theckhd wrote:Stat ComparisonSetup:
Race: Human (hardly matters)
Talents: None
Glyphs: Alabaster Shield, Focused Shield
Seal: SoT
Gear: 496 (T14 Normal raid set)
Rotation: ^WB>CS>J>AS>Cons>HW>SotR
Buffs: Full raid, 50k and 100k Vengeance
Code:
calc_statscaling.mRevision:
r536Patch: 5.0.5
Date: 18 Sept 2012
This sim calculates DPS for a range of strength values (we'll call this the "independent" stat). It then adds the equivalent of 10 itemization points of one "dependent" stat (i.e. 10 strength, agility, intellect, 20 AP, or 10 of any rating) and recalculates DPS. The difference between the two values is the improvement that those 10 itemization points granted us. By doing this for all of the relevant stats on our gear, we can construct a plot showing how those stats scale with the independent stat. We then repeat the calculation three more times with hit, expertise, and haste as the independent stat.
I've artificially set the hit and expertise of the gear set to 5% each to ensure that we get the full valuation of hit and expertise on the plots. I'm also calculating the results at 50k and 100k Vengeance AP so that we can see how things change with boss damage. This might give us an idea whether our stat priorities change depending on whether we run 10-man or 25-man.
First, let's look at the strength plots. The armory strength value of this gear set is
9980.

At 100k Vengeance, each attack is doing so much damage that hit, expertise, and haste become our top DPS stats. Making sure that those attacks land (hit, exp) and getting more of them (haste) simply dwarfs any effect the other stats could have. We see strength in a distant fourth place, followed closely by AP and crit. Agility and intellect grant less crit than crit rating, and thus fall considerably lower on the totem pole.
However, things change drastically when we drop to 50k Vengeance:

Hit retains its top spot, but expertise and strength are now roughly tied for second place. AP trails them slightly, and haste trails AP slightly, but both are still pretty good DPS stats. Crit trails the rest of the pack now, though, and agility and intellect are still on the bottom.
The interesting point to take home here is that your max-DPS gear set will vary from boss to boss. On some bosses, you'll want 7.5% hit and 15% expertise followed by as much haste as you can muster. On other bosses, you might hit-cap and gem/reforge for expertise and strength. If we extrapolate to weaker bosses (which may be most 10-mans), even hit may fall behind strength. This makes gear choice tricky, because we'll have to get accurate estimates of our own damage intake and Vengeance levels for the raid category we care about.
Note that on 10-man content, we're likely to be in the 50k or lower regime, so hit and exp might lag strength slightly in terms of raw DPS. Once we have more accurate estimates of average 10- and 25-man Vengeance levels, we can fine-tune this analysis more.
For now, I've calculated DPS stat weights for both 100k and 50k Vengeance levels. I've included Shield of the Righteous uptime coefficients as well to give you an idea how the stats impact survivability. Note that these values are the change in SotR uptime
percent that you get per 1000 points of the stat, whereas the DPS values are per one point. The third column gives DPS benefit in terms of itemization points (which just bumps AP up slightly, since everything else is 1:1).
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DPS and SBU% stat weights for ^WB>CS>J>AS>Cons>HW>SotR, SoT, 100k Veng
| | DPS | SBU% | DPS |
| | ppt | p1kpt | pipt |
| hit | 0.546 | 0.244 | 0.546 |
| exp | 0.434 | 0.157 | 0.434 |
| haste | 0.374 | 0.178 | 0.374 |
| str | 0.272 | 0.000 | 0.272 |
| ap | 0.130 | 0.000 | 0.260 |
| crit | 0.240 | 0.000 | 0.240 |
| agi | 0.097 | 0.000 | 0.097 |
| int | 0.011 | 0.000 | 0.011 |
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DPS and SBU% stat weights for ^WB>CS>J>AS>Cons>HW>SotR, SoT, 50k Veng
| | DPS | SBU% | DPS |
| | ppt | p1kpt | pipt |
| hit | 0.338 | 0.244 | 0.338 |
| exp | 0.271 | 0.157 | 0.271 |
| haste | 0.231 | 0.178 | 0.231 |
| str | 0.272 | 0.000 | 0.272 |
| ap | 0.130 | 0.000 | 0.260 |
| crit | 0.149 | 0.000 | 0.149 |
| agi | 0.061 | 0.000 | 0.061 |
| int | 0.007 | 0.000 | 0.007 |
Next, we'll look at the hit rating plots:


These two tell a similar story. At high Vengeance, hit, expertise, and haste dominate; at lower Vengeance levels, strength catches up to expertise and haste falls behind slightly. On both graphs you can clearly see when we cross the melee hit cap at 7.5% and the spell hit cap at 10% (because we have 5% expertise). Hit has no value past the spell hit cap, while expertise continues to improve our melee attacks.
Perhaps it's worth noting that it isn't worth stacking hit above 7.5% just to reach spell hit cap - we're much better off using expertise to get the rest of that spell hit, since we get the added benefit of dodge/parry suppression. That's probably common sense, but this gives us the numbers we need to quantify that thought.
Next up, the expertise plots:


Not much new here. At 10% expertise we reach the spell hit cap (because of our 5% hit), and both hit and expertise see a drop in value. Hit maintains a pretty high value after that point, while expertise drops below haste. Once we hit 15% expertise, expertise drops to zero as expected. The ordering of stats on this plot is pretty similar to those we've already seen.
Finally, let's look at the haste plots:


Now, I've cheated slightly here. I'm using 100 points of each stat here to help smooth the curves out a bit. The haste curve in particular behaves poorly at low stat levels. Some of that is due to some rounding of buff durations in the FSM code that creates artificial haste break points, but some of it is true fluctuations. For example, if we hit a point where we get one more CS-X-X cycle in a 30-second window, then we need one fewer HotR to keep Weakened Blows active, which gives us a discrete jump in DPS. Any buff that isn't haste-modified can cause that sort of a breakpoint, so we get a number of small ripples on the haste curve on this plot. If we crank back down to 10 points of haste, it magnifies these effects because we see a 2x-3x (or larger) change in DPS over a small range in the vicinity of that discontinuity. By using 100 points, we smooth out a lot of that effect and get a better estimate of haste's "true" value.
It's worth noting that while these discontinuities exist in the sim, it's unlikely they're as prevalent in the real world. The simulation doesn't model lag, human reaction time, or the possibility of errors (ex: intentionally letting WB drop for half a second rather than refreshing it 4 seconds early). In practice, those effects should naturally smooth out the discontinuities anyway.
In any event, there's not much new to tell from this plot. Improving haste makes everything better, but the stat priorities don't change significantly. At the 100k Vengeance level, we still want hit>exp>haste; at 50k we still have hit dominating with expertise and strength vying for second place, AP right behind them in fourth, and haste a distant fifth.
A note on gems:In MoP, the stat budget on gems has changed slightly. Instead of the itemization ratio seen here, we get twice as much of a secondary stat as we should (example:
Bold Primordial Ruby vs.
Precise Primordial Ruby). This analysis has used the usual itemization budgeting that you'll get on gear pieces, which means that for gemming, you need to double the value of any secondary stats. In a practical sense, this means that expertise, hit, and haste will almost
always be the high-DPS choice for gems. Strength simply can't compete with the factor of 2 itemization benefit on gems. Since we're not likely to get enough haste to reach any sort of serious cap, we can always stuff a haste gem into a slot for more DPS than a STR gem (socket bonuses nonwithstanding, but even there, a STR/Haste gem will be superior to pure STR).
TLDR summary:
- Hit (to 7.5%) and Expertise (to spell hit cap) are generally our best DPS stats (in that order) at reasonable Vengeance levels. At very low Vengeance, they will fall behind Strength and AP.
- At high Vengeance levels (~100k), haste is our third best stat, followed by strength, AP, and crit.
- At lower Vengeance levels (~50k), strength and AP are about as valuable as expertise, with haste falling to fifth place and crit trailing it significantly.
- Agility and intellect are both very weak DPS stats at all Vengeance levels. Avoid them.
- Remember that since secondary stats on gems are doubled, secondary stats are always the right DPS choice on gems.