Originally Posted by

**Chuupag**
Every 340 hit or exp saves you 1 miss/dodge/parry white and yellow attack roughly every 2 minutes. It also increases your dps by slightly less than 1% due to the inability to overcome glancing blows. That yellow attack will be one of the following: Jab, Expel Harm, Keg Smash, Blackout Kick, or Tiger Palm. Assuming an average amount of energy regen at 12/sec will give you 1440 energy during those 2 minutes. You will have 15 KS for 600 energy, and the remaining 840 will give you 21 Jab/Expel. Giving you 51 chi in those 2 minutes (57 with Power Strikes). To keep shuffle up requires 40 of that chi, 8 for Guard, and the remaining 3 (or 9) on Purifying Brew. That seems a bit low for PB usage...so you'd probably let shuffle slip at times. So of your 120 gcds I am not going to assume perfect play, but I'll assume 100 in those 2 minutes b/c of either hesitation to TP b/c KS was coming up, movement, or not queueing up your next attack while the gcd is still going. 15 will be KS, 21 will be Jab/Expel, 20(ish) will be BoK, and the remaining 44 will be Tiger Palm. Guard and PB are not on the gcd. The chance of that 1 missed yellow attack being KS is very easy to calculate in this situation...about 15%. A missed BoK still gives shuffle...so that is just a dps loss, and a missed TP is just a dps loss as well. So for every 1% hit and exp you protect against .075 missed KS per min or .1 missed Jab/Expel per min which is really the only ones that matter. Extrapolating from that, going from 0/0 to 7.5/15 you protect against ~1.7 missed KS a min and ~2.5 missed Jab/Expel a min. The question then becomes can haste and/or crit make up for that.

Every 425 haste gives you 1% haste, which gives you roughly 1 extra white attack every 2 minutes and increases your energy regen by .11, it has no effect on yellow attacks. Since white attacks make up a small portion of our dps, 1% haste gives much less than a 1% increase in dps. It also takes almost 6 minutes for that 1% haste to give us another Jab. The 1 extra white attack gives on average .75 seconds of Elusive Brew over 2 min, assuming an average 25% crit.

Every 600 crit gives you 1% crit, which will give you roughly 1 extra white attack crit every 2 minutes, and (100-miss/dodge/parry)/100 yellow attack crit every 2 minutes. Since both our white and yellow attacks can crit, 1% crit gives pretty much exactly 1% increase in dps, slightly less if not hit/exp capped...but still more than haste. The reason for this is the majority of our damage is yellow, and yellow attacks use a 2-roll system, so that hit/exp give more value to crit for yellow. That 1% crit gives you roughly 3 seconds of Elusive Brew over 2 min, making it roughly equal to .75% dodge averaged out, but if played properly is worth slightly more as you can anticipate the swing timer and have EB up just prior to the hit.

So in the end, in terms of stat points, 1% hit/exp = .8% haste = .57% crit. So the compairison breaks down to this:

*Is insurance against*

**.075 KS/min(1chi, 8 energy, 1gcd per 13min20sec) + .1 Jab/min(8 energy, 1 gcd per 10min) + ~.9% dps**

*worth more than either*

**1 chi every 7.5 min + .6 seconds of EB (~.15% dodge) + ~.2% dps**

*or*

**1.7 seconds of EB (~.43% dodge) + between .6% and 1% dps (depending on hit/exp)**

Worth noting is that haste and crit compliment each other, meaning those values shore each other up the more you get of them, hit/exp do not have such a relationship with the others.

Here is all the math, you decide for yourself.