Diefje
11-19-2009, 01:46 PM
Just for combat, for now
Wound/Wound vs Wound/Deadly
Deadly does theoretically more dps single target, but many fights in ToC have target switches, numbers of adds that need to be AoE'd, or periods of downtime, making DP not reach full stacks or falling off repeatedly. WP/WP is realistically higher dps on almost every fight
Gemming
With any amount of ToC gear, ArP is the superior stat to gem for, even without ArP trinket (Grim Toll, Mjolnir Runestone). Trinket just makes it a sure thing.
ArP caps at 100% on your stat sheet, mouseover your melee hit to see where you are at.
Crit cap is for white melee attacks only:
100% - 28% (base miss rate for dw) + your hit % - 6.5% (base dodge rate) + your exp % - 24% (glances)
Blocks and parries shouldn't be an issue. The deal with crit cap is that once you reach that point (usually only with trinket procs & raid buffs), all your white hits will be Crits or Glances (or miss/dodge/block/parry). Pushing your crit up higher does not affect your white damage at all (still adds to yellow attacks), so crit sinks under haste in priority. Ways to remedy the crit cap is by replacing crit by haste, agi by AP, or getting more hit/exp.
red:
Fractured, ArP until (soft) cap >
Precise, expertise until cap (it surpasses agi at end of ToC gear lvls) >
Delicate, agi
blue:
1 nightmare tear in a blue slot with highest socket bonus. All other blue sockets are gemmed with red.
yellow:
Unless you're going for ArP hard cap, gemming for yellow is recommended depending on socket bonus (pretty much only +4hit is not worth it). Haste catches up to crit, especially if you're HnS or Vile Poisons specced. If you have a trinket that gives crit, then crit capping might come into play, if it does, replace Deadly with Deft first.
Deadly, agi/crit or Deft, agi/haste
Wound/Wound vs Wound/Deadly
Deadly does theoretically more dps single target, but many fights in ToC have target switches, numbers of adds that need to be AoE'd, or periods of downtime, making DP not reach full stacks or falling off repeatedly. WP/WP is realistically higher dps on almost every fight
Gemming
With any amount of ToC gear, ArP is the superior stat to gem for, even without ArP trinket (Grim Toll, Mjolnir Runestone). Trinket just makes it a sure thing.
ArP caps at 100% on your stat sheet, mouseover your melee hit to see where you are at.
Crit cap is for white melee attacks only:
100% - 28% (base miss rate for dw) + your hit % - 6.5% (base dodge rate) + your exp % - 24% (glances)
Blocks and parries shouldn't be an issue. The deal with crit cap is that once you reach that point (usually only with trinket procs & raid buffs), all your white hits will be Crits or Glances (or miss/dodge/block/parry). Pushing your crit up higher does not affect your white damage at all (still adds to yellow attacks), so crit sinks under haste in priority. Ways to remedy the crit cap is by replacing crit by haste, agi by AP, or getting more hit/exp.
red:
Fractured, ArP until (soft) cap >
Precise, expertise until cap (it surpasses agi at end of ToC gear lvls) >
Delicate, agi
blue:
1 nightmare tear in a blue slot with highest socket bonus. All other blue sockets are gemmed with red.
yellow:
Unless you're going for ArP hard cap, gemming for yellow is recommended depending on socket bonus (pretty much only +4hit is not worth it). Haste catches up to crit, especially if you're HnS or Vile Poisons specced. If you have a trinket that gives crit, then crit capping might come into play, if it does, replace Deadly with Deft first.
Deadly, agi/crit or Deft, agi/haste