Apologies if this subject has been covered before, I had a look to see if it had but couldn’t see anything relating to it.
The recent discussions started in relation to 4.06 and potential changes to stat priorities, ref. Hit stacking, made me think about that most important of warrior resources “rage”. Now that it has been normalised, hitting things and shouts have become the staple of how we generate it and consequently Hit and Haste became the stats that have the greatest control over this once expertise is capped. Consequently I was curious about how the relative magnitude of hit and haste rating affects the benefit of reforging these stats in regards to rage generated over time.
In order to examine this I set up a spreadsheet to calculate rage generated on a hypothetical 10minute fight with no movement or AoE damage and ignoring additional rage from shouts etc. as they would be constant. Obviously this is an entirely fabricated scenario which wouldn’t happen in game, but I wanted to keep things simple for a start.
Assumptions:
1. Expertise is capped
2. Player is standing behind boss to eliminate parry
3. Hits by Main and Off hand are considered to be simultaneous
4. Rage per hit = 23.4 (weapon speed of both weapons is 3.6)
5. Hit rating co-efficient = 0.008327
6. Haste rating co-efficient = 0.007808
7. 3% additional hit from talents
8. Chance to miss boss = 27%
Calculation:
Rage generated (R), Swings (S), Total number of hits (H), Total number of misses (M), Effective weapon speed (WE), Base Weapon speed (WB), Percentage chance to hit (%Hit), Percentage Haste (%Has), Hit Rating (Hit R), Haste Rating (Has R)
1. Rage [R] = (6.5 * Base Weapon speed [Wb]) * Hits [H]
2. H = Swings [S] – Misses [M]
3. S = (600 / Effective weapon seppd [We]) * 2
4. M = S * ((27 - %Hit)/100)
5. We = Wb – (Wb * (%Has / 100))
6. %Hit = Hit Rating * 0.008327
7. %Haste = Haste Rating * 0.007808
Results:
Using my current stats (%Hit = 21.9, %Haste = 3.4) and extrapolating +/- to each stat in 25point increments I obtain the following graph.
Currently I have 250 haste rating reforged to hit rating and was slightly surprised to see that swapping it back would only lose me 1 rage over this fight, and were I to reforge both this and 250 hit to haste then I'd gain 4 rage. Now I would still rather have the hit as it gives more stable rage generation over time with less miss streaks. However, with 4.06 and the change in rotation priorities this will have a major impact on the amount of rage we nominally need to use specials for optimal damage. Consequently being able to estimate the amount of rage required to achieve this rotation would be important, but I'm having trouble working out what it should be. Does anyone have any ideas about how to go about this post 4.06?
With a figure for optimal rage generated it would then be possible to look at the available reforging budget for hit and haste going to mastery or crit.