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DPS gear confusionFollow

#27 Jul 21 2008 at 3:28 AM Rating: Decent
The cap is 164 with 3 talent points. But as I remember it does not matter if you are 155 or 163, it's the same bragget and you miss the same amount. (Someone correct if that was false).
#28 Jul 21 2008 at 4:14 AM Rating: Good
Causa wrote:
The cap is 164 with 3 talent points. But as I remember it does not matter if you are 155 or 163, it's the same bragget and you miss the same amount. (Someone correct if that was false).


This is correct, chance to hit rounds down, so if you are 12.8 or 12.2 you still have a 12% chance to hit, which is why you need 164+ to have the 13% chance to hit.
#29 Jul 21 2008 at 1:30 PM Rating: Decent
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I know this is the true religion but I wonder why? If the damage and crit differential at 12% hit compared to 13% hit is great enough to make up for the additional 1% miss then its a wash. Right? So it makes no sense to lose damage to raise spell hit if you don't cross a bracket boundary. (ie 11.1% to 11.9% vs 11.9% to 12%). Similarly you can drop spell hit for damage (and or crit) if you stay in a bracket.

Anobix the Wise wrote:
150+ is okay for T4 raiding with hit, but when you are in T5+ you should be at hit cap at all times.


Are we really recognizing that the gear generally available before T5 content costs to much damage to hit cap? I raise the question because the path we all generally recommend is get hit capped first, then max damage, then when crit is high enough and we can get enough haste at once roll in haste. Might it be the case that someone is better served (given the available gear) to get their spell hit to say 85 or 100, or 120 then push their damage from 550 to 750 or more before they start scaling hit again? People get accepted or denied raid slots based on these perceptions. Are we giving the best advice on how to progress?


Edited, Jul 21st 2008 5:30pm by MrFredII
#30 Jul 21 2008 at 5:32 PM Rating: Decent
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352 posts
Thanks guys, MrFredll raised a good point though.
My first priority was to get hit capped and currently I'am at 170 so all good.
But my crit is around 22% unbuffed and my haste is 88.
My spell damage though is around 1150.
So this is where my headache starts....when I raid in MH now I change my back and offhand that are crit based to raise it up to 27% as well as use Molten Armour.
Mage Armour is better on the third boss so I lose some crit. with him.
My spell hit drops to the mid 150's when I do this.
So my crit is almost at 30%, I'am still in the range for hit cap and I'am now doing over 1200 spell damage.
I have gone from 7 and 8th in the raid group for dps to top 3 by doing this and now output more damage than my raid leader.
But its still at the lower end of the scale stat. wise and I want/need to increase everything still.
The Demonsoul robes will give me more crit but I will lose some spell damage and also spell hit depending what gem I put in the slot.
I dont want to lose to much of one stat to increase the other, I dont want to use a half/half gem (say +5 hit/+5 dam.) because I'am not sure that makes a difference in the bigger picture.
Rawr has been great to use but I'am not sure even with the overall optimizer setting it takes all the sats into consideration.
#31 Jul 22 2008 at 2:51 AM Rating: Excellent
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MrFredII wrote:
Are we really recognizing that the gear generally available before T5 content costs to much damage to hit cap? I raise the question because the path we all generally recommend is get hit capped first, then max damage, then when crit is high enough and we can get enough haste at once roll in haste. Might it be the case that someone is better served (given the available gear) to get their spell hit to say 85 or 100, or 120 then push their damage from 550 to 750 or more before they start scaling hit again? People get accepted or denied raid slots based on these perceptions. Are we giving the best advice on how to progress?


Edited, Jul 21st 2008 5:30pm by MrFredII


The fact of the matter is that gear with good hit tends to also have good damage as well, so you're not actually sacrificing a whole lot of damage for hit. What you do lose out on a bit of is crit. Also, worrying about bracket boundaries makes things too complicated for most people who come here to ask.

Personally, I tend to look at gear individualistically(I'm not entirely sure that's a word Smiley: laugh). I take pieces based on how each piece is compared to another piece and worry about regemming when necessary in order to make things work out. And I think that's the best way to do it. However, many people are looking for a simple rule, and when you need a simple "one size fits most" rule, gearing for hit, damage, crit and haste in that order makes sense(yes, 1 for 1 haste is more damage inducing than crit or damage, but you want the other stats to be good before worrying about it).
#32 Jul 22 2008 at 4:09 AM Rating: Good
The One and Only Poldaran wrote:
MrFredII wrote:
Are we really recognizing that the gear generally available before T5 content costs to much damage to hit cap? I raise the question because the path we all generally recommend is get hit capped first, then max damage, then when crit is high enough and we can get enough haste at once roll in haste. Might it be the case that someone is better served (given the available gear) to get their spell hit to say 85 or 100, or 120 then push their damage from 550 to 750 or more before they start scaling hit again? People get accepted or denied raid slots based on these perceptions. Are we giving the best advice on how to progress?


Edited, Jul 21st 2008 5:30pm by MrFredII


The fact of the matter is that gear with good hit tends to also have good damage as well, so you're not actually sacrificing a whole lot of damage for hit. What you do lose out on a bit of is crit. Also, worrying about bracket boundaries makes things too complicated for most people who come here to ask.

Personally, I tend to look at gear individualistically(I'm not entirely sure that's a word Smiley: laugh). I take pieces based on how each piece is compared to another piece and worry about regemming when necessary in order to make things work out. And I think that's the best way to do it. However, many people are looking for a simple rule, and when you need a simple "one size fits most" rule, gearing for hit, damage, crit and haste in that order makes sense(yes, 1 for 1 haste is more damage inducing than crit or damage, but you want the other stats to be good before worrying about it).


Pretty much what I have been trying to say but failing to do so.
#33 Jul 23 2008 at 6:08 PM Rating: Good
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352 posts
Thanks guys, I find with just about everything at this level its harder to decide which way to go.
Most things are bigger in one stat but you lose something else so its just a matter of juggling it all around until gear with higher stats becomes more available.
Thanks for the feedback.
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