Spiritual Guidance: Balanced gear along the road to the shadow priest endgame

Last week was an interesting one for me here at WoW Insider. I wrote a shadow priest's guide to 4.0.6 on Monday, shortly before the patch went live. Because I knew the 4.0.6 stat weightings would be a much desired piece of information, I used SimulationCraft to try and generate some usable numbers.
That led to a problem: I used the PTR 4.0.6 version of SimulationCraft to get the stat weightings. Hours before my article was published (and hours after it had been written, edited, and slotted for publishing), the folks at SimulationCraft came out with a new live 4.0.6 build of their software. The new live numbers were vastly different from the PTR numbers, and worse yet, the live numbers involved an error that incorrectly modeled hit.
Long story short: I had to rewrite major sections of last week's article. And yes, that included the stat weighting. We have new, updated numbers that say for a best-in-slot shadow priest, haste is king. And that, as they say, was that. End of story. Column over. Right?
Well, yes, that's the end of story ... if you're a best-in-slot, item-level 372 shadow priest with four-piece tier 11. If you're not a best-in-slot shadow priest, though, those stat weighting numbers are going to be different. Not "maybe" different -- significantly different. But just how different? Should a new 85 gem differently than an endgame raider? And how can you find out your own specific stat weightings without a degree in multi-variable calculus?
An introduction to SimulationCraft
Before we get into the meat of stat weightings, let's first talk real quick about where they come from: SimulationCraft. In short, it's a computer program that can simulate thousands of boss fights a minute. You can create a new character or import your own character from the armory, choose your buffs, and choose what type of fight you want to simulate. You can even choose your strategy if you want, though I'm not sure you'd need to modify things much -- the designers have an intimate knowledge of shadow priesting "best practices."
From there, the program gives you a full report of the hypothetical fight, from mana usage to damage done. More importantly, it also tells you how much DPS each single point of each individual stat offers your character. That part of the report is where the experts at shadowpriest.com and Elitist Jerks and even yours truly figure out the stat weightings that most raiding shadow priests hold as gospel.
Traditionally, we report on the best-in-slot stat weightings. The problem with this is that there's a long road to being a best-in-slot shadow priest -- it's a journey that 99.9% of us will never finish. And if we're never going to be best-in-slot shadow priests, how useful is that information really going to be?
Designing an experiment
Last week, I put out a call on Twitter: Send me your armory profiles. The idea was to collect a number of vastly different shadow priest profiles (from raid experts to the just-hit-85s) to run through SimulationCraft. I got 15 shadow priest profiles ranging from item level 327 all the way on up to item level 360. Some stacked haste, some stacked mastery, and some weren't stacking anything. Would there be any notable patterns? How far would these real shadow priests deviate from the best-in-slot ratings? Will haste always be on top?
To answer these questions, I designed a theoretical raid fight and then ran each and every one of my 15 test subjects through the simulation 10,000 times.
The theoretical fight For this simulation, we're going to model shadow priests in a full raid with the full complement of optimal raid buffs and boss debuffs. The fight will be a standard Patchwerk-style tank and spank lasting approximately 400 seconds (plus or minus 20%). Granted, there are very few raid fights where you can just stand and DPS. But that's a problem with simulation -- there's no way to model a typical raid fight. They're all different by design. If they weren't, World of Warcraft would be a very boring game.
Stat weightings for the rest of us
Okay, so enough with the suspense. Let's start giving you the results of the experiment.
I got the following average stat weightings:
The numbers from my experiment are somewhat lower than those you'd get SimCrafting a best-in-slot ilevel 372 shadow priest. Still, we reach very similar conclusions: The secondary stats tend to bunch up together, and haste tends to come out on top. I won't reprint the full logs here (though you can always email me for the data if you're curious), but I will give you some of my key observations:Intellect = 1
Spellpower = 0.75
Haste = 0.39
Spirit/Hit = 0.37
Mastery = 0.35
Crit = 0.35
- Haste may not always come out on top, but it's still a damn valuable stat. A full eight of the 15 shadow priests got the most value out of their haste (as opposed to any other secondary stat). Beyond that, the average haste weighting and the median haste weighting were higher than the other three secondary stats. If you're going to gem and enchant blindly, haste is a fairly safe way to go.
- Hit is fairly valuable. Six of the shadow priests I tested got the most value out of their hit (as opposed to haste). Five of these people were well under the hit cap. Overall, hit tends to get less valuable as you stack it, but not to the point where you should avoid capping your hit. The only people with poor values of hit were the ones who went over the hit cap.
- Secondary stats are almost always competitive with each other. For most of the shadow priests tested, there was only a small level of difference between the value of the best secondary stat and the worst. That means it's okay to make mistakes or get "weird" gear -- they won't cost you much over the long term.
- The higher your item level, the more your secondary stats are worth. Our lowest item-level test subject experienced low values of haste, crit, mastery, and spirit pretty much across the board. Our highest item-level test subject experienced high values of haste, crit, mastery, and spirit. For those just entering heroics, this means you should always lean toward gear with more intellect, even if they don't seem as well itemized as your current, lower-intellect item. For progression raiders, this means that one "small" gear upgrade has a lot of impact. Shadow priests are scaling well.
If you take away only one thing ...
The reason why we often resort to stat weightings is that we're just plain lazy. We want to believe that there's a definite answer to the question of what stat is best, and we want it to stay the same as we advance in the game. That simply isn't the case. Shadow priests are complex to model, and each single one of us is unique. You might get the most out of stacking haste. Or, almost as likely, you might get more out of adding more spirit to your gear.
There's only one way to know for sure, and that's to do the work yourself. Download SimulationCraft. Play with it a little bit. It's very user-friendly, and it only takes a few minutes to use.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 2)
Saphieria Feb 16th 2011 1:17PM
So I've recently talked to Kras (the top spriest from Midwinter) who was pretty cool on helping me maximize my gear. Told me to gem for int completely instead of the few haste gems I had for yellow sockets.
From reading your article, is that still true with your sims or should we throw haste gems in there now too?
Morann Feb 16th 2011 1:38PM
You can answer that question by getting simulationcraft and getting your current stat weights.After that it's easy to calculate the socket bonus vs straight intellect gem.
Fox Van Allen Feb 16th 2011 2:30PM
He could be right, because only high ilevel priests seem to enjoy high secondary stat values. Still, you'll have to check your own SimulationCraft profile to know the answer for sure.
As a general rule of thumb, though, shadow priests who are just beginning in heroics should be socketing +40 intellect Brilliant Inferno Rubies across the board, except for the +30 intellect head bonus (that one is always worth chasing right now). Once you start hopping into raids, you'll want to pay a lot more attention to how you gem. I would presume the reason behind this is that only the lowest ilevel shadow priests face the threat of going OOM, and stacking intellect helps prevent that from happening (while raising your spellpower and crit at the same time).
Dawn Moore Feb 16th 2011 4:53PM
I know Kras personally and have never seen him go wrong with doing the best possible DPS a shadow priest can do. I keep an eye on his armory when I'm playing shadow regularly and if I have questions about something I'll ask. He's extremely passionate about his numbers so you can basically assume he's always on top of things and his gear/gems/etc will change to reflect that.
Eisengel Feb 17th 2011 6:50AM
I don't know definitively, but in my experience more Int is always better. Int seem to form the base of your damage-dealing ability and the secondary stats enhance that in different ways (like Fox said above). It seems that in all but the most extreme cases, raising your damage floor (picking more Int) is pretty much always better than enhancing what you have now (going with more secondary stats).
So, in general, if the ilevel is higher, it's better (since Ilevel decides how much Int the item gets). The only catch would be odd situations; like if you're hitcapped and the gear in question has straight hit on it and would be replacing a piece with haste.
Dadadee Feb 16th 2011 1:29PM
Hey Fox,
Interesting read. Thanks.
I might be mixing apples and oranges here but after those tests, are you still advocating that shadow priests that ONLY run normal & heroics instances (no raids) should not worry about hit beyond 615 points?
Does that impact stat weighting?
Thanks
dawnseven Feb 16th 2011 1:55PM
^ Same question. :)
zack_jolly Feb 16th 2011 3:42PM
You do not need to get to the full 17% if you aren't raiding. I think only Grim Batol's last boss is 88 in heroics which makes hitting the hard cap moot.....
Revynn Feb 16th 2011 2:57PM
Yes, if you don't raid at all, then making the 17% Hit cap is a waste as you will have long passed the point where you'll stop missing Heroic bosses and have over 1,000 points of wasted itemization.
SimCraft is geared towards raiders and works under the assumption that you're flinging nasty at a raid boss.
Fox Van Allen Feb 16th 2011 3:02PM
The answer to your first question is yes -- the hit cap for heroics is 615. Period. If you're not running raids, there's no reason for your hit rating to be higher than that, because every point above that number is wasted.
As for your second question ... it's a good one! I'll play around with SimCraft and see what I can find out. There are a *lot* of differences between a heroic fight and a raid fight, and they only start at the level 87/88 distinction.
trvcht Feb 16th 2011 3:25PM
Given that these SimC runs were done on a lvl 88 raid boss, hit will be valued highly up to the normal 1742 rating (17% spell hit). For a level 87 heroic boss, you only have a base chance to miss of 6% (which is where that 615 comes from). Of course, I'd recommend simming it anyway (with an override for a +2 boss), but stacking hit above what you need to hit the highest-level enemy you'll face remains a waste of itemization regardless of where it falls out in the numbers as it has a value of 0 dps per point added above the cap.
Boobah Feb 16th 2011 5:53PM
For 5-man heroics... hit should be worth about the same, up until the (much lower) cap. If you're sharing gear with a healing spec, you can probably reforge away all the spirit you possibly can and still be well above the 6% hit cap.
On the other hand, crit will probably be worth less, comparatively, since lower level mobs have less crit suppression, and so your crit chance will naturally be higher. This boosts all the other stats' value.
Etni Feb 16th 2011 1:36PM
Great summary Fox. Time to get simcrafting.
Zayd Feb 16th 2011 2:26PM
I can't imagine trying to raid not bring hitcapped?
Nothing more fustrating than having your spells miss
Chad Feb 16th 2011 2:50PM
I'd love a little more discussion about haste and how how our main DoTs fair regarding when we get extra ticks. Since they all vary on their time length, they all vary at the haste levels where they get extra ticks. It seems like we should value haste at values just above each of these points, shifting to spirit/hit, until we can make the next tick on one of our DoTs. Comments? A table of this would be extra valuable to us min-maxers.
revulva Feb 16th 2011 3:01PM
I posted up an explanation of the haste thresholds for DoTs here:
http://forums.askmrrobot.com/index.php?topic=762.0
Haste thresholds only give very MINOR "jumps" in DPS. Here are some numbers for shadow priests calculated by Althor who works on the spriest SimC module:
218 Haste Rating for +154 DPS.
1255 Haste Rating for +37 DPS.
1602 Haste Rating for +78 DPS.
2589 Haste Rating for +47 DPS.
2737 Haste Rating for +11 DPS.
3205 Haste Rating for +77 DPS.
Fox Van Allen Feb 16th 2011 3:27PM
Personally, I think chasing after those "very soft" caps for haste is something of a fools' errand. It's a lot of work and planning for very little payoff, and besides ... just don't let your DoTs fall off and you won't have to worry about it!
Chad Feb 16th 2011 3:34PM
My understanding was that haste now gives extra "ticks" in the static timeframe. These "ticks" are substantial DPS increases and require a large amount of haste to reach. Each extra tick should probably result in an increase of hundreds of DPS. Is my understanding of the haste system off?
Rob Feb 16th 2011 3:35PM
There are no haste caps/plateaus. It can be interesting to know when it will "automagically" get an extra dot tick, but the bottom line is, for all reasonable purposes, the plateaus don't exist.
Boobah Feb 16th 2011 6:03PM
DoTs (and HoTs, and channels) don't get extra ticks by comparing their length to haste; it's by comparing the number of ticks to haste.
If an ability normally ticks four times, you need 25% haste for each extra rick. If it ticks five times, you only need 20% haste for each extra tick, and so on.
With the caveat that the game rounds in your favor, so the first extra tick actually shows up at half that amount of haste; i.e., your four tick spell gains ticks at 12.5%, 37.5%, and 62.5% haste rather than at 25%, 50%, and 75%.