Great guide and compilattion in general, especially for less experienced hunters, thanks for making it.
There are several points on which i disagree in the guide itself and in the comments below. I will quickly adress some of those.
- i also do find FR being very important in MC (as well as shadow and arcane res) - your pet couldn't survive Magmadar/Golemagg w/o FR, same goes for Ragna, for example. Sending pets to be cleaved is just not a right approach i think - keep it with you on Destroyers in MC for example. And on cleaving mobs send it from their back.
- arcane shot is very good when you have to move and are unable to cast aimed, keep that in mind and use it. good example is Onyxia p2 or any other situation where you need to reposition. personally, if i understand that my aimed/arcane CD is up and i have to move like less than 2-3 seconds (depends on your weapon and cycle position at that moment) - i save CD then, if i have to move for more i use arcane.
- serpent sting is definetly usable in BWL on dig dragonkins and Chromaggus when they are nature vulnerable
- having one hunter waste points to get 5/5 imp mark is not good in my opinion - that means not having 3/3 slaying or sacrificing 9% crit chance of your pet in exchange for 9 RAP for everybody (which in T1-T2 gear should translate into ~0.25-0.3% dps increase for each hunter present).
- i totally disagree with RAP/Crit interpretation and find the presented data not on point. Quick explanation:
assuming T2 gear + Ash + full raid buffs (excluding world buffs and Expose Procs cause i don't have data on ther uptime; RWS and armor are ignored here because they both affect your damage as a static multiplier), thorium headed arrows, hunters mark on the target and 20/31/0 build full cycle damage is:
this comes from adding up 3 autoshots, 1 aimed and corresponding coefficient for multi-shot (i use 0.91 for Ash, but that's not exactly correct). In that conditions a troll hunter has 1720 RAP and 27.4% crit, from that and the formula (1) follows that full cycle damage is
From formula (2) it's easy to calculate an increase in RAP and Crit which will bring about a 1% total cycle damage increase and equate RAP to Crit after that. Long story short - approx. 1% crit = 32 RAP => 1 Agi = 2.6 RAP.
Let's make a qualitative analyses:
It is obvious now that RAP doesn't affect all of hunter's damage output as you state - on the contrary, it affects only about half of the damage output. This rises from your wapon having it's white damage, you projectiles as well and having raw +damage on both your dps shots - 600 on aimed and 150 on multi. At the same time crit does affect all of hunter's damage.
What is also apparent from the formulas (1) and (2) is that relative effectivness of RAP and Crit increase depend on the current ammount of both these stats you have. For example, lets imagine that you have 1720 RAP and, i don't know, 3000 RAP and same 27.4% crit. In the case with imaginary 3000 RAP an increase in 46 RAP will bring about a 1% damage increase, while an increase in crit chance of 0.7% will also bring about a 1% damage increase. That means that in that conditions 1% crit = 65.7 RAP. As you can, with increasin your total RAP the value of RAP compared to crit chance rapidly diminishes. What follows from that is that there are no "crit caps" or anything like that. In each specific situation one has to find and equation between RAP and Crit and from that make decision on which piece of gear is better and so on ^^
In the example above 3000 RAP could seems like a far-fetched fantasy, while if you consider 1720 RAP in T2-level gear and then you add up an expose weakness proc and an Earthstrike activation + possibly coupled to some world buff (DM for example), you will find yourself having around 2600 RAP ^^
That means, for example, that you could switch rings/necks in accordance with trinkets you use/going to use in the near future and so on.