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==Related Talents==
+
==Talent improvement==
 
*[[Serrated Blades]] increases the damage of your Rupture by 10%, 20%, or 30%.
 
*[[Serrated Blades]] increases the damage of your Rupture by 10%, 20%, or 30%.
 
*[[Master of Subtlety]] increases damage of the opener and attacks in the next 6 seconds by 4%, 7%, 10%.
 
*[[Master of Subtlety]] increases damage of the opener and attacks in the next 6 seconds by 4%, 7%, 10%.

Revision as of 22:16, 24 September 2008

Rupture
Inv misc questionmark
  • Rupture (7 ranks)
  • Rogue ability
  • 25 Energy
  • Instant
  • Finishing move that causes damage over time, increased by your attack power. Lasts longer per combo point:
    1 point: 8 seconds
    2 points: 10 seconds
    3 points: 12 seconds
    4 points: 14 seconds
    5 points: 16 seconds
Properties
Class Rogue
School Physical
Cooldown None/Global Cooldown
Other information
Requirements Requires Combo Points
Improvements Inv sword 17 [Serrated Blades], Ability rogue surpriseattack [Surprise Attacks], Ability rogue masterofsubtlety [Master of Subtlety]
Related debuff
Inv misc questionmark
  • Bleed
  • Rupture
  • Causes X damage every 2 seconds.
  • Duration: Variable

[[Category:rogue abilities]][[Category:rogue abilities]]

'You may have escaped my blades, but how long will it take for you to bleed to death?'

Rupture is a rogue finishing move that inflicts a bleeding wound on the target, working as a DoT.

Rank Table

  • Note to use the below, multiply the coefficient by the number of combo points and add that to the base dps value. Which will result in the actual dps per combo point for that rank.
Rank CP Damage Over Time Base Coefficient Level Cost
1 1 40 damage / 8 seconds 4 DPS 1 20 30s
2 60 damage / 10 seconds
3 84 damage / 12 seconds
4 112 damage / 14 seconds
5 144 damage / 16 seconds
2 1 60 damage / 8 seconds 6 DPS 1.5 28 80s
2 90 damage / 10 seconds
3 126 damage / 12 seconds
4 168 damage / 14 seconds
5 216 damage / 16 seconds
3 1 88 damage / 8 seconds 9 DPS 2 36 1g 60s
2 130 damage / 10 seconds
3 180 damage / 12 seconds
4 238 damage / 14 seconds
5 304 damage / 16 seconds
4 1 128 damage / 8 seconds 13.5 DPS 2.5 44 2g 61s
2 185 damage / 10 seconds
3 252 damage / 12 seconds
4 329 damage / 14 seconds
5 416 damage / 16 seconds
5 1 176 damage / 8 seconds 18.5 DPS 3.5 52 4g 60s
2 255 damage / 10 seconds
3 348 damage / 12 seconds
4 455 damage / 14 seconds
5 576 damage / 16 seconds
6 1 272 damage / 8 seconds 30 DPS 4 60 5g 40s
2 380 damage / 10 seconds
3 504 damage / 12 seconds
4 644 damage / 14 seconds
5 800 damage / 16 seconds
7 Bc icon 1 324 damage / 8 seconds 35 DPS 5.5 68 10g 80s
2 460 damage / 10 seconds
3 618 damage / 12 seconds
4 798 damage / 14 seconds
5 1000 damage / 16 seconds

Notes

Previously, rupture was a static damage finishing move that offered the same DPS no matter how many combo points were saved up -- additional combo points only extended the duration of rupture. The prevalent strategy was to gauge how many seconds left your target had to live, and to only use enough combo points to match it. However, rupture was overhauled to improve its scalability and make it a more attractive ability for end-game use.

Rupture now increases damage and duration per combo point used, for example:

  • Rupture (Rank 1) with 1 combo point will deal 40 damage over 8 seconds, which calculates to 10 damage per tick (5 damage per second)
  • Rupture (Rank 1) with 5 combo points will deal 144 damage over 16 seconds, which calculates to 18 damage per tick (9 damage per second)

A 5 combo point rupture at rank 1 is an 80% damage increase from 1 combo point, and lasts twice as long.

Rupture also factors in a percentage of your total attack power as bonus damage that is spread out over the duration of your rupture, for example: A rogue with 1000 attack power using a 5 combo point (rank 7) rupture will do 1000+240 damage over 16 seconds, which is an additional 30 damage per tick. The bonus damage from your attack power scales based on the number of combo points on the target as outlined in the damage calculation table below.


Talent improvement

Related Items

  • The 5 piece bonus of the Madcap's Outfit armor set reduces the energy cost of Rupture by 5.

Damage Calculation Formula

The rough formula for rupture(rank 7) damage is:

1pt = Attack Power * 0.04 + 324
2pt = Attack Power * 0.10 + 460
3pt = Attack Power * 0.18 + 618
4pt = Attack Power * 0.21 + 798
5pt = Attack Power * 0.24 + 1000

an interesting side effect is the damage per tick

1pt x 4 ticks at = Attack Power * 0.01 + 81
2pt x 5 ticks at = Attack Power * 0.02 + 92
3pt x 6 ticks at = Attack Power * 0.03 + 103
4pt x 7 ticks at = Attack Power * 0.03 + 114
5pt x 8 ticks at = Attack Power * 0.03 + 125

Tips and tactics

  • Save this for longer fights, or fights against highly-armored opponents. Don't waste combo points extending the duration for longer than the fight is likely to last.
  • Be careful of using any DoT-type attacks, as it commits you to the fight in that many Crowd Control abilities will be broken by the damage it causes.
  • The Spell shadow lifedrain [Hemorrhage] talent/ability will not add damage to Rupture (or any other DoT).
  • As of patch 2.4, skeletal and non-corporeal undead (such as wraiths), elementals and mechanical creatures are now susceptible to bleed effects.
  • Works well against other Rogues who may use vanish to escape, since any damage removes stealth.

External links