Beta Rogue Rotation APM

Another cross post from the official feedback forum.

A few days ago I posted my thoughts on rotations for each spec on beta, a couple days Vigilate posted his thoughts on combat on Sentry Totem which mostly lined up with my own.  One thing sorely lacking from both our analysis was numerical backing.  Today in #ravenholdt someone asked what the actions per minute for combat would be in WoD compared to MoP so I decided to compute this for all three specs.

A couple notes about these APM computations.  These are simple steady state models, they do not take into account time varying stats or temporary buffs unless otherwise noted.  Vanish is not taken into account which would increase the APM of each spec somewhat.  The stat amounts for each spec are based on the ilvl 660 premade gear which I believe is equivalent to WoD Normal/MoP Flex level gear, additionally to see if “haste will fix it” computations are done for two other haste points.  The upper haste point of 1500 haste rating is something I believe will be reachable during the first tier since the premade gear set is somewhat light on haste and not enchanted which can add an additional 540 haste.  The MoP models use WoD stats but otherwise uses the MoP launch mechanics, so for example 40 energy sinister strike and no ruthlessness for combat.

Mastery for combat and crit for assassination are held constant between the haste points.  All models assume Lemon Zest as the level 100 talent, the combat model adds 3 target LZ with blade flurry.  3 target LZ is not considered for other specs because AoE rotations are not set in stone yet and number of targets adds more complexity than it adds in clarity.

Some top line numbers (full results linked below)

Assassination_APM_WoD_No_Execute: 31.77
Assassination_APM_MoP_No_Execute: 37.44

Assassination_APM_WoD_Execute: 39.75
Assassination_APM_MoP_Execute: 34.32

Combat APM_WoD: 27.69
Combat APM_MoP: 28.85

Combat_APM_WoD_3rd_Haste_Point: 30.9 
Combat_APM_MoP_3rd_Haste_Point: 30.7
Combat APM_WoD_AR: 50.23
Combat_APM_MoP_AP+SB: 58.17

Subtlety_APM_WoD: 38.11
Subtlety_APM_MoP: 37.02

These numbers confirm a number of the observations made about rogue dps specs.

  1. Assassination is much faster.  A number of people have commented that assassination on beta feels much smoother than it does on live and these numbers bear that out.  Assassination gains more than 4 APM over MoP which helps make the spec feel much smoother at low ilvls.
  2. Combat is slower.  While both assassination and subtlety both gained APM going from MoP to WoD due to true haste buff and lemon zest, combat loses 1 APM due to increased SS energy cost.  Despite this combat’s energy regen appears to scale faster with haste than it did in MoP, note that despite starting 1 APM slower in WoD at the 3rd haste point combat is as fast as its MoP equivalent and if you were to extend that more, for example to T18 levels of haste, it would more than pass the MoP APM.  This could cause issues for combat down the line, while the enhanced AR perk will probably keep combat from ever GCD capping during AR as Vigilate has pointed out previously very few people actually enjoyed the 0.5 second GCD during ToT.
  3. The gap between AR and not AR is lower than MoP but still problematic.  The loss of shadow blades slows combat down by about 14% during adrenaline rush, however the APM gap is still quite substantial.  The drastic difference in speed between the two states exacerbates the sluggish feeling of the spec without adrenaline rush up.  Additionally, while I do not attempt to quantify restless blades interaction here the slowdown during adrenaline rush leads to a longer effective adrenaline rush cooldown which makes the spec feel slower still.

There are probably other pieces of additional information to be gleaned from the full spreadsheet so it is provided below.
https://docs.google.com/spreadsheets/d/1HPVnbxQFi4e5d9UtfvBmuZOITHEkVZVbUSFl81LaQg8

A number of people have expressed an interest in how these are computed. The spreadsheet isn’t particularly well documented but it should be understandable. At a high level these computations are based on the resource budget modeling technique discussed previously in the context of ShadowCraft.  If you have questions about the spreadsheet leave them in the comments or come join the conversation in #ravenholdt.

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Beta Rogue Rotation Feedback

Cross posted from official forum feedback thread because I doubt many people are following the beta feedback threads too carefully.

Testing done with a level 100 premade.  Level 100 talent was Lemon Zest.

Single Target:

Assassination– Overall feels pretty good, energy regeneration in level 100 premade gear (ilvl 660) seemed about right especially with lemon zest proving an addition 0.6 energy per second.  There are two problems with the spec, vendetta and complexity.  Vendetta remains a really boring button to press with absolutely zero rotational interaction.  Especially compared to the cooldowns of the other two specs vendetta feels very lacking.  I completely forgot about the vendetta crit perk till I was writing this just now as I didn’t notice it during testing.  The spec also feels like its missing a mechanic.  The new emphasis on envenom is good but it isn’t enough to make the spec challenging and interesting.  The combination of the new pandemic mechanic plus the rate that spec plays at means that you’d be hard pressed to generate combo points fast enough to clip envenom.

Combat– Combat feels very slow, not just compared to current live speed but compared to the other two specs.  While combat does have faster energy regeneration than the other two specs the much higher energy cost per combo point makes the spec feel very slow.  The energy cost of sinister strike probably should be returned to 40 energy and then rebalance adrenaline rush so the spec doesn’t feel too spammy.  I’m also somewhat worried about the UI requirements of the new bandit’s guile system, I’m a huge fan of the design but this mechanic is going to require addons to play correctly.  You can track the progress in your head reasonably well but it requires a fair amount of concentration, especially if you are also trying to mentally track bandit’s guile progress (As a reminder this really needs better UI support).

Subtlety– Subtlety hasn’t changed much from live where it’s a lot of fun and so it still plays very well on beta.  The pace seems good and find weakness optimization is still a fun mechanic, albeit a frustrating one with the default UI.  The problem is that is really all the spec has going for it right now, the resource generation is high enough (even without full HAT saturation) to keep SnD and rupture up trivially without having to refresh during dance which was one of the major sources of complexity in the spec.  If the design intent is for subtlety is for the spec to be intentionally more difficulty it certainly isn’t living up to that now.  The durations of SnD and rupture need to be reduced substantially, at least 20% to 30% to make subtlety rogues have resource constraints that need to be actively managed.

AoE (Two AoE cases examined, priority target with incidental cleave on two targets and sustained three target AoE):

Note: Crimson Tempest is currently proccing Relentless Strikes per target which probably isn’t intended, I’ve tried to consider the impact of that additional energy to evaluate these rotations without this behavior.  I’ll also note that even if this isn’t intended it does make the current rotations better.

Assassination– Lemon Zest speeds up the rotation very nicely when you have multiple targets to cleave.  I’d like to see the default UI provide a bit more information about Lemon Zest, specifically how long your shortest deadly poison has left but that may be enough of specialized piece of information for addons to handle.  For sustained AoE rupture multidotting and weaving in crimson tempests is a lot of fun, on three targets it feels like you have infinite energy and crimson tempest as AoE poison damage increase synergizes nicely.  Even discounting the possible CT, RS bug (weaving envenoms rather than CT) the energy regen feels quite high. I don’t know if this is the intended or optimal damage AoE rotation for assassination but it is a great rotation so I hope it is.

Combat– The combat single target rotation is slow and AoE is even slower.  The blade flurry energy penalty makes the spec feel even worse.  Blade flurry provides passive maintenance for lemon zest which helps counter the blade flurry energy penalty but still slows the rotation substantially.  For sustained AoE CT basically effectively replaces eviscerate with a time to die breakeven point depending on the number of targets.  CT does not however feel like an exciting button to press, at least not without the possibly unintended RS interaction.  The same issues that plague the single target rotation plague combat here, the rotation feels incredibly slow and when compared to the way the other two specs speed up on AoE it feels even worse.

Subtlety– Combo points per target on FoK feels exactly as overpowered as we all expected but given subtlety’s current AoE weaknesses on live I’m not sure that is a huge problem.  The combo point overflow exacerbates the lack of resource limitations and multiple target lemon zest maintenance is a bit more frustrating for subtlety compared to the other two specs but it isn’t a deal breaker.  On sustained AoE CT as a rolling dot can result in some pretty beefy dots on a lot of targets but doesn’t provide a lot of AoE burst which seems like a good tradeoff.  The one complaint I have with sub AoE is the general lack of interaction between its major single target mechanic, shadow dance, and AoE, it makes the two rotations feel somewhat disconnected.

To recap:
Assassination Single Target: Good pace and flow, vendetta is boring and spec doesn’t have enough skill rewarding mechanics.
Combat Single Target: Way too slow, BG needs better UI support and may still be too hard to manage without addons.
Subtlety Single Target: Good pace, dance is still a good mechanic, not enough resource limitations to challenge players.
Assassination AoE: Good pace and flow, rotation is really fun.  Awesome design, please don’t change.
Combat AoE: SLOWWW, not particularly interesting but basically function.
Subtlety AoE: Good pace, very high combo point generation is fun, may need more interaction with single target.