Decree actually does scale with mastery. They fixed this at some point. It scales with haste in the sense that HST scales with haste so it wouldn't make sense for it to scale a secondary time. I don't think it scales with crit but it has been a long time since I checked. It doesn't really change the fact that it still.... is lame like tidal totems.
But anyhow, in the near future, I am going to be posting a mathy version of stat weights here. It is all basic common sense, and everyone already has their own idea of what the best stat priority is for max HPS at each different health threshold. But I wanted to do it a bit more detailed than that.
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So, here are a couple of posts for stat priorities in Legion at different average health percentages for maximizing HPS (not HPM). Long mathy post incoming.
Background info: Haste is 325 / 1%. Mastery is 350 / 3%. Crit is 350 / 1%. Versatility is 400 / 1%.
Keep in mind that all secondaries scale multiplicatively off of each other and so once you ‘normalize’ the secondary stat value of one secondary relative to another secondary, the optimal way is to then continue in a 1:1 stat point allocation between those two secondaries
Regardless of what is optimal, the exception to this is mastery, and people stack it very high (me included at times) because people use it as an insurance policy to prepare for the one time the raid might dip incredibly low. It doesn’t maximize HPS in the long run, but it serves another (and probably more vital) role. This post, however, is strictly going to address maximizing HPS at various average health thresholds, and not spikes.
Assumptions:
1) This does not include the secondary value of haste in that in addition to lowering the cast time / GCD for spells, it also increases the amount of HoT ticks you get from Riptide/HR/HST. I will incorporate this in a later post.
2) This also does not take into account passive traits that exist on a lot of spells and artifacts. I did not incorporate passive crit from TW, Passive 10% crit to CH from floodwaters, Passive 6% crit to HR from Empowered Droplets. Also, this does not take into account resurgence as this is not an HPM calculation. However, I plan on incorporating this in a later post.
3) The end result is that there are so many negatives to take into account that affect crit and this is because all of the examples I mentioned in 2) are additive which makes crit severely de-valued. On the other hand, everything that affects haste (whether that is TW, QA, Wavecrash) All scale multiplicative and thus independently of the value of haste you have on your character. This means that TW, QA, Wavecrash in fact do NOT de-value haste in the slightest. This makes haste actually so much stronger. Still, QA is very strong in itself. In a future post, I will give an estimate of these passives / artifacts based on at least my current spell usage on beta raid logs.
The mastery graph / chart:
What this graph indicates is the values of mastery you will want to stack at various average health thresholds BEFORE you begin to stack any other secondary stats. As mentioned before, everyone has their own interpretation of what ‘average’ health threshold is ‘optimal’. However, this isn’t the point of my post.
https://docs.google.com/spreadsheets...at=interactive
https://docs.google.com/document/d/1...2n3_JmQ9Tc/pub
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Some notes:
1) Because mastery scales at 350 / 3% and haste scales at 325 / 1%, the actual point at which haste and mastery become ‘equivalent’ occurs right at 60.72% health (Remember, that we have 24% baseline mastery which MUST be accounted for). This is why at 60.72%, the graph / table indicates you should stop stacking mastery independently if you truly want to maximize output for targets at this level of health.
2) Continuing on with this example at 60.72% health, the next question to ask is when should you start to stack crit. Remember, haste scales at 325 / 1% and crit scales at 350 / 1%. In this scenario at 60.72%, we have already made haste and mastery ‘equivalent’ meaning they can be stacked 1:1 now. Also, at 60.72% hp, haste (and mastery) scales 350/325 better than crit. This is equivalent to 2500 additional stats needed in haste/mastery before crit starts becomes on a 1:1 level with both mastery/haste.
However, we also happen to have 5% baseline crit. Like the baseline mastery, this MUST be taken into account. As a result, crit stacking is delayed for an additional 1750 points of haste/mastery. In other words, after you ‘normalize’ haste and mastery as per the graph, you will have to stack 4250 haste/mastery before crit is finally ‘normalized’. After this, you can stack mastery:haste:crit in a 1:1:1 fashion.
3) That is… until versatility. If you do the exact same exercise in 2, you must reach 18250 total points before versatility gains ‘equal’ footing. This would come out to be in total (remember this is for the 60.72% health threshold) haste: 7500, mastery: 7500, crit: 3250. At this point, you theoretically would be stacking all secondaries at 1:1:1:1.
But still, remember none of this takes into account HPM which is important since haste destroys mana early on in an expansion. Crit also helps partially in the HPM department through resurgence, but in general, resurgence restores a very low amount of mana. Not to mention, you must remove the baseline 5% crit (as well as passives) when determining just how much mana it actually returns. Additionally, if you don't OoM, you don't need the mana. Still, it gives a rough idea of things. Remember, this is for average health thresholds and not spikes.
Additionally, this first post does not take into account the additional stat weights haste/crit actually deserve because of haste double-dipping and crit through QA. This is what the next two posts will address, this is just the foundation. In the next post, I am going to account for the value of haste and it's secondary effects. Then the third post will be about accounting for crit and all the passives. By the end of this, I hope I can create something which lets you input a health threshold as well as your total secondary stats (that you aim for) and it gives you a rough idea of how much of each stat to use. I don't know if this last part will come into fruition, but we will see as beta comes to a close.