
Originally Posted by Mijae
To be honest, I don't think it's ever a good idea to ignore things like bonuses or caps. Items should never be looked at individually, but as part of a set. How can going over hit cap ever increase your set value? The only way this calculation would be possible is to value one hit rating when under the hit cap and assume that value is static as you raise it. I am strongly against using any form of equivalence points though. They only tell you the value of the next point of a stat. Applying those points to an item and adding up the results does not accurately reflect the value of an item. The only way to truly find the value of a particular item is to update all your stats using the current item and find the new total value. If you only use equivalence points, you'll never be able to accurately identify trends like stacking a particular stat.
People need to learn that individual slot rankings cannot show you absolute, always, best-in-slot items. Any ranking system can only show you value in relation to some baseline. In some of the earlier rankings like Emmerald's, a static average base set was used. For Toskk's, you enter values of your choice. Spreadsheets like mine and Voldin's (and I assume Rawr) use the rest of your current set with the item slot empty as the baseline.
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This is exactly how I feel, though I do see the value of having an option to temporarily uncap these stats. I'd personally use it just as a quick "Is this item even worth bothering adjusting my gear to evaluate?". If I turn the cap off, and it's still significantly under the value of my previous item, I won't bother with it. It's basically a matter of showing the 'potential' of an item.