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04/09/09, 8:36 PM
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#271
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Piston Honda
Night Elf Druid
Vek'nilash
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Originally Posted by Nooska
One nit-pick:
"[Hit] _might_ result in higher dps in a specific fight, but most of the time, it will result in lower dps."
Its actually quite the opposite - as you factor out the rng for consistency it becomes:
Hit _might_ result in lower dps in a specific fight, but most of the time it will result in higher dps (because you don't miss).
The fights where it _might_ result in lower dps are the ones where choosing against hit randomly doesn't have you miss.
It is true that if you average it out the higher dps option will yield averagely higher dps - but as was demonstrated in the crit reduction thread tests, RNG needs a HUGE amount of shots to even out (we were still seeing a pretty big swing at 10k shots)
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The particular context here is the idea that you are faced with two choices:
* One that directly increases my damage (e.g., AP and/or crit)
* One that increases my hit%
With just that much information, THERE IS NO RIGHT ANSWER. You need to know how much of an increase to your damage vs how much of an increase to your hit%. Even if you had that information, comparing the two choices is a decidedly non-trivial task that has to factor in a very large number of variables. Which is why a lot of us are saying not to try to use a simple rule of thumb like "Get hit capped before worrying about anything else". Instead, the right answer is "Plug both choices independently into the spreadsheet and pick the one that gives you the higher resulting dps".
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04/09/09, 9:34 PM
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#272
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Banned
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I have been following this forum for a while now, and what i am trying to figure out is why arent more hunters using the draeni card while in a 25 man raid, i am very well geared, but still attempting to get the gun from kel 25, and i need it 2 times, so that i can put +40 haste, and then +30 hit on the other so that if a draeni cant be in my group, i can atleast be hit capped do you think that is a wise decision on my behalf?
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04/10/09, 12:32 AM
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#273
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Banned
Blood Elf Hunter
Runetotem (EU)
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Originally Posted by Bloudd
and i need it 2 times, so that i can put +40 haste
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Say what? Any sensible reason you don't use the Crit scope?
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04/10/09, 4:38 AM
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#274
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Piston Honda
Night Elf Hunter
Doomhammer (EU)
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Bah, i have made my arguments, if I can't convince someone to always go for the hitcap so be it  (with always i mean a high end raiding hunter in full Naxx/Ulduar gear, not a lolhunter who has just dinged 80 and wants to enter Naxx)
Like someone else said on this page; you either choose to go for higher dps by following the spreadsheet (which is still 'just' a mathematical approach to the real deal, you cant make programs to predict the weather on the long term either), or choose to go for better dps (read: consistent dps, knowing you wont miss any shot...ever)
If your guild/raidleader asks you when he brings you to Yogg Saron hardmode 'can you do good dps?' I would rather say I do a consistent amount of dps, opposed to saying I 'can' do alot of dps, but not guaranteed. (Ofcourse when your guild reaches YS that leader should have a pretty accurate idea of what your dps is like  )
On a side note: you said the spreadsheet, if correctly modeled, accounts for those 'reality' situations i described earlier. Apart from the fact that chance is very hard to model, the model will look at the differences between 98% 99% and 100% as just numbers. It doesnt recognize the 100% hitcap as a magic number where suddenly no misses will occur. Perhaps people with more understanding than me of how the spreadsheet actually calculates dps can reply here.
One more example, because i like examples: we have three hunters, hunter A with 98% hit, hunter B with 99% hit, and hunter C with 100%. They each have similar gear (same iLvL, not BiS, since 2 of them arent hitcapped), do around same dps each week (which is perfectly possible ofcourse, even though two arent hitcapped), and all 3 have the Darkmoon trinket. Only hunter C knows that his trinket will proc the first second he attacks the boss, only hunter C knows the trinket will proc again 45 seconds later, and again 90 seconds into the fight. Hunter A and B, both not hit capped, have no guarantee that they will hit.
This is for me the most important reason to be hit capped; procs depend on hits, not on damage done, and the spreadsheet 'only' calculates the average uptime. The trinket doesnt say you need to do 20000 damage in 5 seconds to proc it. No, it says you need to hit. When you miss a few shots 45 seconds into the fight (and believe me, you will at some times) you will not refresh the trinket proc (I could have taken Expose Weakness as an example too ofcourse). This in turn also means that the shot you fire at 48 seconds finally procs the trinket, but this shot wasnt affected by the DM trinket buff in the first place. Hunter C however knows that the shots he fired 48 seconds into the fight, were in fact affected by the DM trinket. You delay all your procs by not being hit capped. That's what i meant earlier by saying that any possible upgrade you could have chosen over the hitcap, would have been present in the very hitcap itself, in the form of maximum possible uptime of procs.
I don't like RNG, any opportunity to eliminate it is a chance worth taking. Anyway, i believe we can both see that at the end of the day the spreadsheet will usually tell you to be hitcapped in order to do maximum dps (this goes for endgame gear); it's why you and i are both hit capped. What started this argument was a question from a hunter asking whether he should go for the last 2% hit he needed, or take another gearchoice giving 4-6% damage increase. I would say the first no matter what, you probably the last.
Last edited by Pijn : 04/10/09 at 5:06 AM.
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04/10/09, 8:26 AM
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#275
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Don Lactose
Tauren Hunter
Talnivarr (EU)
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Some procs activate when the attack is made instead of when the attack actually connects with the target.
Given a correct model, 2 different gear sets with the same DPS listed (using e.g. one gear set favoring crits and procs another favoring Hit Rating to cap and Attack Power), both will result in the same DPS if averaged out over a long enough period of time.
In such cases, it's down to personal preference. Some prefer consistency over high potential, and vice versa. There's not really a point arguing for several pages about what's the "right" choice.
Using the term "better DPS" while arguing for Hit is also misleading. Better in the case of DPS meaning higher, consistent meaning with less variation.
The examples with missing several Chimera Shots in a row forcing you to use a global cooldown on Serpent Sting again, or other adverse affects of missing are valid, but those concerns regarding the validity of the model used, not magical reasons for why the "right" thing to do is to always and without question cap Hit.
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Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max
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04/10/09, 8:40 AM
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#276
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King Hippo
Blood Elf Hunter
Argent Dawn (EU)
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@ alarge
The spreadsheet answer isn't necessarily correct - and it has nothing to do with second guessing the tool;
The tool will most likely always have flaws, it is massive and complex and made by humans in several gos, and thus it is prone to bugs. It is still, however, the best calculation we have.
Using t he tool however does not mean it is correct as the user must use it correctly.
The spreadsheet uses averages - thats why sometimes hit gets undervalued by the spreadsheet, because for the spreadsheet there exists no unlucky streaks - if you have 11% miss chance and you fire off 120 shots, it will calculate that you misse 1.2% of your damage done - it doesnt assign shots to those misses - and thus it is not correct to say that 1 gear choice will outweigh another from pure +dmg stats over +hit, because the miss is averaged out over all your damage - just like crit is (take a look at the calculations for each shot).
What I'm trying to point out is; The spreadsheet cannot be used to say that gearing into miss for better damage is actually a dps gain - because of the way the hit/miss is applied to average out and get rid of the rng.
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04/10/09, 8:42 AM
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#277
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King Hippo
Blood Elf Hunter
Argent Dawn (EU)
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@ Lactose
I disagree that better dps necessarily means higher dps.
When I use the term better dps, I mean better - and better can be different from higher when you can deliver the dps "on command".
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04/10/09, 10:22 AM
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#278
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Von Kaiser
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Originally Posted by Nooska
@ Lactose
I disagree that better dps necessarily means higher dps.
When I use the term better dps, I mean better - and better can be different from higher when you can deliver the dps "on command".
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I think the term should be "consistent" DPS than, not "better". Plus, I think a lot of the people making an argument for "consistent equals better" DPS are really exaggerating a bit here. Having 99% hit is not going to throw off your DPS, even under relatively bad RNG for a fight, by that extreme of an amount. I don't mean to put words in anyone's mouth, but some of the people are making it seem that having 99% hit means your DPS is going to swing wildly from fight to fight, and that's simply not true. Yes, there is the possibility that the RNG gods could in fact despise you, and you could miss a whole lot one fight. I suppose it's possible. But a situation like that is hardly realistic, and it begs the question of how you feel about Crit as a stat too, as it's really not any different in terms of RNG than hit.
A lot of this argument is a moot point, though, simply because before you're hit capped, gemming for hit is 99% of the time a DPS boost according to the spreadsheet. Most hunters with anything close to decent gear should be able to get the hit cap through enchants/gemming at the very least, and the spreadsheet will almost always consider it a DPS upgrade There are exceptions, of course, most notably when people are VERY close to the hit cap and a hit gem would put them over, which is the situation I'm in. The spreadsheet says that a +16 agi gem and staying at 262 hit is better than a +8 hit/+8 crit gem and going over to 270 hit, albeit the difference is very minimal. Since the difference was so minimal for me, I chose the "consistent DPS" route (note that it's not the "better DPS" choice, simply slightly more consistent.)
Not to ramble on either, but I've heard at least one person say the spreadsheet can't tell that 100% is a "magic number" for hit. That's because, in terms of DPS, it's not magical at all. Yes, it takes a slight RNG out of play, but there's still so much RNG left (critical hits being the main thing) that you're hardly taking luck totally out of the equation. There is nothing magical from a DPS standpoint about 100% hit, although you may magically feel better about reaching it.
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04/10/09, 11:03 AM
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#279
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Banned
Blood Elf Hunter
Runetotem (EU)
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If pets would ever get our Hit rating and not our percentage, then Hit will take a nosedive when we reach the point where a gem would send us over the cap. Wasted stats are wasted stats.
RNG can work both ways, and I consistently ran with less than the cap in TBC. Not because it was a choice always, but even 15 ratings below the cap then I had many fights where I didn't miss even once, and most not more than once or twice. So arguing about the insane 'several Chimeras' is like arguing that Greatness won't proc for minutes because it only has a 35% chance to proc. That is to me just nuts.
The RNG works like this at this level (we are talking people who are just not capped, not people who haven't used Hit at all here), mostly the not-capped Hunter will do more damage, but there is a relatively small chance he/she will do less. In either case it is a very small difference from a fight perspective. And a missed Chimera will certainly hurt a lot on the rare occation it does happen.
So yes, I agree that now in Wrath Hit Rating is slightly more important for the reasons that we have a lot of damage invested in specific single attacks, and should those miss we would see a fair bit of DPS loss (on that given fight). Meaning the potential loss of missing can be unreasonably high compared to the overall gains of harder hits.
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04/10/09, 1:15 PM
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#280
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Piston Honda
Night Elf Hunter
Doomhammer (EU)
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Originally Posted by KraxisSingular
So yes, I agree that now in Wrath Hit Rating is slightly more important for the reasons that we have a lot of damage invested in specific single attacks, and should those miss we would see a fair bit of DPS loss (on that given fight). Meaning the potential loss of missing can be unreasonably high compared to the overall gains of harder hits.
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Keyword being unreasonably, and that is probably (or at least one of the reasons) why they increased the serpent sting glyph from 18 to 21 seconds so that a MM hunter with 99% hit now only has a 1 in 10000 chance he wont refresh his SrS, opposed to 1 in 100. Anyway, i guess you guys are right about this discussion being meaningless since hit is an abundant stat anyway, and we only need 8% of it. The only point i was trying to make is once i am hitcapped, i would not give it up in favor of other potentially higher dps gear.
Ulduar will be abundant of hit, but lets say for arguments sake Icecrown Citadel will be loaded with agi/crit/AP gear and where hit might become an issue again...unless you are one of the lucky few who gets that nice polearm of Sindragosa with 200 hit rating (who knows!? :O ), you might have to choose between staying in Ulduar gear hit capped, or IC gear but 2% under hit cap.
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04/10/09, 3:55 PM
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#281
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Piston Honda
Night Elf Druid
Vek'nilash
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Originally Posted by Nooska
@ alarge
The spreadsheet answer isn't necessarily correct - and it has nothing to do with second guessing the tool;
The tool will most likely always have flaws, it is massive and complex and made by humans in several gos, and thus it is prone to bugs. It is still, however, the best calculation we have.
Using t he tool however does not mean it is correct as the user must use it correctly.
The spreadsheet uses averages - thats why sometimes hit gets undervalued by the spreadsheet, because for the spreadsheet there exists no unlucky streaks - if you have 11% miss chance and you fire off 120 shots, it will calculate that you misse 1.2% of your damage done - it doesnt assign shots to those misses - and thus it is not correct to say that 1 gear choice will outweigh another from pure +dmg stats over +hit, because the miss is averaged out over all your damage - just like crit is (take a look at the calculations for each shot).
What I'm trying to point out is; The spreadsheet cannot be used to say that gearing into miss for better damage is actually a dps gain - because of the way the hit/miss is applied to average out and get rid of the rng.
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Sorry, but you are (boldly) incorrect here. The spreadsheet can absolutely say that a gear choice which leaves you below the hit cap will provide higher average dps than an alternate choice that leaves you above the cap.
It sounds like you are somehow taking issue with the notion of average dps being the proper milestone. Instead, you want to use guaranteed dps. But as I (and others) have pointed out, such a metric does not exist. There are too many other random factors at play -- the largest of which is probably crit rating, but partial resists and proc rates on trinkets and abilities like LnL and EW all have random components. It simply makes no sense to choose one of the many, many sources of randomness and treat it as some sort of magical "special case".
As others have pointed out, this argument is unlikely to lead to much of a practical difference in gearing. Gear choices generally come incrementally, and given that hit rating (for hunters!) is generally valued higher than other stats in our mathematical models, we'll both generally opt for gear that has more hit (until capped). However, there is a larger principal at play here. This is fundamentally a theory-crafting site. We (as a community) place a high value on understanding the technical mechanics at play in the game and in building/using relatively accurate mathematical models to optimize our game play. Making an argument that you should selectively ignore the models when you don't like what they tell you is the moral equivalent of saying "crit is better than AP because your shots hit harder".
OTOH, maybe you actually have a valid objectively quantifiable argument for how hit is mistreated in the spreadsheet. If so, make your case, and let's get it fixed.
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04/10/09, 4:47 PM
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#282
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Piston Honda
Night Elf Hunter
Doomhammer (EU)
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Originally Posted by alarge
It simply makes no sense to choose one of the many, many sources of randomness and treat it as some sort of magical "special case".
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To me, this does make sense, since hit is one of the few RNG elements you can in fact eliminate. And yes, you are right, it is just one of the few RNG elements you can get rid off. No hunter will ever reach 100% crit apart from Loatheb encounter. And yes, any hunter with 2/3 Expose Weakness instead of 3/3 will not see a 100% uptime of EW, but a 95% uptime on average. Same goes for all our other procs and buffs/debuffs. But like i said before, i highly doubt the spreadsheet will ever tell a Naxx/Ulduar geared hunter to go 2% under the hitcap in favor of a similar item that gives a similar amount of agility (i.e. 60 agility opposed to 60 hit rating).
The only reason we are even discussing this hypothetical case is because one hunter (I'll edit his name here in a moment. Edit: it was Daragh, almost at top of page 11) was asking what stats he should go for  ; 2% hit to reach the cap, or more agility/crit/AP instead if the spreadsheet claimed the latter would give more dps. And i am saying that the spreadsheet will most likely say that going for that 2% extra hit to reach the hitcap would be the bigger dps increase, since hit will give a relative dps increase no matter what your gear is.
A hunter with 99% hit and doing 4000 dps will go to 4044 dps with that 1% extra hit. Another hunter with 99% hit and doing 7000 dps (Ulduar gear) will go to 7077 dps with that extra 1% hit. If the same two hunters had gone for agility instead, the first hunter would have seen a bigger relative dps increase. So in a way you are right Alarge, if the spreadsheet tells you this agility upgrade is a bigger dps increase on average, you should probably go for it. However, this does mean your gear hasn't reached a certain level yet (pre-Naxx i would say, since my spreadsheet insisted on going for the hitcap, and i believe so did yours), and you still havent eliminated one of the many RNG elements 
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04/10/09, 5:28 PM
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#283
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Piston Honda
Night Elf Druid
Vek'nilash
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Originally Posted by Pijn
To me, this does make sense, since hit is one of the few RNG elements you can in fact eliminate. And yes, you are right, it is just one of the few RNG elements you can get rid off. No hunter will ever reach 100% crit apart from Loatheb encounter. And yes, any hunter with 2/3 Expose Weakness instead of 3/3 will not see a 100% uptime of EW, but a 95% uptime on average. Same goes for all our other procs and buffs/debuffs. But like i said before, i highly doubt the spreadsheet will ever tell a Naxx/Ulduar geared hunter to go 2% under the hitcap in favor of a similar item that gives a similar amount of agility (i.e. 60 agility opposed to 60 hit rating).
The only reason we are even discussing this hypothetical case is because one hunter (I'll edit his name here in a moment. Edit: it was Daragh, almost at top of page 11) was asking what stats he should go for  ; 2% hit to reach the cap, or more agility/crit/AP instead if the spreadsheet claimed the latter would give more dps. And i am saying that the spreadsheet will most likely say that going for that 2% extra hit to reach the hitcap would be the bigger dps increase, since hit will give a relative dps increase no matter what your gear is.
A hunter with 99% hit and doing 4000 dps will go to 4044 dps with that 1% extra hit. Another hunter with 99% hit and doing 7000 dps (Ulduar gear) will go to 7077 dps with that extra 1% hit. If the same two hunters had gone for agility instead, the first hunter would have seen a bigger relative dps increase. So in a way you are right Alarge, if the spreadsheet tells you this agility upgrade is a bigger dps increase on average, you should probably go for it. However, this does mean your gear hasn't reached a certain level yet (pre-Naxx i would say, since my spreadsheet insisted on going for the hitcap, and i believe so did yours), and you still havent eliminated one of the many RNG elements 
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It might make sense to you (to eliminate the variable), but that is based on emotion, not mathematics.
Let me re-iterate: I'm not arguing against hit. I'm arguing against prioritizing hit higher than the spreadsheet does. The spreadsheet will almost always (depending on your gear) prioritize 60 hit over 60 agility if you are 60+ points under the cap. The 60/60 point is not relevant to this discussion. Nor does it make any sense to talk about gear choices you make at 4000 dps persisting until you are hitting 7000 dps. Each time you get a new piece of gear, you need to re-optimize your entire gear-set as a whole -- this might mean re-gemming, re-enchanting, switching in earlier discarded pieces, etc.
But suppose the choice was between 60 agility and 30 hit? Or 40 agility and 30 hit? My point is that there is no simple "rule of thumb" you can follow and end up with the right answer (e.g., always go for hit until you cap) -- the interplay between the variables is too complex for a simple rule. The right answer is "plug both choices into the spreadsheet and pick the choice with the better resulting dps".
Pitching hit capping as eliminating a source of unpredictability is intellectually dishonest. Instead, you are advocating lowering your average dps in order to provide marginally more consistent dps. Put like that, the argument is less attractive, isn't it? (but more intellectually honest).
FWIW, I decided to play with the stats a little and see what 1% difference in hit would mean for me. Basically a loss of 33 hit (~1%) would result in loss of ~0.78% of my total dps. A loss of 33 agility would result in a loss of ~0.74% of my total dps. So 1% hit isn't a simple conversion to 1% of dps. And, while hit is more valuable than agility, the crossover is at about 1.06 hit per point of agility. So, for example, 32 agi > 30 hit for me. I contend that most of the "get hit capped first" guys would take 30 hit over 32 agility. And they'd be wrong (zing!  )
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04/10/09, 5:45 PM
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#284
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King Hippo
Blood Elf Hunter
Argent Dawn (EU)
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I am not saying to ignore the tool when the result doesn't suit you.
I am saying that you can only use a tool correctly if you understand its limitations.
The spreadsheet treats 99% hit as every shot doing 99% damage - this doesn't give a result you can use in a real situation.
This is not something that can be remedied as the spreadsheet cannot, under any circumstance, give you any estimation of which shots you will miss on or how that affects the rest of your damage.
The spreadhseet is designed to show you the average dps you would do under the set circumstances - average here being so averaged that you would never see this result.
Crit is handled the same way I believe, it is simply modified into the calculations of each shot as it doing an average extra damage.
As Kraxis shows by anecdotal evidence (which is fine here) being under the hit cap can easily leave you without any misses in a fight. You can just as easily have more misses than your miss percent indicates.
Regarding hit;
Beastmasters loose a lot of dps from the pet if not hit capped - this is consistent, so for beastmastery the spreadsheet will be more accurate - missing an arcane, missing a steady or missing an autoshot will not make a noticable difference.
Marksmen have CS they do not want to miss
Survival have Explosive shot.
MM and SV have 1 big shot that can really screw their dps if they miss - BM has a more averaged final result - this can only be used to infer that the spreadsheets method of averaging hit and crit gives a more true-to-life account of BM than of SV and MM, which will swing more because they have the big shots.
Also, budget wise, Hit never competes with agi or any other pure stat, it competes with crit on most pieces (either hit or crit) like haste and ArP are opposites, so the issue will mot often be; Hit or Crit - haste or ArP.
Hit is more valuable than crit, point for point, untill hit cap, because hit increases the amount of shots that can crit; 100% hit gives you full transferrance of crit - les than that and your crit % is diminished by the missed shots, as only hits can crit (you can't miss a crit).
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Bottom line, my main point is that consistent damage is better than average damage in any real life situation.
Theorycrafting is good, by in a case where it concerns a game, we must continually keep in mind that the theoretical average doesn't mean much if the factual result is "either or" as long as we cannot predict the actual result in the game.
The tools we use are used not to achieve theoretical perferction, but to increase performance in an actual envronment - and the advice on the tools and on stats must always reflect that people have actual choices to make, and not just theoretical ones on paper.
As I've said before, I will say again; Its is a poor excuse that the spreadsheet shows higher dps if you miss on the crucial abilities to maintain the dps when it matters - and I doubt many raid leaders accept that excuse.
It doesn't matter to the raid or to anyone (including you) if your mega shot hits for 30 more damage if you miss it and so don't deal the damage needed from you. It will always be better if you deal 30 less damage, but can guarantee that you hit when needed.
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04/10/09, 6:01 PM
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#285
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King Hippo
Blood Elf Hunter
Argent Dawn (EU)
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Originally Posted by alarge
So, for example, 32 agi > 30 hit for me. I contend that most of the "get hit capped first" guys would take 30 hit over 32 agility. And they'd be wrong (zing!  )
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Yes I would take 30 hit over 32 agiif I was 23 or more hit rating from the cap - and no, I would be right.
This statement (Iknow you meant it as a zing) is blatantly false, as the value of agility (ap and crit) is relatively lower if you are missing 30 hit, and thus the 30 hit is worth more than than the extra 2 points of agi.
It is also false because agi only provides 1 ap per point, and I am BM specced, so I gain more from ap than I do from agi per budgetpoint, and 32 agi is not attractive since its only 32 ap, and half the crit value as crit doesn't transfer to pets.
So that statement was wrong in my opinion because I advocate consistent performance over averagely better performance - AND because it was not based on actual data.
Try and lower your hit by 30 under cap and see what brings your dps up more on average (the spreadsheet calculation way) - I am pretty sure that you will not only get consistently better dps, but averagely higher dps from taking the 30 hit rating assuming you use 30 hit rating of the 30 hit rating
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