Moonkin Raiding: Rating Values

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Base Stat Conversion

* 166.6 Intellect = 1% Spell Critical
* 32.79 Haste Rating = 1% Haste
* 26.23 Hit Rating = 1% Hit
* 45.9 Critical Rating = 1% Spell Critical

In a raid setting, a tauren druid requires 10% hit to be capped, (given that you have [Balance of Power], and are either utilizing [Improved Faerie Fire] or [Misery]).  This equals out to be 262.30 hit required.  If you run 262 hit, you should end up being at 9.99% hit.  I’ve raided there frequently without ever missing a spell.

Due to [Heroic Presence], a night elf druid only requires 9% hit, or 236 hit, to be capped.

Stat to Spell Power Conversion

The following numbers I am borrowing from Graylo, you can visit his blog “Gray Matter” by clicking the link in the Blogroll.

Stat 12.5% Haste With Lag 10.5% Haste With Lag
Hit Rating 1.821 1.721
Spell Power 1 1
Haste Rating 0.816 1.034
Crit Rating 0.782 0.795

A few things to note:

  • While Haste technically shows at a higher value then spell power at 10.5% haste, you still shouldn’t gem haste over spell power.  The numbers are very similar, and any lag you have will further diminish haste.
  • WiseEclipse will cause haste will de-value further, as it allows you to wrath more and Starfire less (as you should always back to back proc Lunar to Solar Eclipses). and Wrath benefits less from haste (especially above 12%).
  • Haste and critical strike both suffer from diminishing returns.  You can see the diminishing returns from haste in the chart above.  The most effective method is to keep both stats in moderation and not sink heavily into one or another.
  • Haste diminishes even further above 12%, as you are no longer benefiting [Wrath], as the cast time is less then the 1.0 second global cooldown.  This is considered the “soft cap” for haste.



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5 Comments for this entry

  • Xiera

    I’ve always considered “capped” to be 0% miss. I adamantly recommend 263/237 (horde/ally) hit rating. Granted, people should not be too concerned over 1 point in hit, and it’s rare that you’d have the chance to be so specific, but for the purpose of theory, I felt the need to throw that out there.

    Also, 32.79 haste rating = 1% haste. It’s less than .1 difference, but that .1 will give you different results for the haste “soft cap”.

  • Sunfyre

    Well, really, my point was, if you had to choose between 262 hit and 310 hit by adding a hit piece, or using another piece that would grant you, say, crit, personally, I’d run with 262 hit.

  • Sunfyre

    I’ve updated the post to reflect the haste rating. Thanks!

  • Kiru

    Hey, I was in FE with you a few weeks ago. You said that insect swarm is not worth casting: if that’s the case why do you have improved insect swarm? Also, do you still suggest that strategy? Furthermore, how bad is it to go over 401 haste? I have tried to stay under that amount but it’s rather difficult with the gear available in ToC. Do you suggest staying close to 401 within reason, or does it not even matter at this point? I was under the impression that going under 1s wrath casts messed up spell queuing and added extra lag to wrath casts.

  • Sunfyre

    I’ve played around with both Improved Insect Swarm/IS and Starfall/Glyph of Starfall. Currently I’m using IIS, but I still am not 100% positive which alternative is better. Casting IS with <13sec on Wrath is a DPS loss. With WiseEclipse, you generally roll directly from a Lunar Eclipse into a Solar Eclipse. As for the haste issue, if you go above 401 haste, you’re only really giving benefit to Starfire. Above 12% haste, Wrath’s casts go below 1.0 sec (with Nature’s Grace proc’d), however, the global cooldown remains 1.0sec, so you never will actually cast wraths any quicker then 1.0 seconds apart. Haste above 401 is still obviously a DPS boost, however, it’s value deminishes the greater the haste you have, and other stat values, such as crit, will continue to benefit both Wrath and Starfire.

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