Catseye Ultra Goggles new detectionlevel?

stealth detection occurs in a 180 degree arc in front of u , thats all it has to do with positioning. u dont detect stealth behind u even with goggles so key thing is constant movement & turns. of course hearing( headset- surround sound ) helps too because of the stealth /out of stealth sound effects. lag is a major factor too.



a lvl 19 would never get a sap on a lvl 80, 1st thing is that a 80 sees lov lvls miles away..if the 80 did nothing and closed his eyes then maybe a distinct possibility lol

even a 39 ( which is my favored bracket ) can very rarely get anything on a lvl 80..
 
joaq said:
stealth detection occurs in a 180 degree arc in front of u , thats all it has to do with positioning. u dont detect stealth behind u even with goggles so key thing is constant movement & turns. of course hearing( headset- surround sound ) helps too because of the stealth /out of stealth sound effects. lag is a major factor too.



a lvl 19 would never get a sap on a lvl 80, 1st thing is that a 80 sees lov lvls miles away..if the 80 did nothing and closed his eyes then maybe a distinct possibility lol

even a 39 ( which is my favored bracket ) can very rarely get anything on a lvl 80..





I can sap 80s all the time. You can't detect stealth from behind you which is why some movement patterns are more sucessful than others. Plus, if you sap while strafing away you can actually sap at a much longer distance than normal while avoiding a sap from the other rogue. None of this really has anything to do with stealth detection. I don't even play with sound, its not necessary.I've never noticed another race getting opners more often than I do because I really don't think it makes a gigantic difference.



Regardless, I was initially saying the same levels of stealth detection and rating give no benefit over each other. I still think that in general stealth detection is better but if you are getting opened on the majority of the time with that much stealth rating you're doing something wrong
 
I wonder how hard it'd be to get an opener on a human/nelf rogue with SD Goggles, Stealth-enchanted cloak and JC trinket. p:
 
Ishh said:
It's not five. [item]10501[/item] now give +3 SD, down from +18 SD. [item]20734[/item] still gives +5 SR. [item]21758[/item] gives +3 SR. That means human rogues are vastly overpowered at the moment. They get +5 SD from their racial, +3 SD from the goggles, +5 SR from the cloak enchant and +3 SR from the trinket. They don't need a PvP trinket, so that allows them to use Tidal Charm or AGM in conjunction with [item]21758[/item].

Due to the way SD functions in WoW, +5 SD is better than +5 SR. Human stealth racial > Nelf stealth racial.



this i agree with human rogues are vastly overpowered at the moment and also disagree with concerning the use of "moment"



i have mostly played horde, human rogues have always been OP back when they got perception and then in a later it was buffed to last 20 seconds and stayed like that for 2+ years till WOTLK.



i recently rolled a HE and HU rogue, both went into 19 WSG, i was like WTF! and WOW! at the same time. horde rogues are easy to be seen like candy....openers are almost guaranteed. a horde player needs waste 3 points in MOD or put stealth on a cloak just to even get a chance.



humans are overall the free instant PVP ready class in the game, NE rank second due to SM almost breaking everything thrown at you. Orcs third do to AP racial.



i have 2 UD rogues (one with 53000+ kills, other than 2 VS 2 arenas....WOTF is way overated and IMO worthless now. UD rogues are "THE WEAKEST" rogues in the game, along with gnomes and dwarves in rogue vs rogue battles.
 
I agree with Joaq. Everyone talks about 'rogue positioning' like there is a magical movement pattern not to get sapped. "Move diagonally". It's relative to absolutely nothing, ok sure, if you are in BE arena, and you just wait for a rogue to come from the back of the bridge and sap you, sure, you are an idiot.



Because there are no official posts on how the exact mechanics of stealth and stealth detection work - with reference to radii, how the two work as the two targets get closer, we can ONLY work on anecdotal evidence. From my experience Humans do have a slightly better chance sapping me as a Nelf, although everything else are normally get the sap on. What's more important than any of these things are latency. A rogue with 200ms is going to get opened on by a rogue with 100ms 90% of the time.



However, the other big point is....getting the opener is not the be all and end all! Can't comment at 80, but at 39 this is certainly not the case.
 
elesian said:
I agree with Joaq. Everyone talks about 'rogue positioning' like there is a magical movement pattern not to get sapped. "Move diagonally". It's relative to absolutely nothing, ok sure, if you are in BE arena, and you just wait for a rogue to come from the back of the bridge and sap you, sure, you are an idiot.



Because there are no official posts on how the exact mechanics of stealth and stealth detection work - with reference to radii, how the two work as the two targets get closer, we can ONLY work on anecdotal evidence. From my experience Humans do have a slightly better chance sapping me as a Nelf, although everything else are normally get the sap on. What's more important than any of these things are latency. A rogue with 200ms is going to get opened on by a rogue with 100ms 90% of the time.



However, the other big point is....getting the opener is not the be all and end all! Can't comment at 80, but at 39 this is certainly not the case.



Um, anecdotal evidence? Spend 5 minutes testing any of the stuff you see on wowwiki with another rogue. Its very obvious how stealth works in relation to positioning. There is no magical movement pattern not to get sapped but there are ways to move where you are more likely to at least get a double sap.



@Shanker, Orc is most definitely not the 3rd best race for pvp, at all. Extra AP isnt that great. Wotf is still amazing because it gives you a second way out of fear and vs any team with a fear id much rather be ud than human. If anything, dwarf or troll rogues are the weakest atm.
 
There is nothing that explicitely states how the radius works with detection and stealth and how they work in relation to each other, it just equates 1 level of detection to that of stealth. There are ways RELATIVE to your environment that will give you less chance of getting sapped, but in an RvR duel in a completely open space there is no relative position.



I personally move by spinning, but again i have yet to see anything on this movement method - i.e if there is a certain period of time required to focus in your viewspace for detection.



As for dwarfs sucking, well it's certainly not the case for RvR duels, removes poisons and bleeds, the rogue can just reset. Undead Rogues are the only ones that can kill disc priests. Most of the racials are pretty decent, and depend on the scenario you are in. For instance, in RvR, unless the Nelf gets the majority of openers, he has nothing too useful compared to other racials in 1v1, but against a mage, the nelf can save a vanish by shadowmeld.
 
I tend to land the first sap more often when I use sprint. A friend of mine told me it forces the pixels to load faster, so you'll see your opponent before he sees you. I have no clue if it's true, testing this is hard because latency makes a huge difference.
 
Cliche said:
@Shanker, Orc is most definitely not the 3rd best race for pvp, at all. Extra AP isnt that great. Wotf is still amazing because it gives you a second way out of fear and vs any team with a fear id much rather be ud than human. If anything, dwarf or troll rogues are the weakest atm.



yeah, sorta exactly what i said concerning arenas, especially a UD preist/rogue combo, but in a rogue VS rogue duel UD have no PVP melee type racials. having fought against many rogues as a UD. IMO i have a fair fight against gnomes, dwarves. it is overly tough at times to deal with HU and NE rogues. as a UD rogue, having a orc pop the AP racial in a duel.....it's a game turner depending on when it's done.



i have a 29 troll rogue, they get taken for NOOB status when it comes to rogues, my 29 troll has destroyed many UD rogues in duels having them say WTF. at least a troll has PVP-melee racials, and orc even better now they are also getting fist weapon bonus on 3.2 and have axe bonus already, which rogues can use on 3.2 also



IMO, WOTF is way overated, if it was so OP in PVP, other races would QQ. overall you go on the WOW forums, even alliance gnome and dwarf rogues QQ concerning the stealth advantages of NE/HU.



i was hoping that when Blizz announced faction changes that race swaps would be considered too. not so. after rolling some alliance rogues and seeing the difference in PVP, i may switch my UD to HU.
 
elesian said:
There is nothing that explicitely states how the radius works with detection and stealth and how they work in relation to each other, it just equates 1 level of detection to that of stealth. There are ways RELATIVE to your environment that will give you less chance of getting sapped, but in an RvR duel in a completely open space there is no relative position.



I personally move by spinning, but again i have yet to see anything on this movement method - i.e if there is a certain period of time required to focus in your viewspace for detection.



As for dwarfs sucking, well it's certainly not the case for RvR duels, removes poisons and bleeds, the rogue can just reset. Undead Rogues are the only ones that can kill disc priests. Most of the racials are pretty decent, and depend on the scenario you are in. For instance, in RvR, unless the Nelf gets the majority of openers, he has nothing too useful compared to other racials in 1v1, but against a mage, the nelf can save a vanish by shadowmeld.



Relative positioning as in your position in relation to the other rogue. You can test whatever you hear about stealth with another rogue, its not hard. It takes a few seconds for someone to phase in if they are in your detection area. However, once you have seen them (targeted them) you can see them in stealth as they run out of your detection area for i believe 5 seconds. This is also true if you just run away and they stay in place. I have never heard about sprint making pixels load faster but what does happen is you take advantage of this phasing.



If two stealthed rogues are running foward, a few yards away horizontally, while spamming stealth, they will double sap. Now, if you strafe away as you approach the other rogue you will get the sap while the other rogue might see you, but will not get the sap. You can get a lot of specials off while strafing away, thus putting you out of range of your opponent (since you're technically oor as well.) Now if you're sprinting, the other rogue will have a much harder time getting a sap off on you because you can take advantage of phasing and you are able to get saps off well out of melee range. I have sapped people and had them land 20-30 yards away due to stuff like this.
 
There is no reference point between you and another rogue in an open space, there are some educated movements you could try and predict relative to the arena, but it's only going to work if its completely predictable.



I presume there is some kind of radius that is used for detection. My point was are the modifiers to the radius the same for both stealth, and stealth detection? Or do they vary unequivally depending on distance? We all know how detection occurs and how long it lasts, but this doesn't answer the crux of the argument - is detection equivalent to increased stealth? And how can we prove this? I have not seen any concrete theory on it, so as i said, i have to go on what i've experienced.



Think ishh might have a point the game engine probably syncs at so many frames a sec and faster movement would give more happening in a time interval. Problem is, do you want to blow your sprint :p.
 
elesian said:
There is no reference point between you and another rogue in an open space, there are some educated movements you could try and predict relative to the arena, but it's only going to work if its completely predictable.



I presume there is some kind of radius that is used for detection. My point was are the modifiers to the radius the same for both stealth, and stealth detection? Or do they vary unequivally depending on distance? We all know how detection occurs and how long it lasts, but this doesn't answer the crux of the argument - is detection equivalent to increased stealth? And how can we prove this? I have not seen any concrete theory on it, so as i said, i have to go on what i've experienced.



Think ishh might have a point the game engine probably syncs at so many frames a sec and faster movement would give more happening in a time interval. Problem is, do you want to blow your sprint :p.



Where did I say reference point? I said relative positioning and said exactly what I mean by that. Its your position relative to the other rogue. Ex: I am 5 yards behind the other rogue.



Your second paragraph does not make much sense. There is a radius. Like I said, that is not anecdotal and if you don't believe me, test it out. Unequivally is not a word. Do you mean unequivocally? that doesnt make sense. And why would a radius vary unequally depending on distance? Its a radius, it stays the same because thats what a radius is.



Your post doesnt seem to even respond to any of the above posts. I talked about "phasing" in my last post and how sprint takes advantage of that. Educated movements have really nothing to do with what arena you are in. You shouldnt be standing with your back to the wall spamming sap anyway.



To test how stealth rating scales. Find a rogues of levels x, x+1, x+2, x+3. Now go towards a mob say, level x+6. Approach from the front and test at what distance he turns towards you. This does not mean he attacks you but at what distance he will become "alert" (mobs will turn towards a stealthed target if you come too close from the front.) If 5 stealth rating indeed equals one level, at around 15 stealth rating, the rogue that is level x should see the mob turn towards him at the same distance as the rogue that is level x+3.



To test how stealth detection works, use the same rogues but now have a 5th rogue that is level x+3. Each rogue will approach the new rogue that is level x+3, who is in stealth, from the front. Have each rogue move in increments, waiting before each increment to allow for phasing in. Then have the rogue that is level X put on 15 levels of stealth detection and see if his new detection distance is the same as the rogue that is level x+3. Come to think of it you could have the stealthed rogue that is sitting there test stealth rating in the same way.



Tbh, i will just believe what wowwiki says because they most likely figured out how stealth rating scales by comparing an item that used to give one stealth level pre patch, to its current form which would give stealth rating. Items did not always have stealth rating, they would actually say, increases stealth rating/detection by x level either in the description or in the coding (the type of stuff you can see in wowhead.) Simply by comparing the item prepatch to its current form would give you the answer on how ratings scaled which is why I think wowwiki is right.
 

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