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9.2 Hemorrhage vs. Sinister Strike FAQ by Slant
Hemorrhage
Instant attack that does weapon damage + debuff for 35 energy. Grants 1 combo point.
Debuff lasts 30 hits or 15 seconds
Debuff causes all physical damage to be increased by +7
Note that hemo is one of two player abilities that has this effect. Other is fairly low level alchemist potion. Do they stack Anyone tested this http://www.thottbot.com/ i=14541
Talent is deep in the subtlety tree.
Fastest non-positional non-opener combo point generation for stunlocks
Does not use up cold blood. (this is an advantage)
Affected by lethality, increases crit hit damage by 30%
Average hit with 700 attack and a dal'rend's sacred charge mainhand: 256 damage = 7.3 damage/energy for the instant hit alone
Average hit with 700 attack and a high warlord's sword (best mainhand sword in the game) mainhand: 317.5 damage = 9.07 d/e for the instant hit alone
Sinister Strike
Instant attack that does weapon damage + 68 for 45 energy. Grants 1 combo point.
1st tier talent reduces cost to 40 energy. Almost all rogues have this.
Affected by lethality, increases crit hit damage by 30%
Affected by aggression. Increases added damage to 72.
Average hit with 700 attack and a dal'rend's sacred charge mainhand: 324 damage = 8.1 d/e with imp SS
Average hit with 700 attack and a dal'rend's sacred charge mainhand: 324 damage = 7.2 d/e without imp SS
Average hit with 700 attack and a high warlord's sword (best mainhand sword in the game) mainhand: 385.5 damage = 9.64 d/e for the instant hit alone with imp SS
Average hit with 700 attack and a high warlord's sword (best mainhand sword in the game) mainhand: 385.5 damage = 8.57 d/e for the instant hit alone without imp SS
Conclusions
Spamming imp SS is more efficient damage/energy than spamming hemo looking at the instant strike damage alone.
Spamming hemo is more efficient damage/energy than spamming non-improved SS looking at the instant strike damage alone.
It takes between 3 and 5 hits with +7 damage for a single hemo to out damage imp sinister strike. The better your weapon, the less hits it takes.
Since hemo doesn't stack on itself, it simply refreshes, the best possible scenario in single group or small raid play is to hemo once then follow-up with imp sinister strikes. Unfortunately hemo's location deep in the subtlety tree makes this fairly unlikely.
In a large 40-man raid situation the hemo debuff's efficiency goes up dramatically. It can do up to 210dps in the best possible situation. More likely is 70-90dps. This has a secondary advantage in that this damage is spread out amongst every physical damage dealer in the raid and not on you alone.
It is therefore very much worthwhile to have a single rogue spamming hemo per large raid mob, particularly with 16 debuff slots available in 1.7.
Gift of arthas potion rocks. Anyone use it in raids on high HP mobs on the maintank
Hemorrhage and improved sinister strike are roughly equivalent damage dealers with blue level 60 equipment. Hemorrhage's main advantage appears when multiple people are attacking the debuffed target; when including this debuff damage, hemorrhage can significantly out damage imp SS. The main difference between the two lies in the talents chosen to go with them-- subtlety talents lend themselves to hemorrhage as the main attack, while rogues choosing a majority of combat talents will lack the subtlety points to get hemorrhage and will use SS instead..