As I understand it, up to 9%, Hit is your best DPS stat, so there's a good chance youre better off holding on to your 'better' gear until you are able to use it while maintaining that threshhold. Precision gives you 3%, so you need about 6% from gear, or 95 rating to be 'soft capped.'
Citation: http://www.tankspot.com/forums/damage-per-second-discussion/36552-dw-fury-guide-5th-edition.html
(Near the top of the post under the heading 'HOW MUCH HIT?')
I've been wrestling with a similar dilemma. In the back of my mind I wonder if the alchemy of stats (X Hit + Y Crit * Z AP = Pwn) I'm struggling to maintain shouldnt just be scrapped for less traditional Fury stats that seem (theoretically) to give overall bottom line gains to DPS (the Haste, ArP, etc on a lot of Badge DPS Plate).
Where I'm really getting hung up is... I'm not at the point, stat wise, where I have much Hit or Crit to spare, and it seems like Crits (particularly WW Crits) get the DPS flowing from the standpoint of Flurry/Deep Wounds/Rampage uptime. If by some odd quirk in probability, I havent crit by the first time WW is up in my rotation, I feel gimped for the rest of the fight. On the other hand, that first WW includes 3-4 crits, my DPS for duration of the fight spikes noticably.
So... I too have a bank increasingly full of 'better' gear that I cant use yet because it dings either my Hit or Crit below the levels I'm comfortable with. I guess this is what is meant by 'most gear dependant class.' We dont neccessarily need the 'best gear,' but the gear with the best combo of useful stats.
Edited, May 29th 2008 11:54am by soobooboo