
Originally Posted by bestpike
Yes indeed using AEP is just a human convenience. I plead guilty, i use them pretty often. I better not post my math analysis on Hit valiue after crit cap. It was based on AEP.
I will just say some general things about it. When a crit capped person acquires more hit rating (and is not already white attack hit capped of course), and even with that hit rating he is still crit capped, all the newly added white attacks are criticals. So, while you are getting hit, in reality it is crit you are getting, as far as white attacks are concerned. Yellow attacks remain unaffected.
And since when spell hit capped, all that hit rating is offering is more white attacks, when crit capped hit rating should be offering double the amount of damage. But this of course takes for granted that you are constantly and always crit capped, which isn't true. Even with all the raid buffs, Elemental devastation should drop at some point in fight, it doesn't have a 100% uptime. So depending on how much is your average ED uptime (which also varies depending on boss), and how far beyond the crit cap you are, you can calculate the value of Hit rating, which of course is just a convenience as Levva very correctly stated.
Please correct me if I'm wrong somewhere, I wrote all this without giving it great thought.
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The thing is you can see very very clearly with the graph feature in Rawr how Hit suddenly rises then falls back around the crit cap. This is similar to using EP values but not for a single value but for multiple values. ie: The program takes the current gear and say ok what's the dps if I add 5 hit rating, then 10, then 15 etc etc.
EP values do the same idea it adds a fixed amount specified in the EP values section of your EnhSim config. However all you end up getting is a SINGLE point on the graph. Now if you happen to have a graph where values are rising and falling due to caps what you are doing with EP values is taking a single set of values at a single point on the graph and trying to make declarations of behaviour at other points on the graph with the invalid assumption that its constant.
If instead you look at the graph as a whole you get a clearer picture. You see the rises and falls, you see where the graph levels off.
Lets take Rouncer's gear from the armoury. He's already optimised it (far too efficient for his own good) so I unoptimised it by changing a 20 hit gem in his gloves to a 20 haste gem. This then gave what he saw before the conversation about crit caps emerged.
Now note two things the way that expertise hits the zero line considerably to the left ie: perhaps a little over capped, also note that the hit rating does some funny things it changes angle twice. Once at the point off to the left where he passes the spell crit cap and once where he can overcome the melee crit cap with some extra hit.
I also stuck a red line on the map to show you what you'd get from EP values ie: you'd get hit EP of around 2.3, haste around 2.05 and AP at 1, the rest would be below 1 (note that haste & AP are almost on top of each other ie: haste is only just ahead of AP).
Now what does 2.3 EP hit rating mean?? The idiots out there would have you believe that means "regem for hit" ie: change your gear around and replace your haste gems for hit gems. Is this right? CLEARLY not. We can see that hit rating tails off significantly after Rouncer adds about 10 hit rating. So what does the graph tell us that EP cannot tell us?
The graph shows that he needs about 10 more hit rating before it tails off and that he's about 10 expertise rating too much. Lets test that theory and change his leggings gem from 20 expertise to 10 expertise and 10 hit rating. If you do the calcs in the sim you see that this is a BIG upgrade over any other gem choice for that slot. Once that single gem choice is changed you get the following graph...
Note that the kinks have been dealt with and now haste and AP are neck and neck with hit rating no longer an issue.
So what does this all mean? Well from the graph I was able to see that LOSING some expertise and gaining some hit was what was required. No amount of massaging EP values would EVER have seen that solution. In fact traditional use of EP values would have wrongly suggested that "stacking" hit was a good idea when clearly it wasn't. This is to me damning proof that EP values can be fatally flawed and whilst potentially useful for quick comparisons in game have no place in serious discussions about how we should gear.
In this example the only EP values available are represented by the vertical red lines. As you can see they are a tiny snapshot of what is going on and since the EP values (the red lines) were in the "wrong place" they gave a false indication of how Rouncer should gear. The only way you could have found this out with EP values would have been to run the sim dozens of times with lots of different EP steps ie: effectively producing a graph.
In fact my little tweak using the graph raises his dps from 9098.45 to 9112.04 which is a 14 dps rise from changing a gem. In fact that's the upgrade he'd get from his OPTIMISED gear. The change of a single gem from graph 1 to graph 2 was changing 20 expertise to 10 expertise 10 hit changing dps from 9085.39 to 9112.04 ie: using the graph and changing a single gem gave a 26.65 dps upgrade.