shiz98

01-19-2011, 02:14 PM

I think I have a few answers to some of the Arms questions that've been lingering around. Figured I'd share 'em here to see what people think!

Stat Priorities

Hit/Haste/Expertise

We generally assume hit to be the best DPS stat up to the cap, because well, that's just almost always the case. Now Expertise would be up there too, since the rating conversion is the same and the resulting effect is the same, except that getting dodged allows us to overpower, which does all sorts of crazy things to the rotation. Bottom line: Expertise isn't as valuable as hit from a pure DPS perspective.

However, when you look at things from a rage perspective things get interesting. I think the basic rotation you want to maintain as Arms (speaking on patch 4.0.6 terms) is Slam/MS/OP/Rend/CS on every CD. HS is for suckers. Now from my experience (in woefully crappy gear), I can pretty much do that on 7.5% haste, 8 expertise, and 4.5% hit. Ok, cool. So what?

Let's look at haste. Haste, to be blunt, sucks as a DPS stat. It's just bad, even if Slam scales with it, because it really only affects something like 30% of our dps. The real value in haste, however, is increasing rage gen, which is why we want it.

However Hit and Expertise, from a rage generation perspective, do the exact same thing as haste[i], and what's more, [i]they do it at a better conversion ratio. 1% hit == 1% haste == 1% expertise if you're trying to generate rage. However, it only takes ~120 Hit/Expertise to equal the effect of ~128 Haste. See where I'm going with this?

If we look at those numbers I posted above, that's about 14% rage bonus from my stats. Turns out, if you cap both hit and expertise you've got about, hey, 14% rage bonus! Plus, expertise most definitely gives more raw DPS than Haste.

This basically turns the stat priorities around a bit: you start by capping hit because it's a damn good idea all around. From there you're really just worried about being able to maintain a stable rotation with your rage income. The most efficient means of doing this is actually to get expertise first, and haste only after you've capped your expertise. In fact, anecdotal evidence would suggest that once you cap hit and expertise, you don't need any haste. Therefore our new priority is:

Hit > Expertise > STR > [everything else] > Haste

Where everything else consists of two stats...

Crit/Mastery

Let's think about it this way:

Crit:

120% Damage bonus

62% Weapon damage bonus (from DW/Trauma)

Mastery:

100 + [crit]% Weapon damage bonus

62% * crit Weapon damage bonus

Now, all of our abilities hit harder than our melee swing, so the damage bonus from crit is pretty much always going to be higher (for any reasonable level of crit). Similarly, the Deep Wounds damage from a crit is always going to be higher in any realistic settings.

So percent for percent, crit is superior. However, Mastery is twice as effective as crit on a rating per rating basis. If you double those numbers from the Mastery section above, things start to get a little more interesting:

Mastery:

200% + 2*[crit] Weapon damage bonus

124% *[crit] Weapon damage bonus

Assume you've got 10% crit, and that works out to a 232% weapon damage bonus, per 1% mastery.

Let's assume that each ability does a minimum of 150% weapon damage. Each point of crit is then worth 242% damage, minimum.

Bottom line: crit and mastery are roughly equal. However, mastery scales with crit and crit does not, so as gear improves greatly mastery will probably take over.

Final stat priority:

Hit > Expertise > STR > Crit = Mastery > Haste

Crit is probably sightly better than mastery right now, but I imagine the opposite will be true in later tiers.

Rotation

Basic rotation:

1. Maintain Rend

2. Expiring TfB proc

3. Mortal Strike

4. TfB Proc

5. Slam

Colossus Smash throws us for a bit of a loop. Damage wise it sucks -- Slam actually hits harder. CS's real value is the benefit it gives to the abilities used after it. As such, I think its place in the rotation should be solely as a buff to Overpower/MS/Slam. I'd go so far as to say that it should only be used right before you can line up a back-to-back MS/OP combo (with a side helping of Slam, rage permitting). In other words, don't try to maintain CS uptime or anything; treat it as a simple buff to those two abilities.

Stance Dancing

With the ability to keep 75 of our rage while swapping stances, the fact that stance dancing doesn't trigger the GCD, and the 5% damage bonus from Zerker stance, it seems like we should be able to bust out a good ~2% damage increase by stance dancing at the correct times. When you think about it, the only reason to stay in Battle Stance is for Rend and OP procs, which we can easily handle. With some practice I've been able to get a noticable DPS increase by hopping into zerker stance whenever I don't need to use Rend or an OP proc. CS, Slam, and MS can all be used rather fluidly, and you also get the added benefit of being able to pop Recklessness in tandem with Deadly Calm and trinkets and such.

The End

Sorry about the shoddy presentation of this stuff. I'll format it and present it much more nicely if/when I make an Arms guide for this expansion. Assuming, of course, that this all seems to be correct. Please pick apart my reasoning :)

Stat Priorities

Hit/Haste/Expertise

We generally assume hit to be the best DPS stat up to the cap, because well, that's just almost always the case. Now Expertise would be up there too, since the rating conversion is the same and the resulting effect is the same, except that getting dodged allows us to overpower, which does all sorts of crazy things to the rotation. Bottom line: Expertise isn't as valuable as hit from a pure DPS perspective.

However, when you look at things from a rage perspective things get interesting. I think the basic rotation you want to maintain as Arms (speaking on patch 4.0.6 terms) is Slam/MS/OP/Rend/CS on every CD. HS is for suckers. Now from my experience (in woefully crappy gear), I can pretty much do that on 7.5% haste, 8 expertise, and 4.5% hit. Ok, cool. So what?

Let's look at haste. Haste, to be blunt, sucks as a DPS stat. It's just bad, even if Slam scales with it, because it really only affects something like 30% of our dps. The real value in haste, however, is increasing rage gen, which is why we want it.

However Hit and Expertise, from a rage generation perspective, do the exact same thing as haste[i], and what's more, [i]they do it at a better conversion ratio. 1% hit == 1% haste == 1% expertise if you're trying to generate rage. However, it only takes ~120 Hit/Expertise to equal the effect of ~128 Haste. See where I'm going with this?

If we look at those numbers I posted above, that's about 14% rage bonus from my stats. Turns out, if you cap both hit and expertise you've got about, hey, 14% rage bonus! Plus, expertise most definitely gives more raw DPS than Haste.

This basically turns the stat priorities around a bit: you start by capping hit because it's a damn good idea all around. From there you're really just worried about being able to maintain a stable rotation with your rage income. The most efficient means of doing this is actually to get expertise first, and haste only after you've capped your expertise. In fact, anecdotal evidence would suggest that once you cap hit and expertise, you don't need any haste. Therefore our new priority is:

Hit > Expertise > STR > [everything else] > Haste

Where everything else consists of two stats...

Crit/Mastery

Let's think about it this way:

Crit:

120% Damage bonus

62% Weapon damage bonus (from DW/Trauma)

Mastery:

100 + [crit]% Weapon damage bonus

62% * crit Weapon damage bonus

Now, all of our abilities hit harder than our melee swing, so the damage bonus from crit is pretty much always going to be higher (for any reasonable level of crit). Similarly, the Deep Wounds damage from a crit is always going to be higher in any realistic settings.

So percent for percent, crit is superior. However, Mastery is twice as effective as crit on a rating per rating basis. If you double those numbers from the Mastery section above, things start to get a little more interesting:

Mastery:

200% + 2*[crit] Weapon damage bonus

124% *[crit] Weapon damage bonus

Assume you've got 10% crit, and that works out to a 232% weapon damage bonus, per 1% mastery.

Let's assume that each ability does a minimum of 150% weapon damage. Each point of crit is then worth 242% damage, minimum.

Bottom line: crit and mastery are roughly equal. However, mastery scales with crit and crit does not, so as gear improves greatly mastery will probably take over.

Final stat priority:

Hit > Expertise > STR > Crit = Mastery > Haste

Crit is probably sightly better than mastery right now, but I imagine the opposite will be true in later tiers.

Rotation

Basic rotation:

1. Maintain Rend

2. Expiring TfB proc

3. Mortal Strike

4. TfB Proc

5. Slam

Colossus Smash throws us for a bit of a loop. Damage wise it sucks -- Slam actually hits harder. CS's real value is the benefit it gives to the abilities used after it. As such, I think its place in the rotation should be solely as a buff to Overpower/MS/Slam. I'd go so far as to say that it should only be used right before you can line up a back-to-back MS/OP combo (with a side helping of Slam, rage permitting). In other words, don't try to maintain CS uptime or anything; treat it as a simple buff to those two abilities.

Stance Dancing

With the ability to keep 75 of our rage while swapping stances, the fact that stance dancing doesn't trigger the GCD, and the 5% damage bonus from Zerker stance, it seems like we should be able to bust out a good ~2% damage increase by stance dancing at the correct times. When you think about it, the only reason to stay in Battle Stance is for Rend and OP procs, which we can easily handle. With some practice I've been able to get a noticable DPS increase by hopping into zerker stance whenever I don't need to use Rend or an OP proc. CS, Slam, and MS can all be used rather fluidly, and you also get the added benefit of being able to pop Recklessness in tandem with Deadly Calm and trinkets and such.

The End

Sorry about the shoddy presentation of this stuff. I'll format it and present it much more nicely if/when I make an Arms guide for this expansion. Assuming, of course, that this all seems to be correct. Please pick apart my reasoning :)