Originally Posted by
Anzen
Of course there isn't a dynamic
breakpoint of sorts, that amount actually came from a lot of sims done in the past.
Vixsin, probably one of the resto shamans out there, explains it better than I can.
The graphs there show that there isn't a fixed breakpoint. It says:
"Likewise, if Mastery versus Crit had a single breakpoint, you would get the same value when you compared the point of intersection between two lines. But, as I discovered through my analysis, the point of intersection for the Mastery-Crit combinations that I looked at varied".
That's true. But it's also true for every stat - the more we have of a stat, the less valuable it is to increase it, so it's important to balance stats rather than go one stat only. But there is no magic point, the value decreases as 1/(1+x).
Also, care has to be taken when analyzing the top graphs which show lines from 0%M+100%C to 0%C+100%M as the labels are somewhat confusing. This 100% on the graph there is *not* 100% crit or 100% mastery on the character armory. Rather, it's the relative percentage of point allocation from the 4000 secondary points used in that analysis at the start of MoP. With current gear levels we can allocate much more points through reforging and regemming.