Originally Posted by AtheistGod
Assume that we have 0 abilities that get crit from crit rating but not from Agi. Than the value of Agi is 0.808 that of crit rating. The best possible value for Agi is that + 1/18 or 0.0555. So taking that 1.56 value for crit we get an optimal value of Agi of 1.316. That is the absolute highest Agi could be. When we have values such as 1.56 crit and 1.37 agi at the same time there has to be an error somewhere. I think it's the inaccuracy of using a sim to find the APE of stats. Although that variation seems too high to me even then, so I'm wondering what else could cause discrepancies.
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I can't speak for Methods, umm, methods, but playing devil's advocate did you include the 10% bonus Agi gets from Kings that Crit does not? So would it be (.808+1/18)*1.1 = 1.45, at a maximum? I only point this out b/c you didnt specifically mention Kings and when people don't they have usually left it out. I'm hoping we can get a response from Methods while this topic is hot. I'll float him a PM and maybe we can get some better insight.
The biggest issue with calculating APE values is almost certainly people overlook some piece of the big picture, I know I've done it personally, and found errors in others work on it too. My perception of the values that we are dealing with is that they assume a certain level of gearing already present, and certain raid buffs being applied. Keep in mind that it is almost always the case that the more you have of a stat the less valuable each additional point becomes, or for example the case with STR and ArP, where the more STR you stack, the higher the relative value of ArP.
This should tell us that the "landscape" of stat weighting is constantly shifting, and it would be erroneous to assume that any one "set" of weights would be universally accurate for every player. I think that the calculations people have done that don't agree with the numbers Methods came up with are assuming a blank slate, whereas APE values generated from a sim are functionally integrating at the very least some basic gearing assumptions. So you have to take the good with the bad in that sims give you results that may make you uncomfortable at first glance, but may be factoring in much more than we ever could in a simple calculation.