Originally Posted by Heeno
How is it silly to devalue hit? The itemization will cause all hit trinkets to be exceedingly inflated in value, giving an inaccurate comparison of hit vs. non-hit trinkets. Hit is itemized in a similar fashion to haste or crit, which have roughly a dps value of 1, probably slightly higher. Every spec has hit as its highest DPS value and every spec has reaching the hit-cap as an understood necessity. The actual value of hit doesn't hold an accurate value when assessing gear. Giving it an arbitrary value of '1' prevents hit gear from having an either inflated value or no value, and gives it an accurate assessment.
Your method may be better if you are compiling a complete BiS list, but for the evaluation of a single-trinket, it is better to devalue hit.
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I don't agree. A trinket with 71 or more +hit allows me to replace other +hit gear exactly as much as the 71 hit is worth. Take an example:
[Soot-Covered Mantle] (hit gem) +
[Eye of the Broodmother]
[Conqueror's Deathbringer Shoulderpads] (sp gem) +
[Dying Curse]
The hit rating of the first combination is 68, for the second combination 71. Let's call that a draw for the sake of argument.
According to the lootrank using this thread first post numbers for Destro spec warlock, the first Shoulders give more DPS than the T8 by itself (ignore set bonus for this argument).
In your table, Dying Curse is worthabout the same as Eye of the Broodmother, meaning the first combination is a better combination since the shoulders are clearly better.
However, just using the first post scaling numbers on lootrank.com gives:
435 + 281 = 716
399 + 429 = 828
The T8 plus Dying Curse wins hands down, despite the combinations having very similar +hit total. The +hit rating of Dying Curse allows you to replace the same amount of +hit on other gear, thereby increasing DPS. There is no magic "it'll take you over your hit cap", cause then you're not using your items optimally. The only accurate way of calculating gear is to give +hit the correct scaling factor compared to the other stats, so you know how much its worth to replace +hit with other stats.
This is just a simple example, but it always applies the same way. If an item has a lot of +hit, you are free to use non-hit gear in other slots, often combinations of several slots due to these trinkets' high +hit rating.