Therefore, ignoring the EP50/10 etc, basically I can say 1 point of Weapon Speed is 539.68x better than Attack Power?
(Once this is answered, you might find it useful to update your OP with clarity on this question for others like me).
I believe the weapon speed value goes by 1 second intervals, so if a weapon suddenly became 1 second slower, it would be worth 539.68 more attack power for you. The difference for most weapons is likely to be closer to .1 or .2 seconds, so just divide accordingly for a difference of about 54 or 108 attack power respectively.
I'd appreciate it I could get a second-opinion on my conclusions on TANK DK threat stats. The complete post is here. For convenience though, I have put an extract here.
I am fairly sure my conclusions and analysis are right, but do not want to spread misinformation if I've got something wrong. Also, readers may find it useful in its own right.
How do you read the tables?
They use attack power as the baseline. For example, the blood EP shows strength is 238, which means 1 point of STR on an item is worth 2.38x as much as 1 point of AP.
Expertise is number one. (Sept 9 update).
Notice how important to-hit is for threat also. You can get them from food buffs without complicating your gear choices.
| AttackPower | 100
| Strength | 238
| Agility | 138
| CritRating | 207
| HasteRating | 200
| ArmorPenetrationRating | 253
| ExpertiseRating | under 6.5% ~476 / over 6.5% 238
| HitRating | before melee cap 330 / after cap 88
| WeaponDPS | 1000*
| Template | Blood tank survival
Blood tanks should be at 6.5% expertise as first priority, then 8% hit-capped as second priority. After that, strength is it.
* Weapon DPS
However the weapon DPS figures can be compared between the three trees, so you can see a Frost tank gains more from weapon DPS than an Unholy tank. You do not say that DPS is 10.3x better than strength, though, that’s not what the figures mean.
Fact is, a higher max damage weapon (ie. from a higher ilevel) is always good for strikes and generally a huge threat boost, the question is how much exactly, and this sim is not conclusive on that point.
Uses the same baseline stats as my other sims on the site: 1240 str, 235 agi, 25118 armour, 3397 AP, 548 crit, using Inevitable Defeat 203 dps, 3.4 speed. Hit and expertise are modelled irrelevent of rating.
Thes above figures are before the 3.22 ArPen nerf.
I remembered that the simulator models as if you’re attacking from behind, so to compensate for tanks I have doubled the expertise EP when the tank is below 6.5% expertise (26 skill). When originally published yesterday I just had the one figure. Tanks gain simultaneously dodge reduction and parry reduction from expertise (like twice the bang for your buck) because they attack from the front, and expertise effects both stats at the same time.
Glyph of pestilence is recasting diseases now when AP increases, but it doesn't seem to be working properly. I have combat logs with Icy Touch being cast three times in a row, and typically have a 3:2 ratio of IT/PS (should be 1:1). Does it recast diseases any time AP goes up? or just when the current attack power will increase the damage of diseases.
It recast diseases any time AP goes up. I admit it's not very smart as most of the trinket/effect proc at the start of the fight but not in the same time so the first 20s of the fight it cast disease often.
2 releases today. Special credits to Doc for quick implementation of the latest ptr change.
1.1.1 Release notes
* Hysteria is not use on blood spec if not spec for it.
* Cryptic fever available in the buff section.
* Talent calculator/import is off since MMO-Champ changes.
* EP Value divided by 100 to be more in line with other tools.
* In Frost Presence, your attack can parry.
1.1.0 Release notes
* No option for nerfing Arp, it is hardcoded now.
* Dirge doesn’t affect Obliterate anymore.
* New SS glyph implemented.
* UA down to 10%.
Not yet, I don't have change anything on the EP module. It's still forced to 6.5 expertise except for Expertertie where is set it to 4.975 (6.5 Expertise - 50 Exp rating).
It is only useful for threat stat evaluation (eg. analogous to DPS stats). That's still important for tanks, and valuable. I appreciate this sim is intended firstly for DPSers, so I'm just using it for the "DPS" bit of tanking too.
So none of my EP/TPS calculations make any comparison to stamina or avoidance talents. I treat survival and TPS as two separate equations.
GravityDK, as you seems very interested by the "Frost Presence" module, could you make a sort of wish list of what is missing. I won't include a boss hitting you right now, but for the moment, I would like the list of tools that would allow you to have a good overview of your TPS.
I think of:
- Rune Strike availability frequency.
- A check box to use or not Rune Strike.
- An option to always keep at least 20 runic power.
Of course any tank interested can leave it's opinion.
I'm working on adding an Expertise value after dodge cap and make Rune Strike benefit of ToT. It should be included in the next release. I will also add a "none" option in Runeforge and Sigil options.