Torias wrote:This is a pretty militantly max-CTC set of weightings
No it's not. If it was, I wouldn't value stamina and armor.
What it
is is consistent. Far too many people say they want to "maximize combat table coverage" but then argue that "No, no, in this one case here, I actually want to do something else."
That philosophy leads to inefficient gearing.
If you want Maximum Damage Reduction, use an MDR guide or set Mr. Robot to provide that for you. But then don't be surprised when the guide suggests dodge gems over mastery. If you don't want to value stamina at 2/3 mastery, then don't be surprised when guides stop recommending any stamina gems.
Eanin wrote:I have nothing against a max-CTC guide (I wrote one myself once upon a time back when there were crushing blows). What's weird about the cloak case is that the PvP cloak actually provides less CTC than the quest cape.
It's not a max-CTC guide. No sane person would gear for CTC alone (choosing highest mastery rating + 1/3 avoidance for each piece) in the absence of any other stats, because that would lead to much-lower-iLvl pieces popping up to the top of the list periodically, when a newer piece with more stamina and armor is clearly better.
There's nothing weird going on. You've made an assumption about the guide and are troubled that your assumption isn't to be panning out.
Torias wrote:I think the fact is that with the stat weightings in question 59 stamina simply ends up having a higher weighting than ~0.24% CTC. Pretty weird result for a "Combat Table Coverage" set of weightings.
It's your own assumption that this is a CTC weighting.

You made an assumption and are now surprised that it doesn't fit the data.
Both of you take a step back, and think about how difficult it is to provide a guide for all the possible different tiers of tanks in so many different tiers of content. Even if you toss out the highest-end tanks (who rarely need guides like this), you have people trying to survive heroics all the way to people working through Firelands. In each case the tanks need a certain amount of stamina from their standard gear set (so that with just a trinket swap or two they can have enough for each encounter), but they also need to have a predictable amount of damage intake (low too, yes, but predictable is better than low for most people). And that ignores the variation due to healer preference (i.e. how your healers want you to gear to make things easier on them).
Think of each gear set as a point on a three-axis chart, [X,Y,Z]. Let X be the correct amount of block for that character, Y the stamina, Z the avoidance. Starting with a naked character, and using the gear available to that character based on available content, I have to create weightings that result in given slopes Mxy and Mxz such that the resulting vector hits just the right spot when the character fills their last open gear slot.
Doing that for all characters with just one set of weightings may be impossible. But I think this set is pretty close. What doesn't make sense though is using different weightings for different slots in the same gear set at the same time. That doesn't yield a vector.