What I'm about to post is common knowledge to seasoned monks.
The idea is that when you reach the end game, it becomes less a matter of cost effectiveness and more a matter of which specific combination of affixes is ideal, and knowing when to use what legendary, or what rares.
Hopefully end gamers will find the following list a nice database of max affixes and mid tier gamers will find some useful information in here anyways.
Only doing armor for now.
==========Table of Contents==========
1) List of Affixes, and when they are good or better.
2) List of Maximum Affixes by slot.
3) Legendaries & Rares, When To Use What
1) List of Affixes, and when they are good or better.
Resist All, Resist Element, Bonus Armor
Up to 397 bonus armor is available on shields, chests, pants, and helmets.
Up to 265 bonus armor is available on every other remaining armor slot.
Up to 80 Resist All is available on all armor slots.
Up to 60 Resist Element is available on all armor slots.
Fire resistance is notable for giving players access to cindercoat and fire walkers.
Both are nice items for mid tier monks
End game monks may regret picking fire resist due to the cost.
Both physical and fire resistance are nice if you share gear with a Demon Hunter.
Poison resistance is nice for Andariel's Visage.
If you don't intend to ever use any of those legendaries listed above, I recommend getting lightning, arcane, or cold resistance.
Critical Hit Chance
Up to 10% Crit Chance is available on Amulets and Gloves
Up to 6% Crit Chance is available on Helmets, Rings, and Bracers
For thunderclap/cyclone builds, crit chance is slightly better than your paper doll indicates.
Because it both increases the damage per cyclone as well as the number of cyclones.
Maxed crit chance is generally essential to any end game monk build.
Up to 100% Crit Damage is available on Weapons and Amulets
Up to 50% Crit Damage is available on Gloves and Rings
The value of crit damage varies greatly depending on your setup.
Sword and board monks tend to have exceptionally low crit damage so crit damage becomes essential on gloves and jewelry.
If you're a dual wield or skorn monk, you'll generally value 5-6% crit damage at 1% DPS.
I would only recommend getting crit damage on jewelry or gloves if it's cost effective.
Increased Attack Speed (Armor)
Up to 9% IAS is available on Gloves, Rings and Amulets
IAS has linear scaling.
IE if I have 36% IAS already, an additional 9% ias will only give me 6.6% DPS
Always remember that IAS also boosts spirit generation.
Weigh whether or not you think you have enough spirit generation when looking into more IAS.
Increased Attack Speed (Weapon)
Up to 11% IAS is available on weapons
Up to 20% IAS is available on balanced white weapons.
Weapon IAS works differently from Armor IAS.
It does not suffer from the linear scaling of Armor IAS.
But it only affects one weapon when dual wielding.
Additionally, weapon IAS is already factored into a weapon's DPS number.
But there are many more valuable enchantments on weapons than IAS.
So Weapon IAS is generally considered a waste of an affix slot.
Added Elemental Damage
Only Available on Legendaries
Only affects physical DPS, not elemental weapons.
This damage is factored into you inventory DPS number.
Added cold damage can slow/chill enemies you attack.
However, elemental skills such as Thunderclap and Sweeping Wind/Cyclone override the element of added elemental damage enchantments.
Added Cold Damage armor and jewelry will still boost your DPS, but will not apply cold debuff when using Thunderclap or Sweeping Wind/Cyclone.
But cold damage will apply cold debuff if you use a non-elemental skill such as deadly reach.
Elemental Skill Bonus
The most notable elemental skill bonus is added lightning damage on Won Khim Lau.
With the thunderclap/cyclone build, it can be thought of as a boost to your overall DPS.
Bonus to Skills
Up to 14% Fist of Thunder and Sweeping Wind available on helmets.
For the typical thunderclap/cyclone build, FoT and SW are both about half of your DPS.
Naturally FoT is slightly better for single targets, and sweeping wind for AoE.
I generally prefer sweeping wind because I feel thunderclap/cyclone lacks AoE DPS.
But you can value both 14% FoT and 14% SW bonus at about 7% bonus damage.
Added Physical Damage (Jewelry)
Up to 36-108 Physical Damage is available on Rings and Amulets
Up to 36 Minimum Physical Damage is available on Rings and Amulets
Up to 35 Maximum Physical Damage is available on Rings and Amulets
The 3 affixes listed above are independent, and each consume a random enchantment.
If a ring rolls both combined physical damage along with min/max physical damage, the min/max physical damage affixes will not be displayed.
36-108 physical damage is 72 average damage. Double Physical is what you want to look for.
36 min physical damage is 18 average damage. (AH is wrong on this one, so be careful)
35 max physical damage is 17.5 average damage
Dual wield monks will find that 1 average damage is about equal to 1% crit damage.
2H monks will not find average physical damage enchantments worthwhile
Sword & board monks will generally value crit damage over average damage, but it's still good.
Dexterity & Vitality
Up to 150 Dex & Vit roll in an enchantment on Amulets, Weapons, and Shields
Up to 100 Dex & Vit roll in an enchantment on all other items
Up to 200 Dex roll in an enchantment on Amulets, Weapons, Gloves, Boots, and Shields
Up to 100 Dex can roll in an enchantment on all other items
Up to 200 Vit can roll in an enchantment on Amulets, Weapons, Chests, Pants, and Shields
Up to 100 Vit can roll in an enchantment on all other items
Any time you can get 200 total dex/vit for only 1 enchantment slot, it's very good.
This is one of the best and must have enchantments on armor.
It's also very good on weapons and jewelry, but not a must have.
Rolling only 100 total dex/vit for a single enchantment slot is not a great deal, and should only be considered if there are no other significant enchantments available.
Resistances and Armor
Up to 80 Resist All rolls in an enchantment on any armor
Up to 60 Resist Element rolls in an enchantment on any armor
Up to 397 Bonus Armor rolls in an enchantment on Helms, Chests, Pants, and Shields
Up to 265 Bonus Armor rolls in an enchantment on all other armor and jewelry
Resistances and armor scale linearly with EHP.
Resistance scales with an offset of 315, armor scales with an offset of 3150 on MP1+
So if you have 700 resistance, your EHP is proportional to 700+315 = 1015.
If you have 200 resistance, your EHP is proportional to 200+315 = 515.
So 700 resistance is about double the EHP of 200 resistance.
Same idea goes for 7000 armor and 2000 armor.
Life per Spirit Spent, Health from Globe, Life Regen
Up to 63.9 Life per Spirit Spent rolls in an enchantment on Weapons and Helmets
Up to 599 Life Regen rolls in an enchantment on Chests and Amulets
Up to 342 Life Regen rolls in an enchantment on any other armor slot
Up to 12794 Life from Globes/Potions rolls in an enchantment on any armor slot
Life per Spirit Spent is by far the most powerful passive healing enchantment.
It's typical for a dual wield monk to generate 15-20 spirit per second.
That's equivalent to 1000-1250 life per second.
Unfortunately, since it's only available on helmets and weapons, it's not commonly used.
12794 Life from Globes/Potions is worth over 425 life per second, just from potions alone.
You can generally assume a 10k+ life from globe enchantment is better than life regen.
There are 2 types of health globes, small ones heal 15% of your life, big ones heal 35%.
Life regen is not an enchantment I would recommend considering except on chest armor.
Lifesteal, Life on Hit, Life on Kill
Up to 3.00% Lifesteal rolls in an enchantment on Weapons
Up to 959 Life on Hit rolls in an enchantment on Weapons and Amulets
Up to 479 Life on Hit rolls in an enchantment on Rings
Up to 2878 Life on Kill rolls in an enchantment on Weapons and Amulets
Up to 1439 Life on Kill rolls in an enchantment on Rings
A lot of monks ask questions like "at what DPS is lifesteal better than LoH"
And the answer just isn't simple. It depends on your attack speed, crit chance, & other stuff.
I recommend you build your own calculator, or use this one:
I will always prefer lifesteal because it scales better with the end game and because it continues to heals me when I'm CC'd by effects like knockback, fear, freeze, etc. thanks to stray cyclones.
Life on kill is very underrated, and is the best option for tempest rush farming builds.
Up to 2.50 rolls on Weapons and Spirit Stones.
I personally think this is a must have enchantment for farming.
It is the best way to feed utility skills such as cyclone strike and tempest rush.
The alternative to spirit regen would be to get more DPS, but that doesn't have great returns.
You can get a lot of DPS, and crank up the MP, but you don't really farm that much faster because enemies just gain so much health.
Spirit regen on the other hand, allows you to farm lower MP's much much more efficiently.
Even with ridiculous DPS, you will be hard pressed to farm over 50m paragon xp/hr.
But a good tempest rush setup on Act 3 MP0 will net you over 80m paragon xp/hr.
Reduction vs Elites, Ranged, and Melee
Up to 7% Reduction vs Elites rolls in an enchantment on Chests
Up to 6% Reduction vs Ranged rolls in an enchantment on Chests, Amulets, and Bracers.
Up to 6% Reduction vs Melee rolls in an enchantment on Chests, Amulets, and Bracers.
Keep in mind that for a typical monk with 700 total resistance, 60 resistance is worth about 6% reduction from all damage.
So you can value 6-7% reduction at 30-40 resistance.
Up to 16% Life rolls in an enchantment on Amulets and Shields
Up to 12% Life rolls in an enchantment on Shoulders, Belts, Helms and Chests
Life % has linear scaling, so its usefulness changes a lot depending on how much you have.
It's a nice enchantment to round out item slots without many other useful enchantments.
Namely if you're going after rare shoulders or belts
Magic Find & Gold Find
Up to 45% Magic Find rolls on Amulets
Up to 20% Magic Find rolls on any other armor slot
Up to 50% Gold Find rolls on Amulets
Up to 25% Gold Find rolls on any other armor slot
I personally don't consider these enchantments.
But you can generally assume that magic find boosts your income rate almost linearly.
So if you already have 450% MF, I would value an extra 45% MF at slightly less than a 10% boost to your farming income rate.