Yeah, we're in the middle of a convo here, dude, don't forget all the previous posts. Given the current mechanic of hunter talents, itemization, buffs, the implication is hunters will be getting to 50% crit in the raid setting.
The rating system will make it a little harder, but all the Agi buffs are getting overwhelming.
Which I think entirely supports the rumors hinting at complete reworking of hunter mechanics in the form of the Agi -> Rap nerf, etc.
So on the one hand we'd end up doing too much damage, but with a complete rework, will we do enough to be worth bringing along? We're essentially a pure ranged DPS class, in competition with a superior melee DPS class and another DPS class with considerable utility. It's gonna be a scary ride! :)
I guess I can't see why people are all that shocked that their gear with ilvl less than 70 would get replaced on the way to level 70. Don Julio's is a level 65 item. Tier 1 gear is ilvl 66. Tier 2 is ilvl 76, so you will probably keep a lot of that gear or better until you start picking up epics at level 70. Where's the surprise in that?
I don't think you are looking at those items very closely:
(roughly 0.5% crit or equivalent and 48AP)
(just under 1% crit and 31 AP)
I'm going to guess there are more than a few rogues willing to trade 9 agility for 17AP. And this is T2 versus a blue quest reward that it appears to be possible to get at level 60-62, not level 70.
I do think its pretty funny that it wasn't that long ago people were using ilvls to claim Blizzard would not obsolete T3 gear very fast. It was based of course on the faulty assumption that ilevel formulas would not change:
Edit: missed strength on Bloodfang. My point still stands though. :) BWL gear equivalents will show up very quickly. Will be interesting to see how quickly people are having similar debates about Naxx sidegrades/upgrades.
OK I'm crying now. Well, this is what I'm telling folks so the can freak out now not later, and prepare:
First off, some of you when you see this are gonna freak out, scream bloody murder etc etc... Well, to fight mudflation, they gotta do this, and to stop us from having 50% crit at lvl 70, and finally, to give us incentive to get gear sooner rather than later. I really don't see any way to get around doing something like this, it'll hurt at first, but pay off later.
So it appears to be a steady .07 decrease in effectiveness per level, assuming blizz's usual rounding oddness. The 1% to crit gets converted to a crit rating of, say, 100. That stays constant, but the ammount of crit rating required to get 1% crit bonus increases enough each level to chop off .07 crit per level.
This means items with stats converted to the rating system will decay in effectiveness faster than oher items.
Stats that I know are being converted to ratings:
tohit - crit - spell tohit - spell crit
Stats that I haven't seen confirmed as being converted yet (but I bet they are!):
parry - dodge - defense (I think this is the new "resilience" rating)
Yeah... warriors get the worst of it I think.
An item example:
Don Julio's Band
16 attack power
This item has 2 abilities that are decaying as I level. Assuming I don't respec to Lightning Reflexes, it'll be outmoded by an Agi ring I have at level 61. At level 64 it'll have lost 25% off both the crit and tohit, making other stat based epics it once outshined quite superior.
So be prepared! For the expac, the items that will last the longest will be the non-rating converted ones. Strong rating gear will give a boost for the first few levels, but then you'll want those stats.
Please tell me if I got this wrong.
From what I understand, x amount of crit rating will be 1% crit at level 60 and 0.3% crit at level 70. If this is correct, then at level 75, no matter how much crit rating you get, you will not get any addiditonal crit. That would mean either this is a temporary mechanical fix for this xpac only, or blizzard screwed up, or i misunderstood.
Leveling up causing you to be less effective against the same mob is an obvious problem they should fix. Basing it on target level somehow would work pretty well. If they are using it to slow down leveling, increasing the exp required to level substantially and the exp for killing mobs higher level than 60 would do the trick.
Getting less powerful as you level up is an obvious design flaw.