It felt crap do get beaten by an Assassination Rogue with alittle less gear than me with the daggers and beat me with 4k DPS after they removed the MG buff. The MG buff was good enough to weight up the IP and KS loss imo
Any step by step guide for Legendaries? Over stage 1?
They would make it easier by just changing the speed of the dagger to 2.6 if you are Combat Specced(if that's even possible).
wondering this also
That NWS is calculated as 2.4 for 1h weapons, and 1.7 for daggers. So, even if the dagger was 2.8 speed, it won't change a thing on the SS and other istants damage. That's why daggers are bad for combat, and why some abilities like ambush have different coefficients if you use a dagger.
As a side note, NWS has been introduced in vanilla, thanks to the Barman Shanker blue lvl 56 dagger that was better than epic ones just because it was 2.0 speed - and by a large margin, i can assure you
There are only 3 differences between a 1.8 dagger and a slow 2.6 weapon of the same quality: the speed, and as a consequence the min and max damage.
Sinister strike is based on these min-max values, and not on the speed, but the speed influences these min-max values if you consider a fixed DPS value on the weapons.
That is why the damage of these abilities was increased by 45%
As far as my thoughts go, I think MG dps doesn't really change if you compare a slow to a fast weapon.
since the MG proccing is percentage based, you will get 44% more hits (2.6/1.8 - 1), but for 44% less damage each, but the total DPS will be the same on that part.
Or am I overlooking something here?
People can be whoever they choose to be on the internet - It is strange that so many people choose to be stupid.
every time I see someone mentioning the word "rouge" I get the urge to say "yes, we are overpowdered"...
If you look at the formula i posted above, the biggest contribution is given by AP/14*NWS. Given the same AP, NWS is 2.4 for every 1h weapon and 1.7 for daggers. That's why daggers are so bad. It's a mechanic built inside the weapon type - that's why they got the buff that way or moves like Ambush have double coefficients depending on weapon type.
Even if the dagger was 2.6 speed, it would hit for a lot less with a SS compared to another weapon type.
RogueDurr is correct.
The rest of you are overthinking this. There are TWO parts to the damage calculation that change going from a 1.8 dagger to a 2.6 sword: the number you multiply AP and a constant by (this is 1.7 for a dagger, 2.4 for a sword), and ALSO the weapon damage roll. The weapon damage roll is based on the listed weapon dps divided by the number of swings in an interval, which is related to the speed- 1.8 or 2.6.
So if your weapon has dps of 100 and a speed of 1.0, it will strike every second for 100 damage. If it has a dps of 100 and a speed of 2.0, it will strike every two seconds for 200 damage. Both cases have a dps of 100. Weapons can, for flavor, have a broader top and bottom end, but what matters is the average roll.
If you sinister strike with a dagger, your contribution based on AP is multiplied by 1.7. Do it with a sword, 2.4. This is 1.411 times as much damage contribution from AP when using a non-dagger instead of a dagger. Similarly, if you sinister strike with ANY weapon with a speed of 1.8 (which is only daggers these days), the values chosen for "weapon damage" are based on this- they would be twice as high if the weapon speed were 3.6. Since one handed weapons these days are all 2.6, 2.6/1.8 = 1.444
So there are TWO factors: one is based on weapon type (1.7 for dagger, 2.4 for anything else a rogue can use), and the other is based on speed (1.8 for modern daggers, 2.6 for modern everything else). Both values are close to the 45% bonus listed. It's the SAME multiplier, is my point, so just sticking a 45% there makes total sense.
The other option would be for the text to say: "Is a 2.6 speed weapon when you are combat, and no longer counts as a dagger but instead a sword, maybe?" 45% more damage is simple and accurately scales the only two numbers that matter upward by the amount in question.
But yea, they should add killing spree to it. Killing Spree, Revealing Strike, Sinister Strike. Main Gauche was probably on there because some of the devs still thought it procced based on offhand hits, instead of mainhand hits.
Am I wrong in thinking that our energyreg should be even higher now then? since combat potency can proc from MG, and from what I've understood we're getting more MG's, but weaker, but still, more MG's, so more energyreg? yes/no?
http://eu.battle.net/wow/en/characte...aycer/advanced Rogue from Ascendance Draenor EU
It's only game. Why you heff to be med? - Ilya Bryzgalov
As for KS, i think they didn't include it having in mind the legendary step. The proc will grant something like 1 minute less CD on KS (if it works with restless blades ofc) so this way it compensated the loss in KS damage.
Main Gauche is currently a chance for a mainhand swing to proc a mainhand swing (it was based on old sword spec, which would be main or offhand hits able to proc a mainhand, and was briefly mainhand swings proccing offhand swings on live, back when it was terrible). Right now, if you were to run a dagger mainhand as combat, you would get about the same amount of damage out of main gauche as using a 2.6 weapon- because while you would be hitting less hard, you would be hitting more often in the same amount. In other words, main gauche is largely simply an amplifier on mainhand white damage, which is based on weapon dps. You *would* however, get more energy, because main gauche can proc extra energy as if it were still an offhand attack.
So yes, you will get more energy. But the difference will likely not be all that noticeable- remember, combat potency procs 20% of the time on a main gauche, which in turn does not proc that often. However, it will still increase relative EP of mastery for combat by a small amount. I would guess not enough to move it relative to other stats, however, as again, this bonus is small- check out your main gauche procs on live, divide by 5 for average number of combat potency procs from that, and then multiply by .444. That's how many extra procs you would get, and is not a large amount of our overall combat potency regen.
(keep in mind, though, that the damage difference there is misleading: that's before main gauche was removed from weighted blades, which is where the substantial damage difference to MG is coming from)
It's not a high enough boost to Combat Potency procs that energy becomes unmanageable (at least any more so than it already can be), but it's absolutely something that you notice if you pay any attention to your incoming CP procs at all. If it's "not all that noticeable", you're not really paying much attention to it, at least from my experience with testing them.
That Blizzard is a bunch of liars that cant be trusted further then i could throw Deathwing :P