Crit (Fury PvE)

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Discarnate
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Joined: 02 Mar 2012 23:17

Re: Crit (Fury PvE)

#16 » Post by Discarnate » 06 Sep 2014 01:13

Hello,

Your calculations are accurate. But, they have a crucial hole in them. What you have calculated is the Crit Chance cap for melee swings. The Crit Chance cap for your specials (e.g. Heroic Strike, Cleave, Bloodthirst, Whirlwind, etc) is very different as they don't get affected by Glancing Blow nor dual wielding penalty for Hit Chance. Essentially, along with all variables (talents and spell mechanisms), your specials' Crit Chance cap is at 104.8%. That's unreachable, of course. But, that also means that you'd require 100% Crit Chance (potentially possible) to just be able to reach 95.2% valid Crit Chance with your specials against a level 83 raid boss.

So, here comes a choice. As we can see, your melee swings are getting capped out at a far lower Crit Chance while your specials have a long way to go (practically as far as you can go since you will never reach their valid cap). The reason for which we consider the melee swings as the standard for deciding what our Crit Chance cap should be is because, for most classes, melee swings end up being the top contributor in damage. This isn't the case for Fury Warriors. And, this isn't the case for three reasons.

1. The most optimal way of capping Hit Chance for a Fury Warrior is to cap the specials (at 8% against a level 83 raid boss). The dual wielding penalty is overlooked.
2. Despite the above being true to many other dual wielders, a Fury Warrior is the only kind who dual wields two-handed weapons. While they hit harder, they also hit far less than other kinds.
3. A Fury Warrior is designed to spam Heroic Strike. A Heroic Strike is an on-the-next-swing ability. It makes your next swing, after activating it, cause extra damage and become a special. A Heroic Strike completely replaces that melee swing. You may have heard Heroic Strike costing a lot more than what the tooltip says. This is the reason. It costs you the basic rage and the potential rage you could've gained from a melee swing which it converts into a special. However, this also means, that many (if not most) of your melee swings are constantly getting replaced by specials under the code name "Heroic Strike". This is why you notice your melee swings to appear so weak in your Recount breakdown.

Therefore, no, you shouldn't hold your melee swings as the standard for calculating your Crit Chance cap. You should go beyond it. Most of your damage comes from specials. You also have an unique ability to convert melee swings into specials. Specials are all that matter to you.

On that topic, simulations indicate that it's best to stop gaining Crit Chance at around 59% to 60% unbuffed. It is considered to be the sweet point. You'll have to lose too big an amount of AP to go beyond that which this breakover point discourages.

I hope you have a clearer picture now. What trinkets or items you'd like to use to comply with my advice is up to your preference.

Enjoy.
Law Student | Professional Musician

"Those who are heartless, once cared too much."

Discarnate: Shaman [PvP] Enh. - 5/5 Wrathful ~ [PvE] Enh. - 6389 GS
Discussion: Warrior [PvP] Arms - 4/5 Wrathful ~ [PvE] Fury - 6566 GS
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