Originally Posted by david0925
I think what Allev means is that the stats on rawr is accurate, but only accurate if you follow the rotation and abilities which it indicates as your optimal rotation. If you have a lower percentage damage on shred and higher damage percentage on rip, then to you personally Strength is going to be better than the "normal value" since dot's can't crit, and Agility will be better "than normal value" on the opposite case because shred can crit.
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That's one of the things I'm saying, yes. The other thing I was trying to say is what he was confused about, though, so let me give some examples.
The misunderstanding is, simply, stat rounding errors. Say you have 0 expertise and it takes 41 expertise rating for a point of expertise. In-game, it rounds down, so points 0-40 are worthless until you get the 41st point. If you eat 40 expertise rating food (in this example), that's weighted as 0 in Rawr because it's worth 0 in the game.
These kind of errors lead to strength-less-than-AP errors. Imagine you have 0 strength. You add a 14 Str gem, which gets multiplied by 1.03(SotF), then 1.10(BoK). That's 15.862 post-buff. But the game rounds it to 15, so it adds 30 AP. That gets multiplied by 1.1 (HotW), which gives you 33 AP. If you skip rounding in the first step, you actually get 34.8964 AP. Not a big difference-- only about 6%-- but this is one simple rounding of one stat. More rounding will cause more error.
Yes, the correction is to take X points of stats and figure it out. But, adding sufficient stats to eliminate the rounding errors can also cause other problems, like going over soft-caps or hard-caps of stats. Which is why lots of theorycraft tools, like Toskk's, skip the rounding steps to tell you average-case what those points will be worth. Which can differ from what the game actually gives you.
It's a design choice of Rawr to mirror the game world, but it makes it hard to say "stat X is better than stat Y". Which is why you should rarely if ever take Rawr's stat estimations as accurate except for exactly what they're measuring-- 1 point, 20 points, or 100 points.
The worst part about all this is, the rounding approximations are worst in Rawr when doing comparisons of small values of individual stats, because it only happens collectively at the end after all the stats have been added up. Only the last points have rounding error. So every time you look at a specific slot in Rawr, you get all the rounding errors, even though you don't get them when you look collectively. So, for instance, you can overlook 2 pieces of gear which the game would collectively add up as 6 <statpoints> each individually, but end up being worth 7 <statpoints> collectively, which makes the difference between both being best-in-slot and being in second place. (Not that this is ACTUALLY the case anywhere, it's just hypothetically possible.)
Finally-- every theorycrafting program/spreadsheet/webpage will have to make the decision to follow the rounding, or average out the rounding error to all of your gear. Comparing stat values from the rounding theory is a weak point; similarly, comparing exact combinations of items will never be exactly accurate if you average out stat values.
As an aside, I have no idea what Rawr is actually using to generate the average stats, which is one reason I don't use or dispute Rawr's relative values unless I see something orders of magnitude different from what I'm expecting.