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Old 02/02/09, 5:32 AM   #31
nightcrowler
Don Flamenco
 
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Night Elf Druid
 
Runetotem (EU)
What rawr didn't take into account is that if you miss you'll prolly screw up your rotation. So being hit capped is more damage gain than only the increased average damage.

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Old 02/02/09, 9:34 AM   #32
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
Originally Posted by nightcrowler View Post
What rawr didn't take into account is that if you miss you'll prolly screw up your rotation. So being hit capped is more damage gain than only the increased average damage.
I'm not sure that argument is valid for Moonkin. 1% miss costs our nukes a bit more than 1% overall damage (wasted NG, longer on-proc cycles).

DoTs (and FF) can be quickly reapplied if they miss. 1% miss should cost you much less than 1% of your DoT damage.

Since DoTs have higher DPET, I think the overall DPS loss from 1% miss is slightly less than 1%.

There is an information-overload cost though. If IS can miss, you have to watch for that miss. If in-range IS never misses, you can pay attention to something else instead.

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Old 02/02/09, 5:25 PM   #33
Allev
King Hippo
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Monedula View Post
Well that is what I (feral) have with rawr too. I really wanna be hitcapped. Every ~33 hit rating gives me 1% more hit chance. So if my hit chance is 95% and I add 1% a mere 33 hit rating gives me 96/95% (= little over 1%) more damage.
Rawr doesn't strive for a hit cap as far as I know. I can advice you to get the best items there are and meanwhile try to get hitcapped and as soon as you are stay that.
A few things:

While your 1% hit chance math works for white damage, it doesn't for yellow. Since all your yellow attacks don't expend full energy if they miss (only 20% I think), you'll retain that damage. Trust me that the white damage is accounted for correctly and the yellow damage is also handled appropriately in Rawr for feral. They've done the basic math.

There are 2 factors unaccounted for in the theorycraft that impact hit, as far as I know: 1) poor play, like not noticing that you missed an attack and hitting a wrong button; and 2) assuming 100% uptime is possible on DoTs/buffs even though you might miss (and I'm not sure about 2 in Rawr). At most you lose less than 2% uptime on your bleeds with no hit rating or expertise at all; having done some napkin math on this before, the effective difference in stat weights ends up being around a 10% increase in hit rating's value (i.e. not very significant).

Reason 1 is good enough to max hit/expertise, though, if your personal skill is below a certain threshold. If you want to, you can use the Optimizer in Rawr-- just set the amount of hit rating (and expertise, presumably) as additional requirements-- and find your ideal set of can't-miss gear.

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