Originally Posted by Tecton
Yeah, I've noticed haste pulling away from hit as you gear out of heroic blues and into T11 gear as I've played with different gearsets (I normally just try to set the gear back to something sensible before I save it for people to work with, there's been no effort to make it 100% BIS if anyone is looking at it in that sense, as an aside).
From what I can see, hit right is basically being treated as Damage * Total Hit % for each spell, yeah? If so, that's probably undervaluing hit because of NG/Starsurge/Eclipse energy lost? I know I'm undoubtedly missing something here, though!
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I put in the only refinement to hit I can think of, which was to discount all energy gains based on miss rate. It actually bumped up the value of hit quite a bit--not enough to change the things I posted yesterday, but enough to make hit stronger than haste at least through T11.
Giving up 100 hit (1%), lengthens the whole cycle by around half a second.