Showing posts with label gear. Show all posts
Showing posts with label gear. Show all posts

Friday, April 10, 2009

Thinking Gear For the Last Time, Pre 3.1

So in thinking about it for the last time before 3.1 comes out, 

I think these are the gear pieces that I want to work towards:


There are still a few adjustments I might make, but ultimately it's pretty much what I'm looking for.  Both sets have enough hit to make me happy, and enough expertise to improve matters pretty well.  Both sets have enough armor value, and a good portion of everything else I want to see.

Of course, the Obsidian Greathelm is still just a pipe dream for me, but who knows?  Once Ulduar hits, and our 10 man gets a little better gear, maybe we can start doing S2 and S3 on a regular basis.


Monday, March 23, 2009

Serving up hit rating

So, with our incredibly high hard hit cap when dual wielding, I had wondered if there were any point in it.  I could barely get enough attack power to be worth anything, and hit rating was even more elusive.  

But lo and behold. . . ..


It seems that it is not only possible, but almost desirable to try for hit caps in the new patch.  Even if I choose not to, my hit rating will probably go up whether I mean it to or not.

Notice from the "Math" post, based on the fact that dual-wielding gives a miss chance of 28% for all off-hand strikes (only 8% for yellow and main hand strikes) that this would require 919 hit rating (see that post comes in handy) and even with Precision we still need to counter a 25% miss chance, which is 820 points.  

Up until recently this was unattainable, as most decent gear for us had virtually no hit rating.  There was some, but barely enough to get up to around 300 hit rating, which is a far cry from the hard cap, but well over the soft cap of 8% (263 rating w/o precision, or 164 with it).

Even better, Blizz has promised us that armor penetration will be 25% more effective after 3.1 hits, so the 323 armor penetration rating (should we have a quiz to see how many people know how large of a percentage armor that will ignore at least before diminishing returns?  Let's put it this way, it will be larger than the effect of 5 stacks of sunder.).  As of now, whether that 25% more effective is going to be from a reduction in the base rate of conversion from armor penetration rating to percent, or whether it's going to be from the promised reduction in the armor values of bosses, I can't say.