ 4.5 / Thermalright Silver Arrow Extreme / Gigabyte Z87X-D3H / 8GB DDR3-1600 RAM / Gigabyte GTX 760

  4. #4
    The set bonus is a 30% increase to spree, right? 50% sounds way too high.

  5. #5
    Currently the T16 4 pc. is 10% per attack which stacks so on the 7th attach it would be +70% damage.

  6. #6
    Quote Originally Posted by Verain View Post
    The set bonus is a 30% increase to spree, right? 50% sounds way too high.
    It's 10%, each stack however is applied multiplicatively.

    First strike: 1.1
    Second strike: 1.21
    Third: 1,331
    Fourth: 1,4641
    Fifth: 1,61051
    Sixth: 1,771561
    Seventh: 1,9487171

    Which averages to 1,4908411571428571428571428571429, or 1,49. A 49% increase, which I just approximated to 50%.
    Fluorescent - Fluo - currently retired, playing other stuff

    i5-4670k @ 4.5 / Thermalright Silver Arrow Extreme / Gigabyte Z87X-D3H / 8GB DDR3-1600 RAM / Gigabyte GTX 760

  7. #7
    Wait, what?

    Why on earth would it stack multiplicatively with itself? NO OTHER STACKING EFFECT DOES THAT?

    Also, why are you starting with a stack? It should be:

    First strike: 1x damage, gain a 10% buff.
    Second strike: 1.1x damage, gain a 20% buff.
    Third strike: 1.2x damage, gain a 30% buff.
    Fourth strike: 1.3x damage, gain a 40% buff.
    Fifth strike: 1.4x damage, gain a 50% buff.
    Sixth strike: 1.5x damage, gain a 60% buff.
    Seventh strike: 1.6x damage, gain a (never used) 70% buff.

    Total damage: 9.1, versus 7.0 normally, 1.3X damage, 30% extra damage.


    If the buff applies one stack to begin with, it's a 40% buff. But WHY on earth would it start multiplying with itself? That's literally never how these things have ever worked. Does it actually apply a separate buff each time, instead of stacking an existing one?

    ---------- Post added 2013-06-20 at 06:45 PM ----------

    Quote Originally Posted by Warstar View Post
    Currently the T16 4 pc. is 10% per attack which stacks so on the 7th attach it would be +70% damage.
    70% damage on one attack with both weapons isn't much. You want the damage on the whole move, which is looking a hell of a lot like 30%. It'll be 40% if the first stack applies before the first strikes hit (seems unlikely, contrary to wording), or 1.9 if the buff multiplies with itself and also applies first (nothing in the game does this).

  8. #8
    It stacks multiplicatively with the already existing 50% damage boost on KSp and its own stacks (according to this post), meaning the 4pc boosts KSp by 49% overall.

    He didn't provide logs though.

  9. #9
    Quote Originally Posted by Verain View Post
    Wait, what?

    Why on earth would it stack multiplicatively with itself? NO OTHER STACKING EFFECT DOES THAT?

    Also, why are you starting with a stack? It should be:
    The good news is, no other mechanic matters, and what should be doesn't matter in this context either ^_^. If you want to dispute the given comparison - hop on the PTR, and check the mechanic by eliminating as many variables as possible and running a series of tests - take the bonus on/off while preserving approximately the same agility, use white level 1 weapons, and check the results multiple times. Over a series of tests, if the difference is 30% or 49%, it should be quite noticeable.

  10. #10
    True.

    But that's madness!

  11. #11
    Quote Originally Posted by Squirl View Post
    It stacks multiplicatively with the already existing 50% damage boost on KSp and its own stacks (according to this post), meaning the 4pc boosts KSp by 49% overall.

    He didn't provide logs though.
    He did provide logs on the same matter on elitistjerks in the 5.4 thread.
    Fluorescent - Fluo - currently retired, playing other stuff

    i5-4670k @ 4.5 / Thermalright Silver Arrow Extreme / Gigabyte Z87X-D3H / 8GB DDR3-1600 RAM / Gigabyte GTX 760

  12. #12
    Quote Originally Posted by Fluorescent0 View Post
    He did provide logs on the same matter on elitistjerks in the 5.4 thread.
    Ah, cool. I don't go there much anymore.

  13. #13
    Quote Originally Posted by Verain View Post
    If the buff applies one stack to begin with, it's a 40% buff. But WHY on earth would it start multiplying with itself? That's literally never how these things have ever worked. Does it actually apply a separate buff each time, instead of stacking an existing one?
    There are no buffs that I recall (I didn't look), it's an internal stacking mechanic. The reason is that the normal killing spree buff is just a general "you do 50% increased damage" and the killing spree strikes themselves baseline at 100% normalized weapon damage.

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