Originally Posted by baneberry.dalaran
Ven,
GC is asking for theorycrafting data to support expertise hard capping... I will be linking your spreadsheet .
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Well, the point is that either expertise stat weight is under haste, in which case you don't add expertise to your gear, or expertise is better, in which case it's better until the hard cap. It simply can't be better until a certain value, and then become less effective. Well, it could if hit/exp were close to haste, but they clearly aren't close enough. There can't be a transition point after which expertise becomes bad, even if Exp loses part of its value as you're increasing it.
The (slightly simplified) formula giving the chance to land an attack is something like :
77.5 + hit + exp
So if a 1% increase in hit chance corresponds to a XXX Chi per second increase or a YYY GotOx increase, that will still be the case whether you've got 0% or 14% expertise (warning, that's a simplistic way to phrase it, more reflexion is needed, but still...).
Remember that Hit/Expertise is beneficial for :
- Chi generation : extremely beneficial for overall survival (a missed Keg Smash is nightmarish, and a missed Jab costs no less than 8 energy !)
- Enchant procs (only hit if you consider Colossus) : not great, but still...
- Gift of the Ox : that's a gigantic (ok, i'm exagerating a little) healing
- Statue of the Ox : hit/exp are really great for that Brewmaster statue
- the reduction of lost gcd spent on missing your BK (and other attacks), which diminishes the number of spare gcd for TP : and that's included too in the spreadsheet
Hit/exp are behind haste only if you consider neither GotOx nor the Statue.