Originally Posted by Allev
So, I'm confused-- I didn't see a mechanic change which would positively impact the value of hit/expertise, and those values are far higher than I expected. Does your sim typically rate hit/expertise higher than Toskk's/Rawr/Mijae's sheet?
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I would definitely trust simulation results over estimations (assuming the simulator is correct). Any application that does not perform full simulations is just an estimator. They are not expected to be exact. Some mechanics are assumed super-human (like zero latency). Usually most mechanics are averaged out, so RNG differences for specific cycles are not accounted for (like crits, OoC, and procs). Even a simulator cannot accurately account for specific fight mechanics and non-stationary encounters. Do raid buffs actually have 100% uptime? Total stats can drastically change relative values. Most people already accepted that hit/expertise is undervalued in estimations. The biggest question is if it is always worth capping (and possibly going over) or if just getting close to cap is good enough. I'm not sure it can ever be answered mathematically.
It is also difficult to weigh stat values based on any "average encounter". For example, it could very well end up that ArP is best for a stationary fight like Patchwerk, but not for a fight with high movement. There are already encounters where I'll swap between Idols. I'll also swap in a little more expertise for Thaddius since I usually end up attacking from in front very often. Yes crit gives higher average CP, but AP gives more consistent damage (similar to avoidance vs armor). So stacking crit could lead to your damage swinging by a large amount from one attempt to the next even on the same boss. What is more important? Yes, it's fun seeing big numbers in SCT and damage meters, but for progression content consistency is probably best IMO. If you had great dps the first 5 attempts, but RNG sucked on the kill shot.. which meter will be looked at?
Hopefully people know to not take any numbers as law. For any items that come close in value, relative worth can change from fight to fight and overall stats.