
My understanding of these sets that have "Off-Hand Damage Rate" is that it does increase the speed not flat damage. Having said that with current Boss pcrit resist that from my small amount of initial testing seem's like it's being pushed down the pcrit curve (rather than being a simple linear reduction) means that imo pcrit is more important than an extra few off-hand white hits.
There's a possible case to be made for say r/m to increase how many procs of enchanted throw you can get but even that represents a small % of my overall output damage as a r/m.
But yes, if it is the case that it's simply increasing %damage per hit the yes it would be more sensible to have it as a speed modifier.
WTB Tooltip clarity...
Agreed.
Here are some other suggestions for bonuses that aren't just more of the same but good for Rogues:
- Successful offhand weapon hits increase attack speed by 1% and offhand weapon damage is increased by 3%. This effect can stack up to 5 times and lasts 7 seconds.
Change "Sneak Shot" to do this. Make it a 15s buff, or make it proc upon using. I'd prefer it to be a buff since energy rotations are already set in stone.- Main hand weapon hits have a 10% chance to trigger an offhand weapon attack. (This attack will not trigger any on-hit effects from passive or buff skills.)
I'd like to see this turned into "Night Attack". I can see that being a 10 minute buff.- Offhand weapon hits ignore 10% of the target's resistances, dodge, and parry rate.
- Offhand weapon hits have their damage increased by 10% Main Hand Weapon DPS.
There are many other ways to give rogues increases to make their offhand weapons to be more than just stat-sticks.
Depending on what your crit rate is already the 240 points of crit will actually do nothing. For me adding 240 points of crit adds practically 0 to my crit % and even when I have MORE crit% (aka house buff give me crit instead of pa :{) sometimes I crit LESS. Its a roll of the dice that accomplishes lil to nothing most of the time.
On the other hand 10% offhand damage is GUARANTEED damage. No roll of the dice. Sure its not ALOT of damage and there should be more offhand tweeking I agree 100% with that. But know that depending on where your crit is, %10 offhand damage will still have more effect than 240 points of crit. Now I realize for low blow spamming rogues the offhand gets little use, but rogues that do there rotations and requires managing rogue energy to maximize wound attack make a lot more use of offhand damage.
Point here is while the original post person may speak his opinions freely and many probably share his opinion NOT everyone does.
your missing the point.
The point isn't so much that offhand damage adds major damage or anything, but rather the 240 points of crit at a certain level of crit adds nothing. Better to have the little amount of damage then absolutely nothing (240 crit).
Im all for adding more offhand relivance aka more damage or triggering better buffs using sneak attack etc. I say bring on the better offhand suggestions for rogue sets. Offhand SHOULD be a major part of rogues in some way or form.
Either way if I was to grab full set sandos vs the scout one I would rather have sandos. I know that's not a popular statement to most but so be it.
Dex is seriously underated and pa is seriously overrated. Not to say that its not important so please don't start spewing about PA I am aware of its value but honestly 10k pa more buffed makes very little difference especially when ya taling about 200k vs 210k pa. But 3k more dex buffed can be the difference between living and having your face planted on the ground.
That being said I choose not to go full betho set either set. Im full POM 2 piece Sandos.

This post has been edited 3 times, last edit by "bleedingblak" (Sep 7th 2013, 7:38am)
This post has been edited 1 times, last edit by "danielrayment" (Sep 7th 2013, 1:38pm)
your still missing the point. (You're missing the facts. I base my statements on evidence and numbers.)
your wounds critting at 88% how much more ya think 240 point of crits gonna add? answer is nothing I assume your around 6k-6.5k crit. (If unknown choice procs, I hit 9,500 crit)
yes crit wins to point then it becomes a case of diminishing returns. (You can't have too much crit IMO)
as for dex its more than just a pvp attribute but if you wanna think that that's fine everyone can have there opinion. (This isn't an opinion, you gain little extra damage from dexterity modifiers.)
Yes I know uber rogues that stat with str only (are you from the aussie servers? I heard they did that...), but replace all those detonation/abilities with vengeance/triumph and youll have MORE pa as well as the dodge/accuracy/damage the dodge being the most important of the 3.
So really when you suggest using 10% more offhand damage you're really only increasing your white damage by some insignificant amount and I would much rather have the shot at an extra crit on a boss fight, even if it's only one more simply due to the way skill damage uses mainhand %.
A crit on any skill doing xxx,xxx more damage vs an added 3k-5k more white hit damage I know what I'm going with.
Yes I know uber rogues that stat with str only, but replace all those detonation/abilities with vengeance/triumph and youll have MORE pa as well as the dodge/accuracy/damage the dodge being the most important of the 3.
