Well I'm not an elitist and I would very much like to go for SMF. (I know this is the BiS thread, sorry)
From what I've been told the play style is a lot less pain especially when interrupting? Overall smoother rage income than TG?
Also is the priority in SMF - Slam > BT > RB > CB > HS, since in SMF you get the Enrage buff alot more than TG with both Slam and RB hitting with both weapons? If someone is really into SMF and have great knownledge about it, it would be awesome to have a response.
The reason for all the "?" is that I don't have any testing to back it up. As mentioned above SMF would benefit from patch 4.0.6 I believe.
I'd get rid of the yellow gems in the legs. The socket bonus of 20 haste is not worth it, even considering haste .4 and crit .67 of the strength value which are probably high estimates aswell at least for this tier.
What are your thoughts on this? For the High Hit build it merely adds a percentage of hit at the cost of a percentage of crit. I don't have a sim to crunch the numbers at this time, if someone would be gracious enough to run this model through then we might have a contender.
That said, however, with the current expectations of a low hit/high crit build then that percentage may be better spent on the crit than the hit. With that, one could always just reforge HoR to crit as opposed to hit rating. Doing so would actually bring the percentages to the exact whole values that we see on the BiS slot list with a minor change to mastery and crit. Not enough to make a difference, though.
From what I can see, the gloves are indeed the best offset choice that we have.
Sorry this hasn't been updated in a while, been busy with work and school. Power and net have also been out the past few days.
Anyhow, I updated a few pieces of gear and reforging. I also added a SMF BiS list.
To do list:
-Mess around with SimCraft to see the effect of hit vs other secondary stats on DPS to determine whether or not a hit setup is even viable.
-Find out if it's worth going for the 3 expertise as an orc vs losing the benefit of having a slower MH weapon.
-More optimal reforging.
-How does mastery work for fury warriors? I know for most classes you get a benefit from every 1.00. But if your mastery provides a 2% bonus, you get a benefit from every 0.50. At what increments do you get a benefit for fury? I'm not sure since it's such an odd number from our increase. I'd love to check this myself but I have many other things to do and I need to go to bed. An answer next time I check this forum would make things a lot easier.
As Mastery is concerned its a Tooltip rounding error, its an integer % number where a floating number should be.
My Healing Shaman gains 7% from mastery in the tooltip with odd 2.8 mastery points, which is exactly the point for 7% (was a coincidence when i checked shamy for it).
By just losing 47mastery rating i lose 1% in display but i am still over the less odd number of 2.5 mastery points.
If i go Elemental with the same 2.8 mastery i should gain 5.6% Elemental overload, but displayed is a 5% gain.
Also it was confirmed by prot warriors/paladins that each point of mastery rating increases their block chance (which is displayed in decimals).
It also have been proven by Survival Hunters (cant post a source, sorry).
So for various speccs/classes it is confirmed that mastery is like expertise an integer display for an in fact floating number.
I think the Healing Shaman "prove" is nice because its not half points that change the display but .4 incrementals.
I've been playing around with a setup for Orcs using 2x Shalug'Doom and this is what I've devised so far. chardev 8
In comparison to Symphonia's current low-hit BiS list:
+1.53 Crit (taking note of the other profile being Worgen)
I'm not too sure these changes would make 2x Shalug'Doom comparable to 2x Ashkandi, but maybe 1.53 crit is worth it.
Things to take note of:
-This is assuming that low hit is optimal and that you want as close to 8% as possible. I'm not sure what hit % is recommended for low hit, but this will put you at exactly (according to Chardev) 8% hit.
-I'm also assuming that the heroic BoE Treads of Savage Beatings will be implemented at some point. If not, additional reforging or reworking will be necessary when using Massacre Treads
-I opted to not reforge the hit on the Cloudburst Ring of the Earthshaker, which put me at exactly 8% hit.
What Cobyisblue said, as i play also an orc warrior i wondered whether those Shalug'Dooms (if wearing two) are better than the reclaimed Ashkandis, counting the +3 Expertise or does the slower weapon speed of the latter put it ahead?
I don't believe a double Shalug'doom setup for orcs will ever be as effective as a double Ashkandi setup for heroic gear. Blizz will likely never implement the heroic BoE drops found on wowhead (they haven't done it for the 5 mans either) and so the only available 372 boots would be Massacre Treads. You can't reforge away enough expertise to bring you to 26 (the lowest I can get is 29/29) meaning some exp is simply lost. It would be more effective to run Ashkandi x2 where you can cap expertise just from gear even if you were an orc.
You could put Shalug'doom in your MH, yes. But then you are putting a slower weapon in your OH. Shalug/Ashkandi generates (slightly) less rage than Ash/Shalug. You are also putting a weapon with a smaller damage range in your MH resulting in smaller Slams and less Raging Blow damage overall. Not to mention your OH having less expertise than your MH. A Raging Blow OH crit in a raid environment with the 4.0.6 buffs shouldn't simply be dismissed. I'm not convinced that Shalug'doom is the way to go for orcs.
The slower OH doesn't have an effect, the rage gen is normalized based on weapon speed.
Weapon damage, in terms of RB would have no effect outside the dodged RB, if that is even possible. I think that would need to be tested to confirm if it can even be dodged, but let's just assume it can.
If the stat gains are as high as mentioned above...
+1.53 Crit (taking note of the other profile being Worgen)
Or something similar, you woul EASILY match the damage lost by the dodged offhand white swings and the dodged RB offhand swings.
It might just have to come down to a spreadsheet though, because we are in the realm of guessing. I just know that at the end of WOTLK, it was worth the 26/23 trade-off because the stats gained by dropping the 24 expertise into strength made it worth it. Obviously we aren't dropping Strength for Expertise now, but 3 expertise is much more costly now than it was in WOTLK.
You basically save 90 expertise. The trade-off is simply the difference between weapon damage, dodged offhand white damage, and dodged offhand RB/WW damage.
90 crit or hit versus the above. My feeling is that the 90 crit/hit would easily beat it. Take into account Orcs and it's 150 crit/hit.