Totem Talk: Crit vs. mastery for enhancement shaman

Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. Josh Myers once only tackled the hard questions about enhancement but has recently expanded his sphere of responsibility to all shaman DPS specs. (And no, two-handed enhancement is still never coming back.)
I spend a lot of time talking about gear. In the past, I've made loot lists for upcoming content, wrote a guide to enhance stats in Cataclysm, and devoted an entire post to talking about why haste is such a terrible, terrible stat for us. Gear is our only physical (as much as pixels on a screen can be physical) reminder of the boss we killed, and it's the only way for our characters to grow once they meet max level.
In my talks about gear, I've paid a lot of attention to how horrible haste is. Unfortunately, while I've mentioned in brief tidbits that mastery is our best secondary stat, the hot fudge on the ice cream sundae of our gearing, I've gone into little detail on why it's so good. Even worse, I've totally neglected discussion critical hit rating and why it isn't as good. To fully understand enhancement gearing, this is stuff you need to know.
What is a critical hit?
If you've played World of Warcraft to level 85, you've definitely seen critical hits happen before. Your critical strike rating and agility determine your chance to get a critical strike with your melee attacks, which hit for 200% (or double) normal damage. Your critical strike rating and intellect determine your chance to crit with spell attacks, which baseline hit for 150% damage. Caster classes generally crit for 200% on spells, and the fact that we do not despite half of our damage using the spell critical hit table is one of the many things devaluing critical hits for us.
Every time you hit an attack ability or auto-attack, the game's servers generate a table for your attack roll. On this table, you have every possible outcome for your attack: a dodge, a parry, a block, a glancing blow, a critical hit, a normal hit, or a miss. By attacking from behind, we eliminate dodges and parries from the table. Special attacks (also referred to as yellow damage) -- Windfury/Stormstrike/Lava Lash, in our case -- can't be glancing blows, and so glancing blows are off the table. A 541 expertise rating eliminates a boss's normal 6.5% chance to dodge, while 961 hit rating gets rid of your chance to miss on special attacks.
As a result, once we're melee special hit-capped and expertise-capped, our special attacks only have two options: hit or critically hit. If you look at my character sheet, I have just about a 25% chance to critically hit on a melee strike. Taken at face value, it's easy to assume that I'll critically hit 25% of the time if no buffs or debuffs are applied.
Why crit can be bad
Unfortunately, that's now how probability works, and this is part of the reason crit is a bad stat for us. A 25% chance to crit means that every attack has a 25% chance to crit and a 75% chance to not crit. Every melee special ability you use is like rolling a four-sided die and hoping it doesn't land on 1, 2 or 3 every single swing. A 25% chance to critically hit can result in you actually critically hitting 35% of the time or 15% of the time, and thus, it is an unreliable DPS stat.

Longer fights help to mitigate this problem with critical hits, as lucky (or unlucky) streaks don't tend to last for 10 minutes, which is also one of the many reasons programs like EnhSim simulate fights over 1,000+ hours. If you roll a four-sided dice four times, it's much more likely that you'll get fours on every roll than if you rolled the same dice 4,000 times. If you roll it 4,000 times, the chance of your rolling a four every time is significantly smaller. With critical hits, it's the same thing; the longer the fight (and the more rolls to crit you make), you're less likely to be terribly effected by lucky and unlucky streaks.
On the other hand from crit, mastery is an incredibly boring stat. Enhanced Elements, our mastery, is a flat percentage damage boost to all of our attacks that do non-physical damage. This is Lava Lash, Lightning Bolt, Lightning Shield, both Shocks, Searing Totem, Flametongue procs, and Unleash Flame. Stormstrike, regular melee auto-attacks, Windfury, and Unleashed Wind are our only damage not effected by our mastery, which means that around 55% of our damage is increased by mastery.
What makes mastery better?
Because mastery rating is a percentage damage increase, there's no variance in the amount of damage it gives from fight to fight. If you have 2,100 mastery rating -- which equates to a 50% elemental damage increase -- your Lightning Bolts, Shocks, and other elemental damage will all do 50% more damage. This doesn't totally rid ourselves of variance in our DPS, as nearly every spell in the game has a base damage range that forces some element of random number generating into our DPS, and critical strikes do still exist even when fully geared for mastery, but it certainly helps limit our DPS variance.
To compare critical strike rating to mastery on a standstill fight like Baleroc, think of them as two fresh college graduates striking out on their own and trying to make money for the first time. The first kid, critical strike rating, decides to take his life savings and go to Las Vegas and play the slot machines.
The second finds a job making $30,000 a year. The first kid has the potential for a big payoff or a huge loss. The second one is not going to be a millionaire anytime soon, but he has a sustained income and doesn't have to worry about moving back in with mom and dad because he blew it.Critical hit rating gives you a chance at being a rock star on the DPS meters once in a while, while mastery will help to keep you consistent in your ranking on every fight but makes it less likely for you to have a breakout performance where you top every other DPS in your raid by a stellar amount.
Filed under: Shaman, Analysis / Opinion, Raiding, (Shaman) Totem Talk, Cataclysm






Reader Comments (Page 1 of 2)
gobuywow Aug 13th 2011 8:13PM
Critical is what I seek for before Cataclysm, and I have not change this habit so far, though mastery is not so bad
Crispn Aug 13th 2011 8:43PM
Someone likes the slots
Powatodapeople Aug 16th 2011 12:16PM
even when haste was the god of all stats? I remember gemming straight haste and when crit/haste gear was the best since arp was terrible. boy, how things change.
dj.clayden Aug 13th 2011 8:49PM
What are the rough equivalency points? Or do they change drastically based on gear?
It seems to me that you focus on variance in dps being a reason not to stack critical strike, however for dps this doesn't particularly matter I don't think :/
Let's say stacking mastery would net you an average of 27k dps, with it ranging between 26 and 28k 90% of parses.
Now say stacking crit would net you 28.5k, with it ranging between 24k and 33k 90% of the time.
Numbers are exagerated, but in this example I believe most sites would advise stacking crit. Is the scenario I just gave anything like the enha shammy stat situation, or are crit and mastery extremely close together, with mastery being more reliable?
Jabadabadana Aug 13th 2011 9:18PM
The numbers don't quite work that way, and if you've ever been on a raid wipe at 1%, do you want to be That Guy who stacked crit and got bad RNG that fight?
Remember too, that you will have crit rating, if only from your agility. And if haste is so bad and all, you will eventually find yourself looking for mastery/crit gear, and will get both, once you're good on hit and expertise.
vocenoctum Aug 13th 2011 11:09PM
That variance swings both ways, what if you would have wiped but a string of lucky crits saved the day?
Angus Aug 14th 2011 1:37AM
Problem is that Crit will never net you a better average number.
Mastery scales up 100% with 50% of your damage in a linear manner.
Crit scales at only 50% with that same 50% and less than 75% with the other half thanks to misses and glancing blows in the auto-attack table.
Agility by itself will give you more than enough Crit.
I believe Wowhead's current ranking is correct.
If 1 pt of agility is 100, mastery is at 49 and crit is 36.
You always want to gem agility unless the bonus makes up for it.
dj.clayden Aug 14th 2011 6:17AM
Thanks for the numbers Angus, just wanted to make sure Mastery gave a bigger average dps gain.
That doesn't explain why the entire article focuses on randomness being what devalues crit. For a dps spec this is not really the case, if crit gives you better average dps but more variance, as in my scenario, then it will usually be suggested crit is better.
Jack Mynock Aug 14th 2011 11:38AM
I agree with what your saying about the article focusing only on the randomness aspect of crit. The haste article, on the other hand, was very good and included much more theory. As for your question about EP values, with my gear setup (~23% crit, 40% mastery) rawr and simulationcraft tell me .95-1 for mastery and ~.8 for crit.
relmatos Aug 13th 2011 9:03PM
Sometimes I feel like I need a bit more crit on my gear. Especially on the trash pre-Halfus where they get a buff that protects them against hits under 10k.
However, then I look at the overal damage on recount or on a boss and I see that I really do not need it if I'm toping the dps lists most of the times.
I just feel enhancement dps isnt scaling as well as other specs.
Note: I'm not saying it as a fact. I'm saying what I feel from my experience in the past, playing in pugs and with guildies I've played with for a long time. Other spec's dps seems to be increasing at a faster pace than enhancement's
SaintStryfe Aug 14th 2011 12:54AM
well it isn't.
HOwever, the recent dev chats do give me some hope that they see that ENH scaling is bad and they'll fix it. However, i don't think it'll be buffing crit, but making Haste worth more.
Zetsubou Aug 13th 2011 9:06PM
it seems odd that such a potentially good thing as crit is always sub par. it definitely isn't reliable, which is why it will never be something everyone seeks.
the best thing i could think to make it better is to make it a failure stack, where each failure to critically hit increases successful crit chance. but 25-30% or higher crit is way too high for that. you would be critting every 3-4 hits (=D). classes with high crit would complain about having their crit lowered, and the stat wouldn't be able to boost it very high, which would probably devalue it possibly more than now.
Frangus Aug 13th 2011 9:30PM
I have a question that I have not been able to get reliably answered.
Do we still need to hit the spell hit cap, or do we not need to worry about that quite as much any longer with the fact that Wind Shear cannot miss any longer? Or is it worth it to make sure we are at that cap to prevent things like our shocks and lightening bolts, will never miss?
Thanks!
ahindwe Aug 14th 2011 12:16AM
Wind Shear missing was never the point of hitting the spell hit cap. You still need to get there.
SaintStryfe Aug 14th 2011 12:31AM
Spell HIt cap is the single most important thing. More then 60% of our damage potential can be lost.
Build up 5 Searing Flame procs only to have the Lava Lash miss is simply terrible.
Spell Hit Cap. Always.
Jack Mynock Aug 14th 2011 11:53AM
Hitting spell hit cap is important, but it has nothing to do with lava lash. lava lash is on the melee special attack table, so you only need 8% melee hit to cap. Spell hit is important bc it effects lightning bolt, shocks, and maybe unleash elements.
Also the hit cap for white attacks for dual wielders is something like 27%, so all that hit your stacking to get to spell hit cap is also increasing your auto attack damage and more importantly your damge from flametongue weapon. 17% spell hit will get you to a little over 20% melee hit. So, between lightning bolts, shocks, autoattacks, and flametongue we're getting a lot out of reaching the spell hit cap.
Angus Aug 13th 2011 10:29PM
You forgot the other problem, Josh.
Crit on specials is cool and all, but on auto-attacks there you chance to miss. It along with your 25% glance means you are not seeing that great of a boost even to the melee aspect. The crit cap sucks.
Josh Myers Aug 13th 2011 11:30PM
It's true. There's actually a few more problems too, such as crit suppression. I just didn't have the space to fit all of it into one post. :P
Angus Aug 14th 2011 1:29AM
Very true.
What gets me is that Blizzard was told at the beginning of the Cat beta, "Enhance needs the 100% spell damage crit" and was ignored.
People showed how scaling would be hurt.
People showed how crit would be horrible.
People even showed how it was not a HUGE boost, but a modest one and a scaling one.
Looking at current levels, if a Shaman has 50% of their damage come from spells, and a 20% crit chance, that means that crit damage is 10% of their damage. Doubling that would make them get an extra 10%. For enhance, that's like screwing up and not having a searing totem down for a few CDs.
But hey, that would cause balance issues...
zakrain Aug 13th 2011 11:40PM
@frangus yes u still have to wry about spell hit since were half melee and have spell dmg (more on the spell) i finaly got hit spell cap on my enh shammie and i havent seen a flux in the dps i do, more of a stdy stream. and on the crt thing, i got the trinket from bwd that has the proc crt and i actualy lost dps w/ it. had to re a quip my 346 mastery trinket i had to go back at dps that i can pull >_