Originally Posted by Zakalwe
Just to elaborate on the hit rating issue: The default simulationcraft gear profiles are set up assuming 3% hit from talents and 3% hit from raid buffs. If a certain spec doesn't have those 3% hit from talents, they need to pick up an extra 3% from gear without changing the total iLvl cost. I've chosen to do that by sacrificing crit, but I could have done it by sacrificing something even less useful, like int. I chose crit beacuse it seems a pretty realistic stat to be able to shift around.
Keep in mind that we're talking about best-in-slot gear here. At least for pre-3.1 gear, if you had the best gear you would never be gemming for hit even if you needed 14% from gear, so your gemming argument is moot. And more generally, since spell power is so valuable, top gear sets with 14% hit and top gear sets with 11% hit will tend to have about the same amount of spell power.
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I can't agree with those stats being all best-in-slots. Look at me. I have barely any best-in-slots, yet i still have over 2k spellpower, I am ally so I get the draenei buff meaning 4% hit from raid. I can directly say that the turning tide with the best sp enchant would grant me an extra +65 spellpower. There are lots of things i can upgrade to; leggings of the wanton spellcaster and the helm from malygos25, the circle of polarity, surplus limb, rings, trinkets and so on. I just don't see how those stats would be even close to all best-in-slot gear. They are more like my stats, + something here, - something there, all in all not much better at all from my current stats. And I am far from having all best-in-slots.
Besides, the gemming argument just proved the stat exchange. Also, crit being the talent we gain the least from, we would rather choose haste-gear when not gearing for hit.
Just as a conclusion, my issue is based in that the stats seem too low. Seeing as all the specs scale differently with stats, that might change things.