You implied it wasn't worth reforging to Haste because you wouldn't be able to reach plateaus. I explained that was pointless as the plateaus do not matter. You seem to be rather aggressive towards everyone on these forums, as indicated by your recent infraction, so just chill out.
I sim myself, and get stats weights like 1.86 haste and 1.46 mastery.
I enter that, reforge accordingly, re sim, and haste @ 1.56 while mastery @ 1.85
If I enter the same value for haste and mastery and then reforge, results are not as good as a pure haste build.
yah eiffeltower, I'm finding myself in the same situation. With SimCraft going wonkers on stat weights.
Also dosent help when i try and import and it doesn't seem to find my cloak (the hit/mastery one)(cant remember name) so I'm unable to get correct weights.
If anyone has bit of free time to help me Sim, send me pm.
And I never said I would go all out haste to reach any extra tick, so you're just rewording what I wrote. Thus making me feel like I expressed myself in a stupid way and hence my reaction towards you.
Anyway, all I'm trying to say is that at this point I haven't done enough theorycrafting myself or seen anyone else do it to confidently be able to stack any specific stat. All I know is that crit is shit and I'm glad I don't have any of it on my gear (except the proc trinket, but I'm getting DMC when the faire starts on Sunday).
I was looking in simc site for the priority and got it: Int > SP > Mastery > Hit > Haste > Crit
www . simulationcraft . org /505/ Warlock.html#Warlock_Affliction_T14H
What do you think about it evralia?
Does it means that depending of your item you have a different scale factor?
Or does it means that there isn´t a consensus about the stats priority for the AFF Warlock?
One of the things I haven't seen mentioned is that the issue people are having is that the default scale factors in simcraft are calculated for 200 point swings, which is great for figuring out gemming but not great for reforging as you can achieve much higher rating swings at lvl 90 through reforging.
With every gear change I have completed 3 sets of reforge plots, and the results are virtually identical for the gear levels that I have achieved so far.
Mastery to Hit/Hit to Mastery
Using my gear (461 ilvl): For a reforge delta of 400 points the results show it is a consistent DPS increase to reforge hit to Mastery, reforging Mastery to Hit is never a dps increase, it is always a dps decrease. The dps change is about 100 dps per 400 Hit/Mastery exchanged. Over the 800 rating range of the reforge the total dps change was about 200 dps.
Haste to Hit/Hit to Haste
For all values of Haste and Hit I have seen, it is approximately dps neutral to exchange Hit for Haste and unless you drop below certain haste values that seem to differ with gear (and therefore current haste).. For my current gear that value seems to be about 300 haste rating below my current 3372 (3000ish). I checked the Dot /Haste spreadsheet which said that is near the point where Agony gains a 14th tick and an 18th tick during Bloodlust/Heroism (with haste buff).
Mastery to Haste/Haste to Mastery
Exchanging Haste to Mastery appears to be a slight dps increase until you reach the same breakpoint seen in the Haste to Hit conversion where this a noticeable dps drop (~150 dps)
Understanding that this applies only to my gear for a Patchwerk type fight, I believe these results indicate that despite the fact that Simcraft consistently reports haste as my highest secondary stat, it is in fact mastery that provides the most consistent dps increase.
In addition, the numerous points that are achievable where the numbers of dot ticks changes makes reforging haste quite complicated and not necessarily a dps increase (or decrease).
Hit it seems is now a quality of life/consistency stat. Being hit capped is an overall dps loss (how much depending on how you get there). However from my personal experience, doing fights significantly below hit cap is difficult and frustrating. It will of course cause your dps to shine occasionally and tank sometimes.
I would therefore suggest the following strategies for reforging gear similar to mine (ilvl 461):
Reforging for hit cap:
1. Reforge all crit to either hit or expertise (on gear with hit)
2. Reforge haste to hit until you are just above the nearest haste breakpoint: 3043 is one I am near, 4198 seems to be another to shoot for.
3. Reforge Mastery to Hit. If you have to reforge more than 500-700 mastery to reach hit cap, it might be better to drop haste past the closest significant haste threshold to just above the next. Then reforge the rest from mastery to hit.
Reforging for max dps on Simcraft
1. All crit to mastery
2. All haste to mastery until just above a significant threshold . If you can drop haste well past this point then go ahead and reforge all of it to mastery
3. All hit to mastery
One caveat, I have not actually simmed a character where I have done this reforge, there may be critical values below the delta that I have reached where mastery becomes a dps loss. I just haven’t seen them yet.
And that's just what sacrificing hit in favor of higher dps is -- a gamble. Mathematically it might be a winning gamble over hundreds/thousands of parses, but we're not going to be doing each fight enough for the RNG to even out, and I'm not enough a gambler to hope luck is on our side for the attempts/kills we do have. I like to know, not hope.
Just my two cents.
To back up what this guy is saying, here is my stat scaling in my calculated gear (armory in signature):Originally Posted by Ddeaderthanu
If you look at the graph you see that as I gain haste/mastery they increase DPS at roughly the same rate and are swapping spots as the highest dps increase often. You then see that as hit increases it increases DPS, but not nearly as much as haste or mastery does. Crit is the worst stat by far and drops even further in value around 340 crit rating added.
There also appears to be a haste-breakpoint around 50-60 increased haste rating added which can be seen on the graph by the bump in haste's value shortly after the x=0 mark.
If you look in the negative direction you see a few interesting things.
1) Losing more mastery has the largest decrease in damage
2) Losing more hit actually has the second largest decrease in damage
3) Losing Haste is generally third most important to not lose
4) Losing crit is the best thing to lose and decreases damage the least
5) Hit/Haste/Crit are all roughly the same damage lost up until around 200 stats lost for each stat.
Out of curiosity, how does it feel playing under the hit cap v at it? Is it just a case of needing to keep a closer eye on dots incase an application misses?
I'm considering reforging out of my hit-cap, at least to experiment with, but I'm curious as to if anyone who's played that way can comment on if it feels particularly different, and if so, how.