pomfittes wrote:Hey, i was wondering as combat daggers.
Cadaverous armor ( 8 agi, 8 strenght + 60 AP ) vs Tier 1 chest ?
Will cadaverous armor win before you get 5x set bonus?
- I also have around 30.5% crit chance unbuffed and 710 ish AP
Also, this is my current gear: http://realmplayers.com/CharacterViewer ... =Pomfittes ( with cada ) not updated yet. and i also use Rune of the guard captain ( 20 ap 1 hit )
Should i go with Muggers belt or:
http://db.vanillagaming.org/?item=14502
My current hit is 5% from talents ofc, and 7% from gear. so a total of 12%
If you have +0 Skill with your current gear, yes you should get Mugger's Belt (better than Distracting Dagger + T1 Belt since you have CHT), until you can get your hands on ACLG gloves, then CHT + T1 Belt + ACLG and you'll be set for a while .
Regarding chests, from what I calculated, Cadaverous & T1 are very close to each other wih a gear setup similar to yours. Which one is better kinda depends on the buffs you use. T1 is slightly ahead, unless you can have buffs like Druid crit / Ony's head & shit, with which Cadaverous is slightly ahead. T1's extra crit benefit more from AP (like DM 200 AP buff), but Cadaverous AP scales nicely with crit.
My calculation are probably not perfect anyway, but you get the idea : for your current gear they're basically equivalent in my opinion, depending on buffs.
And the 5/8 T1 is basically useless in PvE, it doesn't really change anything in my opinion.
enjoyr14 wrote:I'm sorry but your maths on crit>hit after 8%hit until you reach crit cap are incorrect because you don't take in account :
-Lethality
-More sword procs thanks to hit
-More hoj procs thanks to hit
-More poisons procs thanks to hit
-More crusaders uptime thanks to hit
-More WF proc thanks to hit (horde obv), then have to take in account the AP increase thanks to WF buff
-Duration of the fight
I don't see how the duration of the fight favours either crit or hit (but I might be mistaken), and Lethality is actually helping +Crit getting ahead of +Hit.
As a matter of fact, more +Hit means more Swords / HoJ / Poison / Crusader / WF procs. But does it really counterweight the superiority of +Crit?
I mean, with two weapons of 2.8 & 1.8 speeds + SnD, you swing an average of 1.0945 hits per sec at your target with 13,5% Miss (took these numbers cause I already had them).
Gaining 2% hit (11,5% Miss) cause this number to become 1.1038 hit / sec.
This means +2% Hit causes the average time between two HoJ proc to go from 45,68s to 45,30s (assumption : 2% proc = One proc every 50 successfull hit/crit/glance on average) : isn't it very un-significant? I mean, when you compare it to crit?
(Didn't took into account Specials here to calculate HoJ proc since we're calculating benefit fro +Hit and we're assuming your already hit-capped on specials)
Maybe my math is flawed here (and it's obviously incomplete above, just did a simulation for HoJ), but I'd like to know how you modeled your own DPS gains from +Hit versus +crit for those procs, I'm very curious.