** Wichtige Rogue Links ** (24.05.06 Neuer Max DMG Calc)

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    __________________________________________________________



    Formeln:



    Attackpower:


    The total amount of attack-power a rogue has is described by this formula:
    Power = -20 + Agility + Strength + Attackpower on Items + 2 * Character-Level


    Attackpower adds damage bonus to melee and special attacks.
    How much dps attackpower (AP) adds to your weapon dps is calculated by this formula:
    bonus_dmg_per_second = AP / 14.


    That means for 14 attackpower you gain 1 dps wih melee attacks and sinisterstrikes (and everything else that does) weapondamage + X. You gain more then 1 dps with skills like Ambush, Backstab and Riposte.



    Health


    The total ammount of health of a rogue is described by this formula:
    health = 10 * Stamina + Health on Items + X.


    X depends on your Level. I didn't find a pattern by how much X is increase per Level up. To get you an idea:


    Lvl 1 -> X = -155 HP
    Lvl 10 -> X = 93 HP
    Lvl 20 -> X = 208 HP
    Lvl 30 -> X = 403 HP
    Lvl 40 -> X = 678 HP
    Lvl 50 -> X = 1043 HP
    Lvl 60 -> X = 1498 HP



    Armor


    The armorclass (AC) of a rogue depends on his Level, his Items and Agility. (Agility adds 3 armor per point)
    The more armor you have the more % of a melee-damage taken is absorbed thus more armor means less damage from melee-attacks.
    Damage_taken = Damage_dealt * Absorb with Absorb being calculated using the following formula:


    Absorb = AC / (AC+ ((85 * LEVEL) + 400) )


    That means:
    1500 Armor -> 21.4% of the damage taken is absorbed by your armor.
    2000 Armor -> 26.7% of the damage taken is absorbed by your armor.
    2500 Armor -> 31.2% of the damage taken is absorbed by your armor.



    Spell-Resistance:(1)


    There are two chances to resist spells.


    1) Resistance based on Level difference.


    The first chance is based on your level. If you are much higher level than the attacking caster, you will have a significant chance to resist the caster's spell, but if you are much lower level, you will have a minimal chance to resist the spell (minimum of 1%). If you make this resistance chance, you are completely unaffected by the spell.


    2) Resistance based on your resistance score in the specific school of magic and the level of the caster.


    The higher your resistance score in relation to the level of the attacking caster, the higher your average resistance percentage, up to a maximum of 75%. Against some spells this resistance percentage is the % chance to completely resist the spell. Against direct-damage spells this resistance percentage is the percentage of damage you will resist on average.


    Resistance percentage is calculated by the following formula:


    Resistance% = 75 * min(resistance_score, YourLevel * 5) / (CasterLevel * 5)



    Crit-Chance:


    The crit-chance of a rogue is sum of his base-crit chance, +Crit on his items, +Crit through talents and extra Crit through Agility.


    On Level 60 roughly 29 Points of agility add 1% to a Rogues Crit-Chance.
    For non Level 60 Rogues the extra Crit through Agility is calculated by this formula:


    Agility you need for 1% extra crit = Level / 2



    Dodge-Chance:


    The dodge-chance of a Rogue is the sum of his base-dodge chance, +Dodge on his items, +Dodge through talents and extra Dodge through Agility.


    On Level 60 roughly 15 Points of agility add 1% to a Rogues Dodge-Chance.
    For non Level 60 Rogues the extra Dodge through Agility is calculated by this formula:


    Agility you need for 1% extra dodge = Level / 4



    Agility


    To sum up what 1 point Agility does for a Level 60 rogue:
    1 Agility = 1 AP + (1/29)% Crit + (1/15)% Dodge + 3 AC



    Crit/Hit/Miss/Dodge/Parry/Block determination(2)


    For every attack WoW rolls only one dice. The range of possible rolls is devided into "areas" that map to one of the possible results of the roll like miss, crit, dodge, hit etc.
    To keep it simple let's say we roll with a 100 sided dice. (/random 100)
    If you have 20% crit chance 20 possible rolls will be a crit. If you have 5% miss chance 5 of the possible rolls will be a miss. The same is done for dodge, parry and block. The remaining possible rolls will map to a normal hit.
    As hit-chance is not really a fixed chance what +Hit items do is reducing the Miss-Chance by 1%.


    Example:


    These are the parameters:
    Your Misschance = 5%
    Your Critchance = 20%
    The enemys chance to dodge = 5%
    The enemys chance to parry = 5%
    The enemys chance to block = 10%.


    For every attack the server generates ONE SINGLE roll to see if the attack lands or not. To keep it simple let's say the roll is random from 1 to 100.
    If the roll lands between:
    1 to 20 you crit
    21 to 25 the foe dodges
    26 to 30 the foe parrys
    31 to 40 the foe blocks
    41 to 45 you miss
    46 to 100 you score a normal hit


    This means that unlike common believe WoW does not determines first if you hit and then if the hit is a crit. If you have 20% crit chance this means an average of 20 out of 100 attacks will crit and not only 20 out of 100 hits.



    Damage


    The average damage normal a hit with mainhand does:
    Average Damage = (Wpn_Min + Wpn_Max) / 2 + Power / 14 * Wpn_Speed


    The average damage a hit with Sinister Strike (Rank 8 ) does with swords, maces, claws:
    Average_Damage = (Wpn_Min + Wpn_Max) / 2 + Power / 14 * 2.4 + 68


    The average damage a hit with Sinister Strike (Rank 8 ) does with daggers:
    Average_Damage = (Wpn_Min + Wpn_Max) / 2 + Power / 14 * 1.7 + 68


    The average damage a hit with Backstab (Rank 8 ) does:
    Average_Damage = 1.5((Wpn_Min + Wpn_Max) / 2 + Power / 14 * 1.7) + 210


    The average damage a hit with Backstab (Rank 8 ) does with 5/5 Opportunity:
    Average_Damage = 1.2(1.5((Wpn_Min + Wpn_Max) / 2 + Power / 14 * 1.7) + 210)


    The average damage a hit with Ambush (Rank 6 ) does:
    Average_Damage = 2.5((Wpn_Min + Wpn_Max) / 2 + Power / 14 * 1.7) + 290


    The average damage your attacks do:


    ((1 - .crit - .miss - .dodge - .parry - .block) * Average_Damage) + (.crit * 2 * Average_Damge)


    In the case that lethality affects the skill:


    ((1 - .crit - .miss - .dodge - .parry - .block) * Average Damage) + (.crit * 2.3 * Average Damge)

    But hey, once, I came after just a few seconds
    it was awesome
    she was all like "Wat" and I was all like "Yeah"


    15 Mal editiert, zuletzt von Igai ()

  • die grim videos sind mehr nen Pat II im schurkenkostüm als nen video das skill zeigt, sehr unterhaltsam, aber falls man ernsthaft von videos was lernen will (wenn man das überhaupt vor hat) dann würde ich mir eher shurrik 1+2 anschauen ! saualt aber immernoch gut


    der arme shurrik is übrigens im november im irakkrieg gefallen :( :( :( :(
    der war ami und wurde eingezogen ;//

    <CyRuS2k3> irgendwer hat sich mit meiner emailadresse grad auf ner pornoseite angemeldet whottehfock
    <Enr-Sacrum> :>
    <Enr-Sacrum> gobble!
    <CyRuS2k3> omg
    <CyRuS2k3> sacrum!