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#22
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Mitic<Transatlantic Nihilum> | |||
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#23
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You're both right, resist gear > stamina in certain situations, but the maxim "You can't DPS if you're dead." still holds water, and is even reinforced by the idea that resist gear >.
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#24
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![]() As far as weapon choices, as a rogue your mainhand always needs to be a pierce unless you don't want to backstab (or you're a crackhead that wants to "switch out" a high ratio weapon for a high damage piercer and back every 6 seconds). As far as the offhand, ratio is king. Nothing else matters as far as weapon choice, rogues can use 1hb, 1hs, or 1hp in offhand with equal effectiveness (relative to skill, i.e. if your 1hb is 32 and your 1hs is 132, your 1hs will be more effective UNTIL you raise your 1hb similarly).
I've actually started to do some research as far as aggro generation, and while I don't know 100% how it works here, I have a hypothesis that needs testing here. I've found several places where this idea was discussed on live, but I don't fully understand it yet. Question: How does mob aggro generate from rogue damage? Observation: Slower weapons seem to generate less aggro than faster weapons, even if the ratio and/or dps output is similar. Hypothesis: Mob aggro is based on potential damage per hit rather than actual damage. If true, this would mean that - given a static ratio, and the lack of 100% damage on every hit - a slower weapon will always generate less aggro than a faster weapon. Ergo, warriors should use low delay weapons of similar ratio to the best available weapon, sacrificing the high damage high delay weapons. Conversely, a rogue would do better to hit slower but harder with those high damage high delay weapons. Also, I think that total damage dealt DOES increase aggro, but number of hits is a larger determinant.
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#25
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![]() That's the basic understanding I've already had.
There's some static amount of aggro generated every time a melee hit lands, and a variable amount based on how much damage is done. What the balance is here is anyone's guess I think, but there was almost certainly some amount of "base" aggro for a hit. This is part of why defensive is preferred over evasive, as evasive causes you to miss more often (and thus generate less aggro). Couple that with the fact that it doesn't force mitigation of "spike" damage, it was by far the inferior.
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Kruall - Troll Shaman
Ferok - Dwarf Warrior | ||
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#26
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#27
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I believe they changed that at some point though, perhaps post velious. Otherwise people would have never put Wurmslayers away.
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Kruall - Troll Shaman
Ferok - Dwarf Warrior | |||
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#28
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#29
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Never heard that about misses, but I'd be interested to know for sure. My bet is that a miss counts for 1 point of aggro (just enough to put you on the hate list) where a hit counts for something significantly more. Pretty difficult to test though.
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Kruall - Troll Shaman
Ferok - Dwarf Warrior | |||
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#30
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To prove it to yourself, put a fire beetle eye or some other non-weapon in your mainhand and a weapon in your offhand and hit attack. You still hit with your offhand, so what you are saying cannot be true. Sorry Charlie, and TY to Reiker for that test.
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