We have a base mastery of 11.20% and we gain 1% mastery every ~428 rating. 10% from enrage + the invisible mastery bonus, which means it’s multiplicative when it’s being used to calculate damage. Third inline mastery increases our Physical damage while enraged, it does not buff enrage itself but adds a secondary invisible buff I.E. To gain 1% Crit you will need to get 600 Crit rating, also note the when attack a boss level target your Crit will be 3% lower due to the fact the Crit diminishes in value as the targets level is higher (also known as crit depression). The second function for Crit is to make our BT and CS Crit giving us Enrage and Raging Blow’s, Raging Blows are the core part of our rotation, the lower the Crit chance is the more unlikely we are able to pull off the best CS combo and that’s why its recommended to have a high Crit chance when playing fury. The Meta applies a 3% Crit damage effect, this gets multiplied by the Crit multiplier Crit’s base function across all classes is to give the chance to double the damage of the move. SMF gains more weapon damage through AP than TG.įollowing very closely behind Strength, Crit is out second best dps stat, it serves more than one function in our DPS. Even though you get more out of AP from TG in terms of damage, SMF has a higher percentage gain from AP I.E. Attack power also contributes to weapon damage, when calculating for ability damage for every 14 attack power you will gain 3.3 weapon damage as TG and 2.4 weapon damage as SMF. Attack power increase the damage of AP based abilities such as Deep wounds, Heroic leap, Dragon Roar and Execute. Is the highest DPS gain per stat, each point of strength gives 2 attack power. To gain 1% Hit or Exp you need 340 rating To cap these stats you will need a rating of 7.5% or 2550 of the stat or 2210 with a weapon racial. These two stats are required to stop your attacks from being avoided by the boss, even though these two stats have the highest priority they do become a priority when thinking about gemming, most of your Exp and hit will come from passive on you gear and reforging. Will stop your attacks from being dodged from behind and any expertise over the cap will reduce your chance to be parried from the front of the boss. Will reduce your chance to miss the boss with your special attacks and white swings, white swings have a higher hit cap when dual wielding and to be capped will require 26.5% hit. (This is just a general over view to get the best and accurate stat weight use a simulator, for information on how to use SimC Click here)
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