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Dual Wield DPS Hit> all?Follow

#1 Jun 18 2008 at 2:07 AM Rating: Good
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What the titles says really.

I got 183 Hit rating
I got 23.46% Crit chance (Zerker stance)
I got 1711 AP (Imp Zerker stance)

Would i be better of replacing my +hit gems for str/crit?


Armory
#2 Jun 18 2008 at 2:49 AM Rating: Decent
I would say +hit is important esp for dual wielding but it looks like you hit the cap(not totally sure on dual wielding cap) of hit so i would replace one or two gems for and str/crit gem. But i cant really for sure, can you link your armory so i can see you total stats.
#3 Jun 18 2008 at 3:15 AM Rating: Good
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I have hit the hit cap for yellow attacks. If i want to be hit capped for my white off hand attacks i would need to get 395 hit rating.


And i did make an armory link.


I'm just wondering if it will pay off more to get some more +crit over a bit of +hit.
#4 Jun 18 2008 at 4:00 AM Rating: Default
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Warrior PvE DPS F.A.Q. wrote:
Special note concerning D/w
You do not need to cap out your to hit rating to be effective dps. Extra to hit after your minimum for your spec, increases overall damage less than crit or AP will. 9% to hit should be your minimum to hit. This is 95 hit rating with precision 3/3.

...

An easy way to figure how to increase your overall dps;
1. Assess current AP (add 10 more)
2. Assess current Crit Rating (add 2 more)
3. Assess current Hit Rating (Cap it out later, get your minimum, add 2 more)
4. Assess current Expertise Rating (add 2 more)
5. Assess current Haste Rating (add 2 more)
6. Assess current Armor Penetration (add 2 more)
7. Assess your current raid buffs (add 1 more Smiley: wink)
Go to 1

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-
DPS Increase Part 2
1. If you have less than 9% plus to hit (depending on spec, see below) get 9% plus to hit.
2. If you have less than 25% crit, get 25% crit rate (unbuffed)
3. Get 3000 AP (Buffed)
4. Start stacking Armor Penetration
5. Get more AP and Crit, ~180 AP = 1% crit.
Go to 4

For D/w do not shy away from gear with hit rating, the more the merrier. But do not substitute hit for Armor pen, crit or AP/str.


Edited, Jun 18th 2008 8:02am by tabstopper
#5 Jun 18 2008 at 4:30 AM Rating: Excellent
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I did read the FAQ. several times... I just wanted some input...
#6 Jun 18 2008 at 6:30 AM Rating: Good
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my understanding is once you reach the soft cap (specials) hit becomes dramatically less important, and things like AP, ArP and Expertise become much much better.

After the soft cap hit will only effect your white damage which is roughly 40% or less of your total damage, so its better to focus on stats that effect ALL of your damage.
#7 Jun 18 2008 at 7:31 AM Rating: Good
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According to Recount, my melee damage (white hits) are roughly 50% of all my damage, with BT and WW as close runners up, my overall miss % is roughly 6-8%

I was wondering if it would pay of to switch my 3 +8 hit gems out with +8 crit instead.
#8 Jun 18 2008 at 7:46 AM Rating: Good
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Nikkelmand, Pie Eating Champion wrote:
According to Recount, my melee damage (white hits) are roughly 50% of all my damage, with BT and WW as close runners up, my overall miss % is roughly 6-8%

I was wondering if it would pay of to switch my 3 +8 hit gems out with +8 crit instead.


i dunno what the verdict is on crit, is it like 30% or so to keep flurry up? I think your crit is a bit low, though i wouldnt gem for crit, rather AP.

Im not sure why your white damage is so high, guessing you are rage starved because most of the WWSs ive looked at show white damage being between 30-40%.

Edited, Jun 18th 2008 8:49am by KTurner
#9 Jun 18 2008 at 7:47 AM Rating: Decent
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KTurner, Pie Eating Champion wrote:
my understanding is once you reach the soft cap (specials) hit becomes dramatically less important, and things like AP, ArP and Expertise become much much better.

After the soft cap hit will only effect your white damage which is roughly 40% or less of your total damage, so its better to focus on stats that effect ALL of your damage.


This.

Get more crit. Your only rocking 23% crit in zerker so your gonna need some more. You want to have 25% in battle stance. Normally if your going to replace any gems replace them with str gems not crit. You got to have somewhere around the neighborhood of 5k AP before crit gems out perform str ones.
#10 Jun 18 2008 at 7:51 AM Rating: Good
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is that a cookie cutter fury build? 3/5 unbridled wrath?
#11 Jun 18 2008 at 7:52 AM Rating: Decent
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KTurner, Pie Eating Champion wrote:
Nikkelmand, Pie Eating Champion wrote:
According to Recount, my melee damage (white hits) are roughly 50% of all my damage, with BT and WW as close runners up, my overall miss % is roughly 6-8%

I was wondering if it would pay of to switch my 3 +8 hit gems out with +8 crit instead.


i dunno what the verdict is on crit, is it like 30% or so to keep flurry up? I think your crit is a bit low.

Im not sure why your white damage is so high, guessing you are rage starved because most of the WWSs ive looked at show white damage being between 30-40%.


Extra crit has a significant impact on flurry uptime all the way up through around 40% then it tappers off quite a bit. If you have full raid buffs and a feral druid 25% in battle will do ya.

White dmg is low on more geared warriors because their rage gen is higher and much more of it is being dumped into HS to keep from wasting it. Thus increase yellow dmg over white. Starting out it's not uncommon to have a 60%/40% white to yellow distribution.

Edit: spelling > me

Edited, Jun 18th 2008 11:56am by Jimpadan
#12 Jun 18 2008 at 7:55 AM Rating: Decent
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KTurner, Pie Eating Champion wrote:
is that a cookie cutter fury build? 3/5 unbridled wrath?


Point distribution between UW and imp demo varies. Some take 5/5 imp demo so even with CoR up boss still has 0 AP. Keeping it up so the tank doesn't have to waste a globalcooldown. 2/5 imp demo will drop them to 0 AP with out CoR up. Then some people like me take 5/5 UW for the extra rage gen and have a separate warrior keep imp demo up.
#13 Jun 18 2008 at 8:06 AM Rating: Good
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Jimpadan wrote:
KTurner, Pie Eating Champion wrote:
Nikkelmand, Pie Eating Champion wrote:
According to Recount, my melee damage (white hits) are roughly 50% of all my damage, with BT and WW as close runners up, my overall miss % is roughly 6-8%

I was wondering if it would pay of to switch my 3 +8 hit gems out with +8 crit instead.


i dunno what the verdict is on crit, is it like 30% or so to keep flurry up? I think your crit is a bit low.

Im not sure why your white damage is so high, guessing you are rage starved because most of the WWSs ive looked at show white damage being between 30-40%.


Extra crit has a significant impact on flurry uptime all the way up through around 40% then it tappers off quite a bit. If you have full raid buffs and a feral druid 25% in battle will do ya.

White dmg is low on more geared warriors because their rage gen is higher and much more of it is being dumped into HS to keep from wasting it. Thus increase yellow dmg over white. Starting out it's not uncommon to have a 60%/40% white to yellow distribution.

Edit: spelling > me

Edited, Jun 18th 2008 11:56am by Jimpadan


Yeah i figured that. the WWSs ive looked at are all T6 content.
#14 Jun 20 2008 at 3:41 PM Rating: Good
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This isnt gospel, but is a good guideline/jumping off point.


From one of my favorite resources... tankspot

Quote:
How much hit?

...

Long answer: You need 9% hit to not miss specials attacks (yellow damage) on raid level (or ??) bosses, which are treated as level 73 for all intents and purposes. You get 3% from precision, so you need 6% from gear. 1% hit is equal to 15.77 hit rating, therefore you need 95 hit rating to "soft cap". The hard cap for dual wielding is 28% against raid bosses, which equates to 442 hit rating (395 after 3/3 precision). This is not a goal to work towards or even worry about.

"but but but does that mean stop at 95 and don't get more +hit?"

NO. No. no. After the soft cap, hit is merely no longer your most important stat. Ignoring it altogether will cripple your rage generation.

"but i see all these fury warriors running around with 250 hit..."

They either don't know what they're doing, or are in T6 quality gear that naturally includes hit. They did not go out of their way (hopefully) to stack it at the expense of other stats.

"ok, so should i go ahead and gem for hit?"

If you're under 95, yes. Then again, if you don't have 95 hit just from gear, you probably have no business even speccing fury for raids.




Quote:
2. STATS

IN GENERAL, stat priority is Strength > Crit > ArP > hit/haste (assuming you've achieved 9% hit already). This order obviously changes relative to your existing stats (i.e. at certain gear levels, crit & ArP begin to outpace strength). The most important thing to understand about stats is balance, balance, balance. An increase in one stat makes all the others that much more valuable.



Unfortunately... they left Expertise out. I would put it somewhere between Crit and ArP until you have pushed Dodges off the table (103 Expertise Rating). After that it's value would seem to fall off dramatically because the other aspect of the stat (Reducing Parry) should be a non-factor when attacking from the flank/rear.

Edited, Jun 20th 2008 7:43pm by soobooboo
#15 Jun 20 2008 at 4:00 PM Rating: Good
Expertise is actually better than any other stat, with the exception of hit when you're below 9%, which it ties with if the boss never turns around to target players (which most bosses do, even if it's only briefly). It's ridiculously good.

As for +hit, once you reach the special hit cap (95 with 3/3 Precision, which you should have in a Fury PvE Spec) never gem for it. Ever. If nothing else, Crit is superior and the same gem color; STR tends to be even better, although at your Crit level I'd probably aim for more of that before STR because Flurry uptime will shoot up dramatically until you're at ~30%, at which point it starts to level off (although you still get noticeable increases up to ~40% raid buffed).

The tankspot reference was written by Corbusier, based off of Meek's old guide. I've talked with Corb quite a bit but he's dead wrong on the placement of haste. Once you get some solid gear, it'll climb ahead of pretty much everything (including STR and Crit).
#16 Jun 23 2008 at 11:05 AM Rating: Good
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Quote:
The tankspot reference was written by Corbusier, based off of Meek's old guide. I've talked with Corb quite a bit but he's dead wrong on the placement of haste. Once you get some solid gear, it'll climb ahead of pretty much everything (including STR and Crit).


Out of curiosity (if you see this Zip, or anyone who has a better understanding of Haste than I)... at what tier of gear does Haste (generally) start to outpace the other stats? I've had a thorn in my craw about DPS Badge Gear itemization since 2.4 because of an (admittedly baseless and suspect) understanding of the benefits of that stat. The bright side... in turning my nose up at Breastplate of Ire / Legplates of Unending Fury, my tanking set has improved by leaps and bounds. But... my Fury kit is starting to lag and I'd really like to start pumping it up.

Edited, Jun 23rd 2008 3:06pm by soobooboo
#17 Jun 23 2008 at 11:14 PM Rating: Good
Tier 6. The badge gear kind of works if you're supporting it with other pieces of T6, but as a standalone/compliment to T5/ZA it really fails horribly compared to how good it should be with that iLVL.
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