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I'm interested to know if anyone else has noticed - in Mew or in game - that haste tends to be "more beneficial" when we are near one of the "breakpoints" (already mentioned as 6.66% and 10% intervals)...
Quoted myself from another thread because I'm begining to wonder if ferals really do have haste "breakpoints" like say a warlock does, where it is always beneficial but is even more beneficial the closer to these breakpoints we get (and in fact is "most" beneficial at the breakpoint but in reality is not because going over the breakpoint puts us too far short of the next breakpoint).
I'm not a theorycrafter or number cruncher but this seems to be a recurring theme whenever I put myself through Mew, and I've noticed it in raid as well. The above mentioned "breakpoints" for haste (then all other reforging to crit) seem to provide my personal dps bests - I'm well aware it could just be me but since it seems to be both in game and in Mew my interest is peaked.
Agility - While Weapon DPS is linked to the item level of our weapon, Agility is the best stat that we can choose to have. Just about all of our gear should have Agility on it and Agility is the stat that we want to gem and enchant for. 1 Agility = 2 Attack Power (3.335063 with talents and buff), 324.8536 Agility = 1% Critical Strike Chance
Strength - Grants flat attack power. Strength is no longer available on leather. While this is a good stat, Agility is still far better. Generally, we should not use items with Strength on it unless it is replacing an item of significantly lower Item Level. 1 Strength = 2 Attack Power (3.17625 with talents and buffs
04/20/2011 10:13 PMPosted by ShifterOk am I missing something here? I tried changing from strength to agility and lost a lot of AP for very little crit. I changed out a cloak with an ilevel of 333 that has 149 strength with a cloak that has an ilevel of 346 and 168 agility, I lost 390 AP for .08% gain in crit.
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