11/01/2011 11:21 AMPosted by TagartouWe have pretty much the same progression on current tiers with the exception that you killed H Nef back when it was relevant while I didn't. After 4.2 I didn't bother to go back and and finish up the other hard modes because I would rather focus on new stuff and our old raid 10 man group raids on the weekends. I would like for you to explain how having 13 points of hit, after the hit cap, is better than having 13 points of mastery instead of deflecting.
Heroic LK 10 when it was relevant. Heroic ToC 10 when it was relevant. Heroic Nef (which you mentioned) when it was relevant. I've been a relevant moonkin for awhile.
I never said 13 points above hit cap were better than 13 points of mastery, but 13 points of mastery in my gear is not relevant to my dps. It's just not, plain and simple. 13 points in mastery gets me nowhere. If it was haste or spell power I'd probably agree with you. I could run home from work and make the change and hit the dummy and I'll do absolutely no more dps. The change would literally be unable to be shown. From what I've read and calculated, a .07 mastery increase (which is what 13 rating would add) would net a 0.0026985 dps increase. That means I would add .16 damage on my current target per minute. And that's not even accurate because that would be assuming I was in eclipse the entire minute which is the only time I benefit from mastery. Most assume you're in eclipse for 60%, but I'll say 75% just to have this be less biased. So 75% of 0.0026985 is 0.002023875. So that's roughly .15 damage per minute on a boss. So on a 10 minute fight, I would get 1.50 extra points of damage on a boss total. You tell me how that's relevant.
And furthermore, answer me this. If you're so obsessed with min/max why would you have engineering as a profession?. Min/Max buffs like yourself have tailoring and jewelcrafting.