Forum Settings
       
« Previous 1 2
Reply To Thread

sword spec worthless?Follow

#1 Dec 22 2006 at 5:05 PM Rating: Decent
ive been thinking of my talent build and im having serious thoughts about going sword spec. Im a Rogue btw... im doing a combat build and dont wanna go daggers spec, i need to go sword, mace, or fist, or something. Originally i was gonna do sword then i looked at what it does...meh. Id like to go fist but honestly theres almost no decent fist weapons in this game, so thats kinda out. Im not too thrilled about maces either, that leaves me back with with swords. But the bonus you get from sword speciallization.. .well it just seems to suck. Is it just me?

Spending an entire 5 points to get only a 5% chance for an extra attack seems lame to me. that means in 100 swings i'll get maybe 5 extra swings off.. wee. The extra crit rate seems much better on daggers or fist weapons (dagger will be in my off hand) or the extra skill with the mace and stun also seems like a better bet. because thats guarenteed boost to chance to hit, PLUS a stun bonus equal to the crappy extra attack % from the sword

honestly. is it just me or does that bonus from the sword spec just suck? What am i missing? I even read that its not a free attack that it just resets your attack timer
#2 Dec 22 2006 at 5:58 PM Rating: Decent
Quote:


Spending an entire 5 points to get only a 5% chance for an extra attack seems lame to me. that means in 100 swings i'll get maybe 5 extra swings off.. wee. The extra crit rate seems much better on daggers or fist weapons (dagger will be in my off hand)


Well, purely in theory a 5% increase to crit rate will only give you 5% more crits...

Sword Specialization produces more autoattack DPS than any other specialization - more than you'd expect from the 5% chance, due to the fact that while the extra attack can miss it can also crit (for a Warrior against a decently-geared Rogue - 35% avoidance - it works out to ~7.5% more autoattack DPS, and this only increases as the target's avoidance goes down.) However, the resetting of the swing timer issue is real and a huge annoyance for Rogues, less so for Warriors since for a Warrior the fact that when it procs it also generates bonus rage; this outweighs the partial autoattack loss when it procs off a special attack.

Mace Spec is purely a PvP spec for Rogues now; the stun procs don't work on anything outside of a 5-man (well... there's a few exceptions, but very few) and the +Skill does as close to nothing as you can get while still having an effect since the patch.
#3 Dec 22 2006 at 7:01 PM Rating: Decent
Back when I played my sword rogue, it was very sweet. Plus I used a thrash blade, which has a similar effect. I would chop through just about anything like crazy. Throw a slice and dice in every once in awhile to improve the effect.

I don't know if the mechanics of it have changed since then, that was along time ago.
#4 Dec 22 2006 at 8:02 PM Rating: Good
***
3,801 posts
kenshindono wrote:
Spending an entire 5 points to get only a 5% chance for an extra attack seems lame to me. that means in 100 swings i'll get maybe 5 extra swings off.. wee. The extra crit rate seems much better on daggers or fist weapons (dagger will be in my off hand) or the extra skill with the mace and stun also seems like a better bet. because thats guarenteed boost to chance to hit, PLUS a stun bonus equal to the crappy extra attack % from the sword

honestly. is it just me or does that bonus from the sword spec just suck? What am i missing? I even read that its not a free attack that it just resets your attack timer


Spending an entire 5 points to get only a 5% chance for an extra crit seems better? In 100 swings you'll only get 5 more crits than before.

In all honesty, there isn't much difference between sword spec and dagger spec. Sword is slightly better, but then you can't use backstab/ambush.

Spec for the weapons you have. If you have swords, spec swords. If you have daggers, spec daggers. If you're going to use a weapon spec, make sure you have the same type of weapon in each hand.

#5 Dec 22 2006 at 9:16 PM Rating: Good
*****
10,564 posts
Sword spec is the greatest rogue spec.

If you're talking about just the talent (which it seems you are), it procs for me roughly 2-3 times a fight.

By the way, when you're talking in WoW terms, 5% is rather significant. Also, Slice and Dice will help you proc it even more.
____________________________
◕ ‿‿ ◕
#6 Dec 22 2006 at 10:30 PM Rating: Decent
***
2,328 posts
Rogues should be using daggers in their mainhand for PvE. PvP I'd say the stuns from mace would give you the best advantage even though I absolutly hate the fact that stuns exsist in the game.
#7 Dec 22 2006 at 10:39 PM Rating: Decent
Purely in theory, a 5% increased crit chance... only increases your damage by 5%, the same as Sword Spec. In actuality, the differences are quite large.

First off, the Sword Spec proc can miss/be blocked/parried... but it can also crit. It adds the most autoattack DPS out of all of the specs, even against a high-evasion target like another Rogue, but because it _does_ reset the swing timer it may end up being inferior for Rogues when compared to a crit spec, like Fist Weapons.
#8 Dec 22 2006 at 10:45 PM Rating: Good
*****
10,564 posts
Darkuwa wrote:
Rogues should be using daggers in their mainhand for PvE. PvP I'd say the stuns from mace would give you the best advantage even though I absolutly hate the fact that stuns exsist in the game.


I disagree. Dual sword rogues have some of the best PvE dps in the game.
____________________________
◕ ‿‿ ◕
#9 Dec 22 2006 at 11:52 PM Rating: Decent
Repressed Memories
******
21,027 posts
I can't say anyhting from experience, but just going over how it should work out crit chance should beat out teh same chance to add an extra attack (given the same weapon damage and speed, which daggers and sword won't have).

On white dps swords win out by just a bit. Given no talents 1 crit is teh same as one proc'd extra swing (+100% damage on crit), but extra swings have a chance to crit which raises the white dps. But on abilities crit goes up a huge amount, since a critted ss is better than an ss+second swing. Then there is balancing the better damage of sword SS strikes with talents that increase crit damage.

I'd take Vataro's word for it since speculation is rather inconclusive.
#10 Dec 23 2006 at 12:07 AM Rating: Good
****
7,466 posts
I'd just to like add that for fist weapons there really aren't that many until you start raiding sadly... The two grasps from Tiger and Panther in ZG are probably the first good ones besides the PvP set... and then the right and left claw from magmadar and azuregos are the next good ones.

Again though, you have to be 60 and raiding to get them... and, with how the expansion is changing things....
#11 Dec 23 2006 at 12:33 AM Rating: Decent
***
2,588 posts
Darkuwa wrote:
Rogues should be using daggers in their mainhand for PvE. PvP I'd say the stuns from mace would give you the best advantage even though I absolutly hate the fact that stuns exsist in the game.

disagree. in group pve, swords are probably a bit superior to daggers (i'm going by our top equipped rogues, where only one dagger and about 3-4 sword/mace rogues are up there; a certain sword rogue normaly wins on dps).

for solo pve, swords are better, because it's hard to position yourself for bs all the time and thus aren't at your most efficient with your main attack.

in pvp, daggers have the advantage of burst damage, but again, positioning is hard. i'm not a big pvper, so i'll leave this one to someone else.
#12 Dec 23 2006 at 1:07 AM Rating: Good
****
7,466 posts
Turicus wrote:
in pvp, daggers have the advantage of burst damage, but again, positioning is hard. i'm not a big pvper, so i'll leave this one to someone else.


While I don't play a rogue in PvP, I do tend to notice that often times people will focus on one target vs everyone else... so besides having to stealth back to get behind someone in the middle of a semi-large battle posistioning shouldn't be that hard when people are too focused on someone else. You'll probably die soon after the person being focused on though. But, if what you're going for is nice burst and maybe a little stunlocking to keep yourself behind...

Again though, I don't play a rogue in PvP... I play a hunter. As a hunter I do tend to see a little more of the backline stuff and get a pretty good overal picture of the battle.
#13 Dec 23 2006 at 2:14 AM Rating: Decent
***
1,288 posts
Shoot I don't know much about rogues, but I can tell you this.

My near-47 paladin is using a Thrash Blade and is full Protection spec, so when I get the Thrash proc'ing with my Reckoning, believe me the opponent feels it. Not only does it hold aggro very well when I'm getting super fast Judgement of Wisdom procs, but it does considerable DPS for a Paladin, too. I'm getting about 71 DPS from my setup.

Once I complete Protection to 42, I'm going to decide which of the other two trees I'm going to develop. What I do depends on how I'm playing this Paladin when I hit 60; though I intend to tank most of the 5 mans I join.
#14 Dec 23 2006 at 10:38 AM Rating: Decent
Mutilate builds are now pretty crazy for PvE, actually, and should easily outdamage combat (especially given the Combat nerfs to +skill as of this patch) on bosses where positioning is reliable (i.e. not Thaddius).
#15 Dec 23 2006 at 10:48 AM Rating: Good
***
3,801 posts
RPZip wrote:
Purely in theory, a 5% increased crit chance... only increases your damage by 5%


Actually the math is a bit more complicated. Let's just say you're fighting something with a 6% avoidance rate. You have a 10% additional "miss" rate, and let's say just 20% crit rate. That means that your "base" damage is 104% of what you'd expect from 0-crit 0-miss 0-avoid attacking. Get +5% to crit, and your damage will increase to 109%, which means you're getting a 4.8% increase in damage from where you were.

However, with sword spec, you have a 5% chance to get an extra attack, doing on average 104% of auto-attack non-crit damage. This means that sword spec will give you a 5.2% increase in damage.

Doesn't sound too bad, but let's pump up those stats? Drop your miss rate to 4% (it's possible, that's what mine's at) and bump your crit rate to 30%. Now you're gettin some real nice gear, with your base damage being 120% of the 0-0-0 scale mentioned above. Now add +5% to crit, moving it up to 125%. Your damage only went up 4.16% compared to what you were previously doing.

Yes, +crit gives diminishing returns. :)

However, for sword spec in this case, you're getting a 5% chance to get an attack that does, on average 120% of auto-attack non-crit damage, giving you a 6% increase.

#16 Dec 23 2006 at 10:53 AM Rating: Decent
Quote:

Doesn't sound too bad, but let's pump up those stats? Drop your miss rate to 4% (it's possible, that's what mine's at) and bump your crit rate to 30%.


Considering that +Skill no longer decreases parry/dodge rates, how exactly are you decreasing your chance to 'miss' past 5% (actually 5.5% for bosses)? Mostly just curious here.
#17 Dec 23 2006 at 11:28 AM Rating: Decent
***
1,392 posts
I would think he means he has 20% +hit, rather than going off the strict combat tables.
#18 Dec 23 2006 at 2:07 PM Rating: Decent
wait, what? your +weapon skills no longer increase parry and dodge rates? i thought that was pretty much the whole point of higher weapon skills, so you miss less

are you sure? when did this change?
#19 Dec 23 2006 at 3:00 PM Rating: Decent
RPZip wrote:
[Mace Spec is purely a PvP spec for Rogues now; the stun procs don't work on anything outside of a 5-man (well... there's a few exceptions, but very few) and the +Skill does as close to nothing as you can get while still having an effect since the patch.


woo, details here please. when i was playing my rogue last i went mace for the stun factor and it was awesome. i could expect to stun at least 2 times per fight when melee and when in an instance depending on the overall DPS of the group i could get as many as 4 or 5 stuns in per fight.

so what did Blizzard do to mace spec as of the 2.0 patch or what ever patch # it was that screwed up this great talent.
#20 Dec 23 2006 at 3:36 PM Rating: Decent
Er... I meant that it works in 5-man/PvP, but it doesn't work at all in raiding since the vast majority of mobs are immune.
#21 Dec 23 2006 at 4:05 PM Rating: Decent
***
2,588 posts
RPZip wrote:
Quote:

Doesn't sound too bad, but let's pump up those stats? Drop your miss rate to 4% (it's possible, that's what mine's at) and bump your crit rate to 30%.


Considering that +Skill no longer decreases parry/dodge rates, how exactly are you decreasing your chance to 'miss' past 5% (actually 5.5% for bosses)? Mostly just curious here.

what? +skill no longer reduces glancing blow effects. it still does the other stuff. otherwise it would to nothing. details?

with +hit items you can go below 5% miss.
#22 Dec 23 2006 at 4:25 PM Rating: Decent
***
2,588 posts
Ialaman wrote:
RPZip wrote:
Purely in theory, a 5% increased crit chance... only increases your damage by 5%


Actually the math is a bit more complicated. Let's just say you're fighting something with a 6% avoidance rate. You have a 10% additional "miss" rate, and let's say just 20% crit rate. That means that your "base" damage is 104% of what you'd expect from 0-crit 0-miss 0-avoid attacking. Get +5% to crit, and your damage will increase to 109%, which means you're getting a 4.8% increase in damage from where you were.

However, with sword spec, you have a 5% chance to get an extra attack, doing on average 104% of auto-attack non-crit damage. This means that sword spec will give you a 5.2% increase in damage.

Doesn't sound too bad, but let's pump up those stats? Drop your miss rate to 4% (it's possible, that's what mine's at) and bump your crit rate to 30%. Now you're gettin some real nice gear, with your base damage being 120% of the 0-0-0 scale mentioned above. Now add +5% to crit, moving it up to 125%. Your damage only went up 4.16% compared to what you were previously doing.

Yes, +crit gives diminishing returns. :)

However, for sword spec in this case, you're getting a 5% chance to get an attack that does, on average 120% of auto-attack non-crit damage, giving you a 6% increase.


nice calculation, but you left out two things. it's quite a bit more complicated. your calculation does give an approximation, though.

1. special attacks. with talents they do more than 200% damage, so a crit is worth more than an extra attack.

2. in a raid environment (boss lvl63), where 40% of your white hits are glancing blows, you will hit an effective crit cap that is way below 30%.

40% glancing (fixed value for mobs +3 levels; you cannot reduce this number in any way)
24% base miss (dual wield)
5.6% dodge
5.6% block
5.6% parry
= 80.8%
rest is hit and crit.

so with no +hit, you will crit 19.2% at most (on white damage; special attacks don't have this problem as there are no glancing blows).

if you have +hit gear, you will reduce the mob's chance to dodge, block and parry. this allows you to increase your [hit+crit] to above 19.2%.

reducing your miss with +hit gear will increase your [hit+crit]. if your crit from agi and items is equal or greater than [hit+crit], you will only have glancing, dodge, block, parry and crit in that table, no hit.

in essence, you need +11% hit to make full use of your 30% crit chance on white damage.
this is counterbalanced by the fact that more than 6% +hit is wasted on your special attacks.

just theorycrafting a bit. having 5-10% +hit, some weapon skill and a load of crit is the way to go.
#23 Dec 23 2006 at 7:31 PM Rating: Good
Quote:
if you have +hit gear, you will reduce the mob's chance to dodge, block and parry. this allows you to increase your [hit+crit] to above 19.2%.


*blink*

No. No, it won't.

WORKING FROM A WARRIOR'S PERSPECTIVE HERE, since I have a better understanding of the math/Warrior abilities... and I'm not sure what kind of a miss rate that Sword Spec procs use (base miss rate? 5%? Hmm).

Consider the raiding warrior. We are going to assume the following values for simplicity's sake;

25.5% Crit
1500 Buffed AP (including BS, etc.)
6% Hit

Which are decent stats but far from obscene - still, no slouch here. This theoretical warrior, who we'll call Groucho, has Sword Specialization and happens to be fighting a handy boss mob, who we'll call Marx.

Now, on any given swing there are four possible events;
a) Groucho whiffs for whatever reason (Dodge, Parry or Miss) and deals zero damage.
b) Groucho lands a Glancing Blow and deals 70% damage. (White damage only.)
c) Groucho lands a hit and deals 100% damage.
d) Groucho lands a crit and deals 200% damage. (220% on Yellow)

Now, let's put all of this together...

Groucho has 6% hit, which means that even against boss mobs he will never miss an attack ('miss' miss, as in the actual miss event). Because he's standing behind the boss, Groucho cannot be parried by Marx - but he can still be dodged, at a 5.5% chance.

Event a = .055 * 0

Groucho can no longer reduce glancing blows (damn you, Blizz!) and therefore has no way to reduce the 40% glancing blow rate against a boss mob.

Event b = .4 * .7

Ignoring event c for a moment, Groucho has a 25.5% crit rate (reduced to 25% against a boss mob due to the defense difference).

Event d = .25 * 2

And event c is the 'catch-all' event, taking the remainder probability and multiplying it by one - to whit, 29.5%.

Event c = .295 * 1

So, when you add them all together...

.055 * 0 + .4 * .7 + .295 * 1 + .25 * 2 = 0 + .28 + .295 + .5 = 1.075 of your 'normal' damage per swing.

Now, assume that you added in Axe Spec to the equation... you'll change the equation to;

.055 * 0 + .4 * .7 + .245 * 1 + .3 * 2 = 0 + .28 + .245 + .6 = 1.125

Or, compared to the previous number... a 4.65% increase in DPS.

Now! Sword Spec.

It will proc on attacks that connect, and _not_ misses... so, going by the previous number, it should have a chance to proc 94.5% of the time. Moreover, it follows the same numbers as previously used - it should land for 1.075 of your normal damage.

.945 * .05 = .0473 * 1.075 = 5.08 increased DPS, or 1.126 damage per swing - a slight bump from the Poleaxe Specialization, but it is there.

But the more significant portion of all this is how it interacts with special attack damage. It adds 4.73% of your normal white hits to damage but you ALSO generate rage off those attacks. Or, to put it another way, on every damaging special ability it reads;

"Has a 4.73% chance to deal an additional 1.075 white damage and generate rage"

...or, to use Groucho as our example...

1500 AP * 3.8 / 14 = 407.15 (Not normalized)
High Warlord 2H Sword (294 Average Damage)
-----
701.15 'base' damage * 1.075 = 753.73 damage pre-mitigation

This works out to (Speed * 1.25 + Damage / 61.5 = Rage)
3.8 * 1.25 + 753.7 / 61.5 = 12.26 * 1.075 = 13.18 * 1.25 (Endless Rage) = 16.47 Rage 'returned' on average.

Even figuring that it will, on average, only save you half the time before your next swing the increased rage is pretty huge. ~16 works out to reducing the cost of your Mortal Strike by ~50% and will cause you to actually gain rage on Hamstrings/Pummels/Whatever.
#24 Dec 23 2006 at 7:53 PM Rating: Default
Sword spec pvp pre-60 ownz, since im not 60 i cant say anything about it. I can own almost anyone with my rogue, which is sword spec.
#25 Dec 23 2006 at 8:09 PM Rating: Default
RPZip wrote:
Er... I meant that it works in 5-man/PvP, but it doesn't work at all in raiding since the vast majority of mobs are immune.


ok so no affect on soloing or normal instance?
#26 Dec 23 2006 at 9:00 PM Rating: Decent
Ahh the great question. To which the answer depends on what you want to do.

PvP -
Daggers - Great burst dmg, and with good daggers, mutilate spec can easily give you ~10 sec of pure stunlock. If not, more. Excelent for anything wearing less than plate. Positioning is important though.

Fists - Poor selection of weapons, and the spec is like a mix between sword and dagger specs. The two other downfalls are you can't backstab/ambush with fists and they don't have the nifty proc of sword spec.
Some rogues can make great use of this build, but I'm a big daggers fan myself.
Positioning isn't very important.

Swords - LOTS OF WHITE DMG & Sinister strikes. Provides decent combo points, though it lacks burst dmg. Good for warriors and other melee classes, not so good vs anything that can kite you. Positioning isn't very important.

Maces - Essentially very similar to sword spec, though it can be VERY nasty with the right combo of weapons/enchants/poisons in WSG. The proc really makes casters & kiters mad, but I'm not sure if it makes KS/CS have a shorter diminshing return.
The actual spec itself isn't very good IMO & positioning isn't very important.


Group PvE -
Daggers - With a backstab build, most of the time you can keep up with sword spec dmg in raids. Not to bad, but in some fights you have to resort to sinister strikes anyhow. Good for if you like to PvP in your off time, but not as good as a pure PvP build.. Positioning is again, very important.

Swords - Very good all around build for any type of PvE. Consistant dmg, but no huge numbers to +1 your epeen with.

Maces - Pretty much the same as swords, but the spec itself is now rather lackluster in any endgame activitys.

Fists - See the mix of sword & dagger specs comment above.


Solo PvE -
Daggers - Positioning is VERY important with daggers, and as such, some mobs will be hard to take down while grinding. Your fights will usually be faster but you may have to rest more.

Swords - Again, a very solid build. IMO better than daggers for grinding. (Wish I had a couple good swords for when TBC hits.) Reason is, with swords you're used to going toe to toe with your opponent, positioning isn't important and 90% of the time with a good pair of swords you can put food processors to shame.

Fists - Not a bad choice, again a mix between sword and dagger specs.

Maces - Pretty good in the mid levels, but at 50-60 swords seem to be a better choice for grinding IMO.


If I had to generalize and order things, this is how I'd do it:
PvP - Daggers, Swords, Maces, Fist weapons
Group PvE - Swords, Daggers, Fist weapons, Maces
Solo PvE - Swords, Fist weapons, Daggers, Maces.


Basicly, unless you get a couple lucky drops, you'll either be swords or daggers depending on your play style.
And as someone already stated, don't bother putting points into a weapon spec if you're gonna mix and match, it reduces your builds overall effectiveness.

(it's very late right now, so please pardon my spelling/gramar errors. ^^;)
« Previous 1 2
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 6 All times are in CST
Anonymous Guests (6)