I'm wondering if anyone has done any test realm research on the new 3.1 feral changes concerning the seeming undervalue of crit rating and agility for dps. Basically my question is, how much more important is agi and/or crit rating going to become compared to what it has been in WotLK with the new critable bleeds talent?
Given how large a portion of feral dps is derived from bleeds that(until now) can't crit, I have to imagine that crit % is going to become substantially better at least in terms of overall damage scaling. If anyone has already run some tests that haven't posted or I may have missed, please refer me or post here.
Try Rawr, Tossk's, or Nightcrowler's sim. All have 3.1 versions. Cat DPS Rotation also has a lot of information on how the 3.1 changes affect the values of different stats, including numbers and PTR tests. Or, look 3 posts up from yours.
You may want to add these new numbers to the first post, for values that include the new Improved Mark (additional 2% stats) talent as well as SotF and HotW. I used the same maths as in the original post, in terms of what combined multiplicatively, and what combined additively.
Please note that I assumed that SotF and Improved MotW combined additively, as the difference is too small for me to test with my current gear. I would appreciate confirmation or refutation of this assumption.
Stats with HotW, SotW, and IMotW (Kings): Strength
1 Str = 2.376 AP (2.6136 AP) (Cat)
1 Str = 2.16 AP (2.376 AP) (Bear)
1 Str = 2.2896 AP (2.51856 AP) (Bear with PotP)
Just a feral Tanking euestion to which im struggleing to find an answer for.
When do deminishing returns make certain stats better to improve your dodge; or is this somthing that i should not be worried about?
So my question is that is it more important to say take dodge to 40% with agility and then stack defense rating/dodge rating or is the deminishing returns cap too high to worry about?
The diminishing returns is calculated after all of those stats combine, not individually for each. The different categories for diminishing returns are dodge, parry, etc.
Since druids can only dodge, you cannot 'juggle' avoidance stats in order to minimise diminishing returns, I guess you could choose to itemise for more mitigation or stamina instead of avoidance.
Edit: I guess the chance to be 'missed' from defense is a secondary avoidance category for bears, but since we cannot block or parry and are already crit immune it is generally not a good idea to stack defense as most of the budget is wasted.
Has anyone been looking into the "value" of Attack Power, Strength, Crit Rating, even Haste are for Tanking. I am trying to get a feel for the weight of these stats compared to traditional Tanking stats such as Agility, Dodge Rating and Stamina, however it is so hard to compare items so different. I haven't really seen any gear that screams Druid Tanking piece, and items such as Loop of the Agile that have a variety of Tanking stats, both traditional and new, seems like worthwhile piece.
I really wonder what a Feral Tank would be wearing and what kind of stats we would be running in the devs minds after gearing out completely in Ulduar.
Specifically with Origin of Nightmares being the best Armor stick in the game, and the highest Stamina Two-Handed weapon with Agility, I wonder how long it will remain a best in slot Tanking piece. Or will the Attack Power gains from a Ilvl 239 Mace, Polearm or Staff outweigh this even without such solid tanking stats.
Well I think gemming for agi is always better than defense or dodge because of crit for threat and savage defense as well.
If you want avoidance, agi is your best stat anyway; assuming kings, agi gives more avoidance point for point than dodge rating does.
On SD and the value of strength, crit, haste and AP: The value is exceedingly low. To give an example, using the best case scenario for SD (no overwrites, no buggy behavior) which gives about an 80% uptime on shields, and using one of many of the Ulduar bosses, 100 AP gives approximately .1% mitigation. In virtually all cases 100 armor would be better.
Crit rating would in theory be the best of the lot, but because of overwriting and the bugs associated with SD it becomes far too unreliable to stack.
Sadly, SD is essentially a non-entity in gearing. It gives around 2-3% mitigation with 6000 AP and 40% crit, and there's no real way to functionally improve that so much that it will help.
As for the arena weapons, they're hugely and laughably overbudget. They'll be nerfed shortly.