No you can't. All other ratings work with fractional points - this is a new stat and new rating, so it makes sense that it will indeed give fractional points.
As mentioned above, weaponskill was in the game as an integer value long before weaponskill rating was kludged on top of it. This in itself is enough of an explanation for why weaponskill would be truncated, unlike every single other rating stat in the game.
All that can be said at this point is that we should make no assumptions either way until it is tested.
Well, at least the character sheet on PTR says so. With 2 WeX and [Shoulderpads of the Stranger], it says my expertise is 12 and my chance to be dodged is reduced by 3%. Of course it could be wrong, but as long as not proved otherwise, I'd go with the character sheet.
I'm going to see if I can gather enough expertise rating to do such a test.
Against level 70 and a presumed 5% dodge rate, with 2 WeX, you'd need a rating to match 2.5% dodge.
If partial counts towards it, 40 additional rating would be enough (40/(2.5*82/52)*0.25= 2.537%), and if not, you'd need 48 additional rating (48/(2.5*82/52)*0.25= 3.044%).
It depends on a 5% dodge rate of course.
Easier would be testing against a blasted land mob, but unfortunately they're level 57, so if weapon skill still does give 0.1% anti dodge against lower level enemies, you won't see any dodges against mobs under level 61.
Bah, blatant bullshit.
It's not 48 expertise rating, as the steps are 0.25%.
I have to think about another way to test this.
Hm, I see no way of testing it besides statistical analysis.
The problem is that between two points of expertise rating, the difference is never larger than 0.2488% in dodge, when comparing not truncated to truncated (this value being 67 expertise rating).
Therefore there is never the case when a non truncated formula would see no dodges against a mob, whereas a truncated formula would produce dodges.
The only option then would be to gather thousands of thousands of swings, and to look for a statistical mismatch. Something I certainly do not plan to do anymore right now.
Therefore, without such testing, I'll just stick to the character sheet.
I saw this post above and I'm getting a similar result. I have a theoretical Sword Spec build (19/42) with gear similar to the above that I like to tinker with. In it I'm finding GoA+IP better than WF totem by about 4 dps (assuming both are improved).
Conventional wisdom has ALWAYS pointed to WF being far better than GoA, so the result startled me. Is this accurate?
I'd like some answers here as well. I have a rogue in my raid group that has run some numbers with his combat dagger build and says that GoA + IP will actually do more damage than WF. I'm trying to crunch some numbers myself, but if anyone here already has I'd love to see them.
GoA + IP/DP has always done (slightly) more damage with dagger based builds when taken in a vacuum, and with the nerf it's not that surprising that it happens for swords too.
The issue is that warriors benefit a lot more from windfury than GoA due to rage mechanics (plus agi isn't a great stat for them), and the tiny dps gained from going from wf to goa/ip is nothing compared to what you gain from battle shout.
Did anyone try to see, if Ruthlessness change affects in any way Slice and Dice ? As a patch notes say that it will only affect melee finishers, however non of the finishers say in their tooltip if they are melee or not. It's pretty obvious that Rupture or Evis/Envenom, as they can be triggered only in melee range. SnD tho can be triggered wherever, thats why I'm getting confused with it.
I don't have access to PTR, can't copy my character there for last few days (always says server too busy). If anyone on PTR may have a time to test that, would be nice to know. If SnD is not triggering Ruthlessness, then it will have a huge impact on our dps.
Hi guys, downloaded the spreadsheet acouple of days ago and it has helped me improve my dps somewhat.
Earlier today I noticed something odd while playing around with the talents, checking if I could make som minor adjustments that would improve my dps.
Im currently running a 15/41/5 dagger spec and I noticed that my dps wasent changed at all when I changed the number of talent points in ruthlessness, it didnt matter if I had 1, 2 or 3 points in it, the dps was still the same, the dps only dropped when I put 0 points in it.
I guess that ruthlessness isnt as benifical for combat daggers as it is for swords since I dont use finishers as often, but there still should be a small difference between 1 and 3 points in ruthlessness shouldnt it?