CorvusCael QuinanLegatus Legio Consul
Joined: 23 Oct 2007 Posts: 816
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re: It's always a learning thing
by Cael Quinan on 2009/01/21 16:29
So, I was doing a bit more hard number research and came across the following information.
In WotLK, with changes made to a variety of areas of combat, specifically critical damage and poison damage, the specific values that rogues need have changed dramatically than form in TBC.
Of course, Attack Power and Agility are rogue essentials, there are no limits; stack them as much as possible. Following that we have stats such as Hit, Crit, Expertise, Armor Penetration and Haste. In the past, Hit wasone of the most essential stats for a raiding rogue. While it's still important, the numbers needed have changed dramatically. For crit & special attack heavy builds, like Assassination and Subtlety, the most important number to consider is the Yellow Hit Cap, which is 99 for level 83 mobs. This eliminates the 9% miss chance for special attacks.
The next important consideration is the Poison Hit Cap, which guarantees that a boss cannot resist poison damage, a newly increase source of DPS for rogues. That number is 315 at lvl 83. These two sources of data should comprise a large portion of the rogues damage. the only other remaining part is the standard melee damage, the "white damage". Technically, the *hard* hit cap is 918, but unless you're only auto-attacking *(and therefore watching TV, sleeping, or surfing pr0n during a raid) then maxing hit is pretty much useless.
The next most important stat after Hit is Expertise, which mitigates dodges to your attacks. The goal here is 26 Expertise or 214 expertise rating. Once you're reached those, then the mobs can no longer dodge your attacks from behind.
After expertise comes Crit, which should be liberally stacked, followed by Haste. Haste is a stat that can be added, but who's benefits can be marginal. While Haste does increase swing frequency and cooldowns on most skills, the issue arises that it doesn't improve energy regeneration. Since most rogues will be limited not by the speed of their attacks or the cooldowns of their strikes, but instead the regeneration of their energy, this stat, while useful is less useful outside of combat specs (which boast a higher amount of white damage).
Finally is armor penetration. Armor Penetration is something of an all or nothing skill. ArP is useful only in large amount, specifically 200+. Below 200, the points value of the stat is outweighed by the points value of nearly any other stat a rogue can have, simply because you get more DPS per point with them than with a single point of ArP. Thus ArP and Haste are the final stats a rogue should stack, barring white-centric combat builds.
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twitter:@CaelQuinan,@AshenBro_SWTOR
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