It's not that simple. The caps for hit you write are all
hard caps. This means that having more rating than that will not contribute at all to your dps/tps. For most of the rating stats the caps are
soft, meaning that the rating loses in value as you go above it, but still contribute. Stat for stat:
Hit
For non-dual wielding the hard cap is at 263 vs bosses (lvl 83 mobs), 164 vs equal lvl mobs/players. Modify this value if you have other sources giving hit (talent, dranei aura, food). 1 % hit gained from another source equals 32.79 (rounded from Whitehoofs post in the class mechanics subforum) hit rating.
For dual wielding the soft cap is 263 (however, as a DW warrior you should have the Precision talent bringing it down to 164). At that value none of your yellow attacks will miss any longer. This is the absolute minimum of hit you should have. You can go a bit higher, but hit loses about 40-60% in value when above the softcap so beware.
Expertise
For tanking Expertise has a softcap at 214, where none of your swings will be dodged. However, as a dps/tps stat (and mitigation if the boss gets hasted on parries), Expertise still has some value beyond 214.
For DW fury, Expertise has a hard cap at 214, if you assume that all your dps will be done from behind (where the mobs cannot parry). If you're in fights where this is hard to do, extra Expertise might actually help out a bit (making 214 a soft cap). But for almost all cases you can treat this as a hard cap.
For Arms, the cap is at 214, but can be reduced by talents (with Strength of arms the cap is 182, with Strength of arms+Weapon Mastery the cap is 116). It is a tricky stat for arms though, you should probably not aim towards capping it at the expense of other stats. For more info check the spreadsheet thread.
Defense
Has a soft cap at 689 rating (540 skill). This is where the chance of a boss mob critting on you is zero. It still gives avoidance also after 689 (although less efficiently than dodge/parry).
Resilience
Here I'm not 100% certain, but from what I could find Resilience has a softcap at 33% (i.e. maximum 33% overall damage reduction can be obtained from resilience, but crit reduction can be stacked further). Using the updated rating conversions for 3.2, I arrive at a softcap of 3111. Good luck on reaching that
Dodge
Dodge rating suffers from
diminishing returns, which essentially means that dodge rating become less valuable the more dodge you have (for details check Whitehoof's post in the class mechanics subforum).
Parry
Also has diminishing returns, but it starts at a lower value than dodge. This makes parry a little bit worse than dodge point per point (since they now have the same rating conversion) for pure mitigation but does of course add some extra dps/tps through parry haste.
Agility
For agility->dodge, suffers from diminishing returns as above. For agi->crit, no cap (well, 100% crit is a definite cap) exists. Agility also gives some armor. For pure mitigation dodge>agi, but if you care about threat/dps, agi can be better than dodge point per point.
Crit
Crit has no simple cap, but there is a still a cap for it (which until 3.2 was more of a theoretical value since you could in principle not reach it). This cap exists due to how the hit table works. For white hits this cap is:
critcap = 100-24-(27-hit%)-(6.5-exp%),
where 24 is from glancing blows and the hit%/exp% terms cannot go below 0.
Example, with 10% hit and exp capped the critcap for white attacks is: 100-24-17=59%
For yellow attacks the glancing blow term disappears. Also, it is possible that yellow attacks are on a two-roll system (as far as I know no one has really been able to pinpoint that mechanic yet), making the cap 100% for crits.
ArP
The effect of Sunders+FF take the boss mob armor down by 25% before all calculations. Additionally there is a cap to how much armor can be reduced based on the armor remaining after these debuffs (see blue post by Ghostcrawler from a while back). Thus ArP from gear and talents only affects a fraction (depending on debuffs) of the total boss armor. These values are after the 3.2.2 nerf of ArP.
ArP needed from gear/trinkets (food/pots):
Fury
No trinkets: 1400
Softcap with Mjolnir: 735
Softcap with Grim Toll: 788
Arms
in battle stance (BSt): 1260 (90%)
BSt+T92p: 1176 (84%)
BSt+Mace: 1050 (75%)
BSt+Mace+T92p: 966 (69%)
Using Mjolnir gives softcaps which are 665 ArP rating lower,
Grim toll 612 rating lower.
Thanks for the input Gristle! An easy way of checking ArP and what you will get out can be found at
Simple ArPen calculator
Strength and
AP have no caps at all, you will continue to gain dps/tps however much you stack.
edit: clarified arms expertise cap