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While what you said about hit having low effect on specials is totally true, remember the rating cost of 1 hit, bumping it back up to a far less than useless stat. Remember that while 1% crit is clearly more DPS than 1% hit for the reasons stated in the first post, it also costs significantly more rating. I've done some rough numbers in the past and got that 1 crit rating is not too far off from 1 hit rating - and to actually tell which is better you'll have to run a lot more accurate numbers/models that include all components of your DPS (and then compare to str/AP too).
The problems with your chart are:
-As you already probably understand, hit rating is a huge increase for white damage regardless. But white damage is far far from the majority of your DPS.
-You make it based on AP, while the real "DPS function" is a multiple variable function and includes your current hit and crit as well. With that graph (if it's correct) you pretty much had to assume a certain amount of starting crit and hit.
Also since DPS is a multiple variable function and to tell how much it increases when you increase each of its variables, you can assume that dDPS/d(stat) hardly changes when you only swap one item and make an approximation that:
newDPS-oldDPS = crit*dDPS/dCrit+AP*dDPS/dAP+hit*dDPS/dAP.
Then recalculate (or better, have excel recalculate) the dDPS/d(stat) whenever your gear actually changes significanly enough to affect those values. You'll notice you need quite a few gear upgrades before those get changed by a little (which can also be somewhat seen on the graph above).
Last edited by galzohar : 06/20/07 at 10:30 AM.
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