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Feral Druid Stat Priority
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Post by
AngelKnight52
Hey there!
I see on many sights that mastery and crit are ahead of hit and expertise. I have been wondering if I should ignore hit and expertise or should I focus getting hit/exp to 7.5 and then focus on getting mastery and crit?
Post by
Mike
Although im not sure exactly how much mastery you should have before going hit/exp, but what other guides say is correct.
Agility > Mastery > Hit/Exp (7.5) > Crit > Haste
Post by
Thunderbro
How much hit and expertise you want is totally a personal preference. With zero hit and expertise, you should
theoretically
do the most damage. However, you'll find that with some hit and exp, your rotation will smooth out a bit and it will be more reliable. (I wouldn't recommend
capping
hit and expertise, but that's my personal opinion).
If you feel comfortable, just go for mastery and forget hit/exp.
If you want a smoother rotation, pick up a few percentage points.
Post by
Mike
With zero hit and expertise, you should
theoretically
do the most damage.
Yeah but how often does that happen... I sat on 0.5% chance to miss, and got 3 misses in a row at the start of a boss fight :( lost threat and someone died lol (Elegon).
Post by
Nishnig
With zero hit and expertise, you should
theoretically
do the most damage.
That sentence as written isn't really true at all though. Each swing that misses or is dodged/parried does zero damage. With 0% on each of those the number of attacks that just don't connect is large enough to drag down your overall DPS despite the fact that each successful swing is doing more damage. With diminishing returns on mastery, you could honestly reforge mastery into Hit/Exp and see an overall dps increase (over the course of a boss fight).
Personally I find that at a minimum I want at least 3.5% each on hit/exp. On my rogue I never felt quite right until I got to the expertise cap.
Easiest thing to do is just reforge any amount of your worst stat (probably haste) into hit + exp.
Post by
Karlzone
lost threat and someone died lol (Elegon).
We are talking about FERAL druids here are we not?
Each swing that misses or is dodged/parried does zero damage.
A swing that is dodged or parried does 0 damage. The reason for feralguides to be suggesting taking mastery above hit/exp is because a lot of our damage comes from passive means such as melee hits, rip or rake, as well as you getting 80% energy refund if you miss.
With diminishing returns on mastery
What.. the hell?
The numbers dps difference between capping hit/exp and not capping hit/exp is not huge either way (on simulations). However capping them gives you
consistent
results and smoothes out your rotation. If you do not play with Dream of Cenarius I would still say: cap hit/exp. Capping them allows you to perform well all the time as well as eliminating rng that can make you lose out on a lot more damage (refreshing rip before savage roar or something).
IF you play with Dream of Cenarius you have to cap hit and exp.
Post by
Heckler
Yeah I think the important thing to think about is how quickly you can figure out the proper reaction to a miss/dodge. The simulation can do it instantly -- even if it misses 3 times in a row, it's always got the optimal choice ready to fire when the next GCD finishes.
As a human, this isn't as simple. It's pretty easy to think 3-4 moves in advance when you know they'll all land (you already have to think about Crits and Clearcasts), but it gets more difficult to recalculate the proper move on the fly as misses and dodges are added to the mix. Keep in mind the more errors you make, the less valid the simulation results become for you.
If you can handle these "error opportunities" really well, then you should see an increase in DPS by favoring Mastery over Hit/Exp. If you can't, then you are probably actually reducing your DPS by favoring Mastery, even if the simulators show you as "optimal."
But, the bottom line really is that the DPS difference is not huge between the cases (well within the standard deviation I would assume) -- so just pick a style and make sure you're good at it. I think time spent increasing your skill through practice is worth far more DPS than time spent min/maxing stats to the last 1%.
Post by
Mike
lost threat and someone died lol (Elegon).
We are talking about FERAL druids here are we not?
I was referring to not having the correct amount of hit/exp. Did you even read my post?
Post by
Karlzone
I was referring to not having the correct amount of hit/exp. Did you even read my post?
Yes I did.
It did not make a whole lot of sense to me why you replied about a scenario that can only occur as guardian, in a thread about feral.
In the end the whole reason for capping hit/exp is different for those roles.
As tank you want to minimise randomness.
As dps you want to maximise damage over a certian timespan. If the way to do this is to minimise randomness then you should cap because of this reason.
Heckler explained it better than I could have ever done.
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