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The Hit Cap is No Longer Important

Posted 11/30/10 at 5:44 PM by Hamlet
This is a follow-up to my last post, to try to focus on what I think is a rather important point. I want to start establishing an idea that I think will eventually spread through the Balance community as people start to better understand Cataclysm gearing (and how it's different from WLK). That idea is that, as the title indicates, the hit cap is no longer important.

What do I mean by this? Basically that gear-selection decisions will almost always be made without the hit cap in mind. This is a major reversal from WLK, and in fact one of my motives in writing this is to try to start making headway against the mass of questions about hit rating and the hit cap that will start appearing as we try to spread Moonkin theorycraft ideas after Cataclysm release.

Before I go on, one thing I want to make clear: the hit cap still exists (1742 rating)--I'm in no way saying otherwise, and it still has significance in that you need to reforge down if you are over it. That very simple point, though, is ultimately a distraction or a red herring from proper thinking about gear selection. The point is knowing how to choose gear--reforging to 1742 once you have it is easy. Moving on:

In addition to what I said in my last post, where I described how reforging means that the hit cap no longer prevents you from using more hit gear, I want to add one more major change between WLK and Cataclysm:

Hit is no longer significantly better than haste. In fact, it might be slightly worse, although I have to look into it more before I say anything definitive. But it is definitely similar in value, and far weaker than Intellect.* Let this sink in for a moment. Review why it was that hit rating and the hit cap were so important in WLK: because hit was by far the best stat if you were below the cap. This meant that, as a logical result, any optimized gear setup would always be at hit cap. And over the course of an expansion we all internalized the idea that being at hit cap was a defining feature of a proper character setup.

But if hit and haste have roughly the same value? Well, now there's nothing particularly wrong with being under the hit cap. You still want hit, because it's one of the two best secondary stats (and all items have two secondary stats). But if you simply wear the best item you have in each slot, and wind up under the hit cap, it's fine (this is actually quite likely with the low hit level on pre-raid gear).

As what about going over the hit cap? Well, that was the focus of yesterday's post that I linked above. Reforging means that going over the cap is not a factor anyway--continue wearing the best individual item in each slot and simply reforge away any unused it.

Conclusions
Because hit is no longer a clearly dominant stat even where it applies, it is no longer imperative to reach the hit cap. Because excess hit can be reforged away, nothing changes in gear selection even if you do reach the hit cap (up until the top of the hit window I described yesterday, which is very high--2745 hit rating).** Therefore, when selecting a piece of gear, you choose the one with the best total stats, whether they be hit or otherwise, regardless of where you are in relation to the cap. This conclusion is, I think, sufficient to justify the title of this post.

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*A question you might ask is why this is the case, given that hit and haste work in fundamentally the same way as they did in WLK. The main reason is that in WLK, haste was always hampered by the GCD-cap on many (around half) of our spells, drastically reducing its value. Pre-cap haste was actually around as good as hit in WLK, but the haste softcap was so low that everyone was over it.
**A slight caveat here that I didn't get into yesterday is that, if you get near the top of that window, you may run out of places where you can reforge hit to haste. You might need to reforge hit to crit instead. So hit may be worth only as much as crit at high enough levels.
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Ektoplasme's Avatar
This doesn't surprise me. In fact I remember that at the beginning of WotLK the same situation happened to the Ret Paladin. Strength was so good that it was better than uncapped hit by a large margin. So a good Ret Paladin would not spend valuable gems on hit to reach hit cap and would deal with the missed strikes to reach max DPS. It worked fine for the paladin, because of the nature of the rotation. There were no interactions between the different abilities, you were just mashing every off cooldown ability.

Let me argue why I think the situation is not as extreme for Moonkin:

- first, the difference between haste and hit is really small. So if you want to be hitcapped anyway at the expense of reforged haste, it won't be a huge DPS loss. (we forget about intell here because you can't reforge to intell, so while you gem purely for max intell possible, the optimisation on hitcap takes place in the reforging.
- second, the model that tells us that haste is better than uncapped hit plays perfectly. It means that a missed DoT will be reapplied instantly, and the consequence of a missed nuke on the following rotation will be computed instantly too. In a real raid environnment, a missed DoT could be forgotten completely for a short time or worse a miss at a bad time could distabilise the player and make him do an unoptimal rotation. In the end, I think these errors can lead to a greater DPS loss than the loss of the reforged haste needed to reach hitcap.

To conclude, as long as haste and hit remain around the same value in your model, I think you should still advise to reach hitcap in your guide. In a real raid this will be a DPS gain.
When/if the value of hit becomes significantly lower than haste, then this may become wrong. In that case, I'm sure the community will have a hard time adapting to this new situation, people are too used to the old mantra : "Be hit capped to raid" we've been hearing since Molten Core
Posted 12/01/10 at 2:14 AM by Ektoplasme Ektoplasme is offline
Old
Hamlet's Avatar
Yes--with haste and hit being roughly equal I'd recommend picking hit just due to the conveniences during play that you mention. But realize this choice doesn't come up as often as you might think:
--You'll want to wear haste/hit items wherever you can, since they're the two best stats. No reforging between haste/hit there.
--If you have a haste/crit or a hit/crit item, you're going you reforge crit to whatever's not already there. So no choice between haste and hit there either.
--So the only time you get to exchange haste for hit due to a preference for hit is that you either
1) are stuck with a crit/mastery piece.
2) can choose between otherwise equal haste/crit and hit/crit pieces in a particular slot.

Those are the only cases where you get to really implement a weak preference for hit over haste. I think you agree that you would not, for example, exhange a haste/crit item for a hit/crit item that was a tier lower. But that's the sort of thing you would have done WLK when the notion of making significant sacrifices to reach the hit cap was valid (back then we'd even give up spellpower on gems if we needed to). One of the main points of this post is that "get to the hit cap even if you give up other stats disproportionately to do it" is no longer a correct principle.

To summarize, I do agree that you can mentally bump up the value of hit slightly to account for the convenience of being hit capped. But this does not change gear selection very much, and still leaves it very different from what it was like in WLK.
Posted 12/01/10 at 2:26 AM by Hamlet Hamlet is offline
Old
Ektoplasme's Avatar
I agree with you, it will be very different than what it was in WotLK.

I just want to correct the first part of your post:
"You'll want to wear haste/hit items wherever you can, since they're the two best stats. No reforging between haste/hit there."

Actually you can. The haste on a hit/haste item or a spirit/haste leather item can be reforged into spirit or pure hit respectively. So we always have a way to increase our hit at the expense of haste.

So you're right in the fact that the BiS list will mostly contain items with only spirit/haste or hit/haste. (I say mostly because theoritically, an item with mastery or crit and n>m gem slot could be better than a haste/hit item with m gem slots)
Then there are 2 cases:
- if you are over hit cap, you reforge the excess hit or spirit to the next best stat
- below hit cap you reforge any mastery/crit you might have into hit/spirit. If not enough, you reforge haste into hit/spirit.
Posted 12/01/10 at 9:39 AM by Ektoplasme Ektoplasme is offline
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copialinex's Avatar
Regarding hitcap, I don't know if you have taken into consideration the fact that without reaching the hitcap, you're no loger sure of Eclipse proc, and this would lead to two different scenarios:
a) Change nukes in advance, hoping Eclipse will proc.
b) Wait till you gain Eclipse to change nukes.
I think a) would be a DPS increase over b) with high hit levels, but the opportunity cost of missing the spell would be also very high.
I don't know when the breakpoint between the two tactics is, but there must be some breakpoint.
(Also, at max range, you can have up to 3 spells flying 2Wr + 1 SSinstant, this can lead to severe headaches when choosing between a or b)
OffTopic: maybe an interesting improvement of BPT would be calculating the Eclipse proc probability factoring the number of spells, the energy given by each spell, euphoria and the miss %
Posted 12/01/10 at 11:37 AM by copialinex copialinex is offline
Updated 12/01/10 at 11:39 AM by copialinex (Forgot Euphoria)
Old
Hamlet's Avatar
That is interesting. Right now, there's already some uncertainty due to Euphoria. The sheet assumes that you use (b), which is obvious in the case of Euphoria with only a 24% chance to proc. So the result is that 24% of the time, you miss the turnaround by one cast.

When you have a 99% chance to proc Eclipse? I agree that (a) seems better, although mathing it out might be interesting.

As far as adding it to BPT--it's a neat idea, although I'm not totally sure how much use players will make of that information during real fights. Maybe it would be helpful though.
Posted 12/01/10 at 7:15 PM by Hamlet Hamlet is offline
Old
So, out of curiosity, when you pursue a non-hit-capped gearing scenario, do you not also decrease the marginal value of crit (as your hit table is now smaller due to missed spells)?

And I have to agree with the whole "rotation" thing in terms of being hit-capped. It will be much easier to maintain an optimal rotation if you're hit capped than if you aren't. DoTs are probably the clearest example of that and of course, missing a critical nuke (one that would proc an Eclipse) could cause major disruptions for the player.
Posted 12/05/10 at 3:55 PM by iamrelevart iamrelevart is offline
 
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