General Rogue Info and Formulas
April 17th, 2008 by
GoldWiki
General Rogue Info and Formulas |
As I’m a grouchy person and tired of constant post on Ap vs hit vs crit. I’m just going to post a long explained list of the formulas etc as they are known and to some extent explain the rationale behind a lot of the advice and choices ppl make concerning them. The stats are worked out to a lvl 70 so you can retrograde them to lvl 60 easily if you want. This will be as all encompassing as i can manage and i hope it will be of some use. If anyone can see any gaping gaps in subject or glaring errors in calculations etc please post and ill alter them as I’m totally aware im not fantastically good at keeping errors out.
It does draw shamelssly on other posts by people etc from various sites most of whom i ca’nt remember so ill just credit the main sites and hope this will cover any issues of plageurism. The main sites are Dark Dominion, Elitist-Jerks, Wowwiki, Curse, WoWhead, Tentonhammer, old forums threads and ofc many chats and testing with the lovely Rogues in my guild.
Basic Information
Stats At lvl 70
40.4* Agi = 1% Crit = 22.1 Crit rating vs a lvl 70 enemy with 350 defensive skill
( 1 Agi = 0.025*% crit )
22.8* Agi = 1% Dodge =18.9 Dodge rating versus a lvl 70 enemy with 350 weapon skill
( 1 Agi = 0.0438*% Dodge )
1 Agi = 1 Attack Power
1 Agi = 2 Armour
1 Str = 1 Attack Power
1 weapon skill = 3.9 weapon skill rating
Parry Rating: 31.5 rating grants 1% parry
Haste Rating: 10.58* rating grants 1% haste (this is tested and true in patch 2.07)
Hit Rating 15.8 hit rating 1% hit
Attacks and there Formulas
Instant attacks, AP calculation
Instant attacks use a fixed "speed" for AP calculation, instead of your weapon speed.
Meaning that for instant attacks, such as Sinister Strike:
Damage = Weapon Damage + SS Bonus + ( (AP/14) * Fixed Speed )
instead of:
Damage = Weapon Damage + SS Bonus + ( (AP/14) * Weapon Speed )
Daggers : 1.7 Sec
1H Swords / Maces / Axes / Fist weapons : 2.4 Sec
2H Swords / Maces / Axes / Polearms : 3.3 Sec
Attack power calculation vs damage
14 AP = 1 dps
Actual damage added = Weapon speed * DPS
(slower weapon = more damage added from AP)
Example : 504 AP = (504/14) = +36 DPS
If weapon speed = 3 Sec, then Damage added = 3*36 = 108 (both min and max)
If weapon speed = 1.4 Sec, then Damage added = 1.4*36 = 50.4 (both min and max)
Hemorhage Formula
It should be noted with Hemo that you get more personal dmg from using slow weapons from it as its one of the few un-normalised instant attack. As its done by ‘x’ wepaon speed as opposed to normalised using fast weapons on this really is an excercise in futility and to be discouraged. This isnt personal opinion its just the obvious conclusion after looking at the formula for it.
Hemorrhage: Weapon Damage + (AP / 14) * Weapon Speed
Hemorrhage Critical: Hemorrhage Formula * (2 + Lethality Rank * 0.06)
Finisher Ap contributions
Garrote – 18% of your AP
Damage = (AP * 0.18) + [fixed ammount]
Eviscerate – 15% of your AP
Damage = (AP * 0.15) + [fixed ammount]
Rupture – 24% of your AP (dependant on combo points present)
Damage = (AP * 0.24) + [fixed ammount]
Crit Capping and Attack Tables
Crit Cap – For the sake of this we will be looking at it from a raiding PoV which is that mobs are nominally classed as 3 lvls higher than you. Suprise attacks removes dodge from the tables but as it is a build specific talent it wont be dealt with here.
With no +skill/+hit gear on, attacks made by a dual wielder against a level 73 mob will have the following table attacking from the front:
Result Chance
Miss 24.6%
Dodge 5.6%
Parry 5.6%
Block 5.6%
Glancing Blow 40.0%
Combined hit + crit 18.6%
Attacking from the back prevents block and parry, giving 29.8% combined hit + crit. (Attacks from the back can still be dodged.)
If the same character attacks the same mob from the front with a 2-handed weapon, it is not as bad, although obviously we wont be doing this its still a useful example to help understand how the process works:
Result Chance
Miss 5.6%
Dodge 5.6%
Parry 5.6%
Block 5.6%
Glancing Blow 40.0%
Combined hit + crit 37.6%
This is a 37.6% + your +hit crit cap from the front, 48.8% from the back.
All these crit caps can be increased by increasing your +skill (0.14% increase per point from the front, .08% from the back) and by +hit (1% increase per point).
Summary
If your not hitting from behind your losing a possible 11.2%% of your crit chance being effective. If you dont have any points in weapon skill your losing effective crit chance on attaacks as in this case your crit will be lowest priority and moved off the tabling system. Attacking from behind really is win, as it gives you 11.2% more effective crit to play with and raid buffed most are over 40% so its pretty nice dmg boost to be able to use all of it.
Hit vs Crit vs AP
The base miss chance when DW is 24% after 8% hit is worth the same as +crit/AP so its then down to personal prefernce and play style.
The minimum ammount of +hit that you need at 70 is 5% (79 rating) in PvP and 8% (125.6 rating) in PvE. This is the absolute mimimum as it guarantees as much as possible that you wont miss your special attacks although there is the unconfirmed 99.9% cap which could elicit occasional misses.The Table below shows to an extent what i mean, the Rogue has 30% crit but only 19.4% effective due to the high missrate and glancing blows eating away at the crit. Whilst we cant allevaite galncing blows with +hit we can gain more effective crit. Essentially +hit removes +miss from the table allowing more room for swings to be rolled as crits. This makes the first 5/8% worth both hit and crit and therefore extremley valuable.
Result Chance "Die Roll"
Miss 24.40% 0.01 – 24.40
Dodge 5.40% 24.41 – 29.80
Parry 5.40% 29.81 – 35.20
Block 5.40% 35.21 – 40.60
Glancing Blow 40.00% 40.61 – 80.60
Critical 19.40% 80.61 – 100.00
Crushing Blow 0% —
ordinary hit 0% —
What this is meaning is that before any other consideration get yourself 5/8% hit , then work up your crit and ap i prefer to get 8% hit > 25% crit and then build ap in around it after. As largely the ap is cheaper budgetarily on items as it doesnt scale, meaning its much easier to get items with it on as they’re less rare. Snap up the crit items and then build in the AP when you get chance.
Thats basically all the useful formulas/general info that I could think of, hope this helpful and stops some of the myriad of posts that go up asking for conversion to ratings etc.
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