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8-13-2009 @ 1:28PM
The reason hit is a good stat is that each 1% of hit is worth more than 1% DPS. If you do 2000 DPS with a 90% chance to hit, then moving to 100% hit gives you 2222 DPS, an 11% DPS increase for a 10% hit increase. By contrast, each +%crit after the first few is worth successively less DPS. And Haste, while a constant 1% to 1% improvement, doesn't help if you're cooldown-limited for your major damage dealing strikes (I don't get extra Lava Bursts, for instance).
8-13-2009 @ 1:38PM
Precisely. As a hunter, I hate needing haste (to push Steady Shot's cast down to our 1.5s GCD). I especially hate that past that point, it only helps our white damage. (Well, it also minimally assists our DPS while mobile, as the Steady cast continues to get shorter, allowing us to move during the remaining portion of the GCD... most noticeable during Bloodlust).
8-13-2009 @ 1:48PM
Bad math is bad.100/90 = 1.1112222/2000 = 1.111The reason it's better is the way it is budgeted in the item level, 1 point of hit and 1 point of anything else (crit/haste/SP/AP/ArP) are worth a certain amount of the iLvl budget, up to the hit cap the 1 point of hit gives the highest DPS increase/iLvl point, after the hit cap it's worthless (for casters) or some other stat is better (for dual wielders).
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