There were several hofixes this week, here is the updated spreadsheet :
http://www.filedropper.com/brewmasterspreadsheetcopy_3
New features
- I've added
Neara's modification, now the spreadsheet might work with Open Office.
- New options for Weakened Armor and 4% physical damage raid debuffs.
New enchant procs
The Windsong enchant now uses the Real PPM proc system. Unlike Windwalkers, it didn't change many things for Brewmasters.
Glyph of Guard
The glyph is now fixed in game, you can use the "Glyphed Guard" cell more safely. I've also modified the program so that you gain Vengeance from the "Magical unmitigated damage taken per second" cell.
Vengeance Nerf
This is the most important one. Yesterday (or the day before), Vengeance was nerfed by 33%*. This has huge implications for our Statue, for Guard and for Expel Harm. EH heals less, but anyway it's better that Jab. Guard absorbs less, but according to the spreadsheet it's still worth using.
And since we deal less damage and have less AP from Vengeance, the Statue is less efficient. Remember that hit/exp really are statue stats, and they used to be so high partly because of the Statue, not only because of Chi generation and pure damage reduction. Nerfing Vengeance is nerfing the Statue, which is nerfing hit/exp. You'll notice on the spreadsheet that those two can hardly be superior to crit/haste now. You shouldn't stack them on you gear any more, unless you do want to increase your dps (they obviously remain the best dps stats, as you can see in the dps section of the spreadsheet).
Yet hit/exp have hidden diminishing returns which i will not explain here. You might see on the spreadsheet that at low levels of hit/exp, their stat weight can be superior to haste/crit. But that's clearly for low values, possibly the base hit/exp you get on your gear. So, in order to maximise your survival, you'll want a bit of both, but not too much. Even 7.5% seems too much.
***
* Here is how i proceeded to deduce the numbers involved in this nerf (i had to conduct some tests since we have been given no information about it) :
On my Monk i have 25% damage reduction from the Ox Stance, 24.27% from Stagger, and 26.06% armor. Therefore, if H is the damage i take when i am hit, to calculate U, the unmitigated damage of the hit, i use the following formula :
U = H / (0.75*(1-0.2427)*(1-0.2606))
or
U = 2.381175105 * H
The initial Vengeance you get from the firs time you're hit in a fight used to be determined by this formula :
V = 0.5 * 20*
0.02*U / 1.5
Nerfing Vengeance means nerfing the "0.02" value i've underlined (unless they modified the way we gain Vengeance, but i doubt it). Therefore i went to see some mobs in Pandaria, i got hit by them, noted the amount of Vengeance the first hit gave me, together with the amount of damage the hit did to me, and i used the formulas to know how the 0.02 was modified.
I made tests agains several mobs, and i got a quite constant result of 0.0133 (instead of the former 0.02). Therefore Vengeance now scales with 1.33% of damage taken, rather than 2% of damage taken.