In the last post, we discussed a variety of topics related to modeling Seal of Insight. Now it’s time to put that modeling discussion to work.
The Model
I decided to stick with the conclusion I came to in my last post. I’m modeling SoI with a backwards-facing method, in which each SoI proc reduces the damage done by the previous attack. This limits the scope of SoI to one attack in the past and creates incidental overheal whenever that attack was a dodge or parry. I’m also not applying any sort of overheal function to simulate indirect overhealing, so every Seal of Insight proc acts at full strength.
This will over-represent Seal of Insight’s usefulness in overall damage mitigation (i.e. TDR), because in many cases it will compete with HoTs and other low-throughput healing effects and cause a significant amount of overhealing. However, it will more accurately represent the behavior during high-throughput periods (i.e. spikes), where that healing is far less likely to be wasted. Since we’re mostly looking at the top two or three levels of spike damage in these simulations anyway, it makes more sense to bias the results towards accuracy in that region.
I’ll also note that I’ve implemented the 5.3 nerf to Shield of the Righteous, so it’s base mitigation is already 25% in these simulations.
For completeness, and for any newcomers to this blog, here’s a quick overview of how the simulation works:
To better understand the data below, here’s a rough overview of how it’s generated: I run a Monte-Carlo sim that simulates 10k minutes of combat (think Simcraft, but paladin-specific and more limited in scope), making all combat rolls and logging all damage events. I take the resulting string of attacks (something like “1, 0, 0.7, 1, 0, 0, …” where 0 is an avoid (no damage), 1 is a full hit, 0.7 is a block, and so on) and do some calculations on it. I calculate the average damage intake normalized to 100% possible throughput (i.e. “1, 1, 1, 1, 1, …”), and report that in the “mean” row, representing mean damage intake (lower is better, represents better TDR). “std” is just the standard deviation of that mean as averaged over 5 attacks. “S%” is SotR uptime.
The rest of the rows are smoothing data for strings of N attacks. For now, let’s just consider the first gear column (C/Ha). I take the damage event sequence and perform a moving average on it (i.e. an N-attack moving average). I then calculate how many of those N-attack averages exceed a certain percentage of the player’s health. So for example, if we look at a 3-attack moving average, the “70%” row tells me how many of those 3-attack averages exceed 70% of the player’s health. Note that the categories are cumulative, so if 5% of attacks exceed 90% health, those attacks are also being counted in the 80% and 70% rows (thus, if 17% of attacks exceed 80% health, the percentage between 80% and 90% is 17%-5%=12%). I should add that the repeatability on these simulations is quite good thanks to the long integration time – results usually fluctuate by less than +/- 0.1% (absolute, i.e. 5% +/- 0.1%).
I do this for a bunch of different gear sets, i.e. “C/Ha” for Control/Haste, etc. The gear list tables provide the stats of each gear configuration so you get a rough idea of what they look like. They’re roughly equivalent to stats in ilvl 522 gear.
The code can be found in the matlabadin repository, as usual. The two files in particular are pally_mc.m and pally_mc_smooth.m.
I’m going to dump a lot of data on you here, so bear with me. I’ll provide as much commentary as makes sense, but there will be a lot of repetition since most of the data sets look roughly similar.
Standard Panels
First, we’ll do our “standard panel” that compares the basic gear sets: Control/Haste, Control/StamGem (where we convert 4k haste into 3k stamina by swapping gems), Control/Mastery, Control/Avoidance, Control/Balance, Control/HasteMastery, Avoidance, Avoidance/Mastery, and Mastery/Avoidance. Those gear sets are given in the table below:
| Set: | C/Ha | C/Sg | C/Ma | C/Av | C/Bal | C/HM | Avoid | Av/Mas | Mas/Av | | Str | 15000 | 15000 | 15000 | 15000 | 15000 | 15000 | 15000 | 15000 | 15000 | | Sta | 28000 | 31000 | 28000 | 28000 | 28000 | 28000 | 28000 | 28000 | 28000 | | Parry | 1500 | 1500 | 1500 | 7500 | 4125 | 1500 | 10825 | 7717 | 4000 | | Dodge | 1500 | 1500 | 1500 | 7500 | 4125 | 1500 | 10825 | 7717 | 4000 | | Mastery | 1500 | 1500 | 13500 | 1500 | 4125 | 6750 | 1500 | 7716 | 15150 | | Hit | 2550 | 2550 | 2550 | 2550 | 2550 | 2550 | 500 | 500 | 500 | | Exp | 5100 | 5100 | 5100 | 5100 | 5100 | 5100 | 500 | 500 | 500 | | Haste | 12000 | 8000 | 0 | 0 | 4125 | 6750 | 0 | 0 | 0 |
I haven’t updated these for 5.3, mostly because I haven’t had time. In all likelihood, nothing changes by bumping the ilvl slightly anyway. First, let’s look at the data for a 10-man normal mode boss that hits for 150k per swing after mitigation:
Finisher = SH1, Boss Attack = 150k, SoI model=nooverheal, data set smooth-10000-77 | Set: | C/Ha | C/Sg | C/Ma | C/Av | C/Bal | C/HM | Avoid | Av/Mas | Mas/Av | | mean | 0.227 | 0.251 | 0.248 | 0.254 | 0.244 | 0.222 | 0.253 | 0.258 | 0.262 | | std | 0.103 | 0.106 | 0.110 | 0.125 | 0.113 | 0.102 | 0.138 | 0.131 | 0.126 | | S% | 0.522 | 0.482 | 0.410 | 0.420 | 0.452 | 0.471 | 0.366 | 0.362 | 0.357 | | HP | 755k | 816k | 755k | 755k | 755k | 755k | 755k | 755k | 755k | | nHP | 5.034 | 5.439 | 5.034 | 5.034 | 5.034 | 5.034 | 5.034 | 5.034 | 5.034 | | ---- | ------ | --- 2 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 10% | 43.049 | 48.638 | 46.573 | 48.233 | 48.137 | 44.968 | 45.969 | 46.010 | 47.654 | | 20% | 6.546 | 5.883 | 11.663 | 12.846 | 10.383 | 7.632 | 14.289 | 14.371 | 14.275 | | 30% | 0.165 | 0.036 | 0.665 | 1.117 | 0.682 | 0.266 | 1.774 | 1.448 | 1.304 | | ---- | ------ | --- 3 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 20% | 19.140 | 20.327 | 26.172 | 30.344 | 26.195 | 20.294 | 31.925 | 31.083 | 30.555 | | 30% | 1.131 | 0.808 | 4.640 | 6.188 | 3.544 | 1.718 | 8.119 | 7.231 | 7.526 | | 40% | 0.001 | 0.005 | 0.259 | 0.390 | 0.147 | 0.004 | 0.841 | 0.750 | 0.747 | | 50% | 0.001 | 0.000 | 0.001 | 0.014 | 0.006 | 0.000 | 0.064 | 0.037 | 0.035 | | ---- | ------ | --- 4 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 20% | 39.889 | 42.935 | 47.796 | 50.088 | 47.584 | 40.228 | 49.763 | 50.423 | 51.479 | | 30% | 10.957 | 9.586 | 13.558 | 19.193 | 14.404 | 9.897 | 20.855 | 19.195 | 19.098 | | 40% | 0.679 | 0.707 | 2.204 | 3.037 | 1.757 | 0.941 | 4.865 | 4.176 | 4.346 | | 50% | 0.017 | 0.012 | 0.150 | 0.257 | 0.111 | 0.041 | 0.709 | 0.600 | 0.629 | | 60% | 0.001 | 0.000 | 0.000 | 0.001 | 0.000 | 0.000 | 0.025 | 0.020 | 0.017 | | ---- | ------ | --- 5 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 30% | 24.849 | 23.976 | 30.836 | 35.357 | 30.603 | 23.005 | 35.410 | 34.973 | 36.024 | | 40% | 4.000 | 4.359 | 8.320 | 11.603 | 8.412 | 4.380 | 13.892 | 13.213 | 13.085 | | 50% | 0.404 | 0.283 | 1.177 | 2.515 | 1.182 | 0.344 | 3.978 | 3.317 | 3.211 | | 60% | 0.008 | 0.005 | 0.130 | 0.206 | 0.088 | 0.011 | 0.632 | 0.519 | 0.539 | | 70% | 0.000 | 0.000 | 0.004 | 0.011 | 0.001 | 0.001 | 0.069 | 0.055 | 0.043 | | 80% | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.001 | 0.002 | 0.001 | | ---- | ------ | --- 6 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 30% | 41.134 | 41.499 | 47.962 | 50.478 | 47.235 | 38.445 | 49.038 | 49.938 | 52.001 | | 40% | 11.311 | 12.159 | 19.450 | 23.400 | 19.099 | 11.473 | 25.190 | 25.009 | 25.453 | | 50% | 1.748 | 1.394 | 4.638 | 7.871 | 4.398 | 1.570 | 10.062 | 9.292 | 8.998 | | 60% | 0.046 | 0.033 | 0.668 | 1.436 | 0.605 | 0.080 | 2.764 | 2.347 | 2.127 | | 70% | 0.001 | 0.000 | 0.064 | 0.190 | 0.041 | 0.002 | 0.541 | 0.407 | 0.388 | | 80% | 0.000 | 0.000 | 0.003 | 0.007 | 0.002 | 0.000 | 0.065 | 0.051 | 0.045 | | 90% | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.006 | 0.003 | 0.003 | | ---- | ------ | --- 7 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 40% | 23.886 | 25.744 | 33.245 | 36.754 | 32.783 | 23.224 | 37.333 | 38.102 | 39.434 | | 50% | 6.574 | 6.640 | 11.688 | 16.426 | 10.957 | 5.941 | 18.512 | 18.043 | 17.997 | | 60% | 0.835 | 0.743 | 2.535 | 4.717 | 2.290 | 0.846 | 6.948 | 6.274 | 5.910 | | 70% | 0.059 | 0.033 | 0.293 | 0.913 | 0.253 | 0.067 | 1.954 | 1.576 | 1.414 | | 80% | 0.001 | 0.000 | 0.025 | 0.090 | 0.012 | 0.002 | 0.373 | 0.283 | 0.246 | | 90% | 0.000 | 0.000 | 0.001 | 0.006 | 0.000 | 0.000 | 0.052 | 0.030 | 0.032 | | 100% | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.004 | 0.002 | 0.001 |
This seems like a pretty clear win for Control/Haste. You may have been expecting Control/Mastery to pull ahead thanks to the SotR nerf, and if we were ignoring Seal of Insight it does. In fact, without SoI active, Control/Mastery is very competitive across the board.
But Seal of Insight procs push haste significantly ahead. Remember that each Seal of Insight proc is healing for about 20% of a boss attack, so as long as the previous attack wasn’t avoided each proc acts like a miniature block. And we get more procs than we do boss attacks, statistically speaking, so we basically have about one 20% block ready for each potential melee attack. That’s a huge value.
As I noted in the last post, this gives Control/Haste a strong passive mitigation component via Seal of Insight, which is what it lacked in previous simulations. That’s the main reason that Control/Mastery was able to compete in the higher-number-of-attacks categories before. But here we see Control/Haste taking that spot.
I should add, however, that Control/Stamina still reigns supreme for raw survivability. We still get more survivability by converting Haste gems to Stamina gems, even at this low attack size threshold. The reason I call this category for Control/Haste is that even a 7-attack string doesn’t exceed 80% of the player’s health, so that extra stamina isn’t really necessary. Note, however, that this assumes a tank with 755k health raid-buffed, and many 10-man tanks are running less than that. But I still think Control/Haste wins the day for normal-mode 10-man content.
Next, we’ll look at the 250k boss attack data, which is our 10-man heroic / 25-man normal boss:
Finisher = SH1, Boss Attack = 250k, SoI model=nooverheal data set smooth-10000-76 | Set: | C/Ha | C/Sg | C/Ma | C/Av | C/Bal | C/HM | Avoid | Av/Mas | Mas/Av | | mean | 0.250 | 0.274 | 0.268 | 0.270 | 0.264 | 0.249 | 0.269 | 0.275 | 0.278 | | std | 0.102 | 0.105 | 0.106 | 0.122 | 0.112 | 0.103 | 0.137 | 0.130 | 0.123 | | S% | 0.522 | 0.482 | 0.411 | 0.419 | 0.453 | 0.471 | 0.366 | 0.362 | 0.357 | | HP | 755k | 816k | 755k | 755k | 755k | 755k | 755k | 755k | 755k | | nHP | 3.021 | 3.263 | 3.021 | 3.021 | 3.021 | 3.021 | 3.021 | 3.021 | 3.021 | | ---- | ------ | --- 2 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 20% | 42.078 | 36.083 | 45.410 | 45.450 | 45.211 | 44.773 | 42.991 | 44.828 | 46.785 | | 30% | 14.655 | 14.598 | 17.825 | 20.553 | 18.808 | 16.156 | 22.076 | 22.961 | 22.151 | | 40% | 1.581 | 1.950 | 4.326 | 4.564 | 3.465 | 2.270 | 7.173 | 7.537 | 7.114 | | 50% | 0.114 | 0.049 | 0.520 | 0.874 | 0.516 | 0.164 | 1.560 | 1.420 | 1.309 | | 60% | 0.000 | 0.003 | 0.018 | 0.025 | 0.016 | 0.005 | 0.149 | 0.148 | 0.124 | | ---- | ------ | --- 3 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 30% | 39.360 | 38.142 | 37.345 | 44.477 | 41.242 | 38.137 | 42.986 | 44.382 | 42.508 | | 40% | 8.503 | 10.763 | 15.188 | 18.103 | 14.772 | 10.706 | 21.322 | 21.559 | 20.696 | | 50% | 1.355 | 1.289 | 4.676 | 5.786 | 3.746 | 2.142 | 8.101 | 7.849 | 7.994 | | 60% | 0.151 | 0.077 | 1.027 | 1.399 | 0.700 | 0.269 | 2.643 | 2.421 | 2.543 | | 70% | 0.002 | 0.003 | 0.130 | 0.278 | 0.102 | 0.003 | 0.672 | 0.649 | 0.641 | | 80% | 0.000 | 0.000 | 0.014 | 0.060 | 0.018 | 0.000 | 0.184 | 0.161 | 0.135 | | 90% | 0.000 | 0.000 | 0.000 | 0.000 | 0.001 | 0.000 | 0.027 | 0.025 | 0.014 | | ---- | ------ | --- 4 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 40% | 32.289 | 35.037 | 36.081 | 39.780 | 37.409 | 33.129 | 39.981 | 42.235 | 42.126 | | 50% | 14.136 | 11.959 | 15.007 | 21.016 | 16.922 | 13.521 | 22.454 | 22.357 | 21.442 | | 60% | 4.256 | 3.039 | 5.228 | 8.388 | 5.820 | 3.907 | 10.804 | 9.415 | 9.129 | | 70% | 0.639 | 0.506 | 1.494 | 2.212 | 1.392 | 0.980 | 4.060 | 3.521 | 3.732 | | 80% | 0.067 | 0.048 | 0.402 | 0.545 | 0.334 | 0.185 | 1.357 | 1.326 | 1.414 | | 90% | 0.001 | 0.001 | 0.034 | 0.051 | 0.029 | 0.005 | 0.355 | 0.388 | 0.369 | | 100% | 0.000 | 0.000 | 0.001 | 0.003 | 0.003 | 0.000 | 0.083 | 0.077 | 0.063 | | 110% | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.003 | 0.003 | 0.001 | | ---- | ------ | --- 5 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 50% | 32.320 | 30.188 | 35.995 | 39.665 | 35.861 | 31.226 | 38.853 | 40.103 | 40.903 | | 60% | 15.028 | 12.682 | 18.679 | 23.359 | 19.306 | 13.900 | 24.320 | 23.745 | 24.010 | | 70% | 4.623 | 4.047 | 6.961 | 11.113 | 8.347 | 4.777 | 13.320 | 12.426 | 12.309 | | 80% | 0.799 | 0.773 | 2.132 | 4.000 | 2.715 | 1.320 | 6.258 | 5.748 | 5.314 | | 90% | 0.100 | 0.063 | 0.496 | 1.027 | 0.610 | 0.215 | 2.419 | 2.207 | 1.948 | | 100% | 0.009 | 0.004 | 0.097 | 0.205 | 0.119 | 0.028 | 0.824 | 0.727 | 0.672 | | 110% | 0.000 | 0.000 | 0.015 | 0.033 | 0.016 | 0.001 | 0.227 | 0.206 | 0.207 | | 120% | 0.000 | 0.000 | 0.001 | 0.003 | 0.001 | 0.000 | 0.059 | 0.054 | 0.055 | | 130% | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.011 | 0.010 | 0.011 | | 140% | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.001 | 0.001 | 0.001 | | ---- | ------ | --- 6 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 60% | 31.122 | 28.454 | 36.137 | 39.727 | 35.931 | 28.814 | 38.649 | 39.354 | 40.844 | | 70% | 13.490 | 12.783 | 18.888 | 24.148 | 19.920 | 13.297 | 25.299 | 24.893 | 25.561 | | 80% | 3.788 | 3.859 | 7.984 | 11.956 | 8.868 | 4.952 | 14.591 | 14.231 | 13.811 | | 90% | 0.778 | 0.566 | 2.575 | 4.953 | 2.970 | 1.275 | 7.308 | 7.083 | 6.474 | | 100% | 0.103 | 0.070 | 0.689 | 1.795 | 0.848 | 0.238 | 3.425 | 3.105 | 2.694 | | 110% | 0.003 | 0.002 | 0.143 | 0.552 | 0.183 | 0.014 | 1.401 | 1.172 | 1.031 | | 120% | 0.000 | 0.000 | 0.021 | 0.085 | 0.026 | 0.000 | 0.469 | 0.388 | 0.336 | | 130% | 0.000 | 0.000 | 0.002 | 0.008 | 0.003 | 0.000 | 0.128 | 0.120 | 0.106 | | 140% | 0.000 | 0.000 | 0.000 | 0.001 | 0.001 | 0.000 | 0.034 | 0.035 | 0.033 | | 150% | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.007 | 0.007 | 0.006 | | 160% | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.001 | 0.001 | 0.001 | | ---- | ------ | --- 7 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 60% | 48.319 | 47.006 | 54.198 | 55.111 | 52.824 | 46.176 | 52.256 | 54.221 | 56.922 | | 70% | 29.026 | 28.625 | 34.520 | 39.075 | 35.332 | 27.789 | 38.363 | 39.050 | 40.749 | | 80% | 13.750 | 13.940 | 18.621 | 23.875 | 19.770 | 13.974 | 25.522 | 25.841 | 25.816 | | 90% | 5.280 | 4.517 | 8.249 | 12.710 | 8.748 | 5.686 | 15.166 | 15.259 | 14.590 | | 100% | 1.585 | 1.229 | 3.069 | 5.933 | 3.316 | 1.898 | 8.483 | 8.080 | 7.473 | | 110% | 0.323 | 0.258 | 0.915 | 2.406 | 1.068 | 0.488 | 4.283 | 3.848 | 3.447 | | 120% | 0.040 | 0.035 | 0.202 | 0.727 | 0.247 | 0.089 | 1.847 | 1.619 | 1.348 | | 130% | 0.002 | 0.003 | 0.036 | 0.185 | 0.034 | 0.007 | 0.715 | 0.601 | 0.492 | | 140% | 0.000 | 0.000 | 0.003 | 0.039 | 0.005 | 0.001 | 0.252 | 0.212 | 0.168 | | 150% | 0.000 | 0.000 | 0.000 | 0.006 | 0.000 | 0.000 | 0.068 | 0.060 | 0.047 | | 160% | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.017 | 0.016 | 0.013 | | 170% | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.003 | 0.003 | 0.002 |
Again, Control/Stamina and Control/Haste lead the pack by a good margin. Not much else has changed from the 150k swing data; avoidance sets still perform poorly and none of the other secondary stats seem capable of coming close to haste. The loss going from haste to mastery is significant enough now that we’re not even seeing any advantage from the Control/HasteMastery set. That said, we’ve seen in the past that the results can fluctuate with small haste changes, so it’s something we’ll have to investigate in more detail in the future.
On to the heroic 25-man boss that hits for 350k per swing:
Finisher = SH1, Boss Attack = 350k, SoI model=nooverheal data set smooth-10000-75 | Set: | C/Ha | C/Sg | C/Ma | C/Av | C/Bal | C/HM | Avoid | Av/Mas | Mas/Av | | mean | 0.262 | 0.285 | 0.280 | 0.280 | 0.275 | 0.259 | 0.278 | 0.283 | 0.289 | | std | 0.103 | 0.106 | 0.107 | 0.123 | 0.114 | 0.104 | 0.138 | 0.132 | 0.124 | | S% | 0.523 | 0.483 | 0.410 | 0.419 | 0.452 | 0.472 | 0.366 | 0.363 | 0.357 | | HP | 755k | 816k | 755k | 755k | 755k | 755k | 755k | 755k | 755k | | nHP | 2.158 | 2.331 | 2.158 | 2.158 | 2.158 | 2.158 | 2.158 | 2.158 | 2.158 | | ---- | ------ | --- 2 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 30% | 32.885 | 36.244 | 40.808 | 38.572 | 38.969 | 36.939 | 38.423 | 40.839 | 43.191 | | 40% | 15.408 | 18.540 | 20.995 | 21.878 | 21.142 | 16.677 | 23.657 | 23.467 | 25.393 | | 50% | 5.739 | 5.277 | 10.463 | 11.052 | 9.539 | 7.228 | 13.314 | 13.769 | 13.182 | | 60% | 1.303 | 1.273 | 4.355 | 4.130 | 3.296 | 2.186 | 6.670 | 7.288 | 6.599 | | 70% | 0.178 | 0.055 | 1.180 | 1.249 | 0.933 | 0.332 | 2.565 | 2.571 | 2.748 | | 80% | 0.007 | 0.004 | 0.192 | 0.275 | 0.124 | 0.034 | 0.640 | 0.569 | 0.432 | | 90% | 0.001 | 0.000 | 0.011 | 0.022 | 0.011 | 0.005 | 0.134 | 0.128 | 0.084 | | ---- | ------ | --- 3 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 40% | 41.345 | 45.922 | 44.756 | 46.843 | 47.672 | 39.535 | 45.936 | 45.980 | 47.873 | | 50% | 20.671 | 20.835 | 27.177 | 30.869 | 27.204 | 21.644 | 32.210 | 32.404 | 30.639 | | 60% | 7.600 | 7.351 | 15.196 | 16.911 | 13.611 | 9.223 | 20.256 | 20.430 | 19.339 | | 70% | 2.257 | 2.039 | 6.787 | 7.854 | 5.660 | 2.801 | 11.065 | 10.039 | 11.303 | | 80% | 0.573 | 0.398 | 2.467 | 3.043 | 1.549 | 0.843 | 5.222 | 4.618 | 4.970 | | 90% | 0.122 | 0.056 | 0.704 | 1.031 | 0.575 | 0.247 | 2.032 | 2.109 | 1.943 | | 100% | 0.002 | 0.006 | 0.152 | 0.208 | 0.088 | 0.005 | 0.622 | 0.623 | 0.588 | | 110% | 0.000 | 0.000 | 0.022 | 0.074 | 0.019 | 0.000 | 0.219 | 0.203 | 0.176 | | 120% | 0.000 | 0.000 | 0.003 | 0.012 | 0.002 | 0.000 | 0.076 | 0.071 | 0.036 | | 130% | 0.000 | 0.000 | 0.000 | 0.002 | 0.000 | 0.000 | 0.023 | 0.022 | 0.009 | | ---- | ------ | --- 4 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 50% | 46.101 | 48.063 | 53.848 | 52.875 | 51.408 | 46.459 | 51.488 | 53.661 | 55.098 | | 60% | 29.993 | 29.341 | 35.771 | 38.316 | 35.793 | 29.800 | 38.827 | 40.483 | 39.444 | | 70% | 16.269 | 15.744 | 20.123 | 24.773 | 21.738 | 14.960 | 26.918 | 25.458 | 25.876 | | 80% | 7.343 | 5.809 | 9.455 | 14.266 | 9.213 | 7.089 | 17.064 | 14.897 | 14.156 | | 90% | 2.505 | 1.944 | 3.698 | 6.638 | 4.040 | 3.146 | 8.845 | 8.408 | 7.297 | | 100% | 0.629 | 0.550 | 1.679 | 2.031 | 1.473 | 0.862 | 3.761 | 3.634 | 3.773 | | 110% | 0.100 | 0.106 | 0.560 | 0.719 | 0.428 | 0.214 | 1.728 | 1.601 | 1.741 | | 120% | 0.024 | 0.007 | 0.191 | 0.272 | 0.173 | 0.068 | 0.830 | 0.862 | 0.810 | | 130% | 0.001 | 0.001 | 0.041 | 0.056 | 0.034 | 0.007 | 0.378 | 0.400 | 0.344 | | 140% | 0.000 | 0.000 | 0.004 | 0.006 | 0.003 | 0.000 | 0.127 | 0.128 | 0.112 | | 150% | 0.000 | 0.000 | 0.000 | 0.001 | 0.000 | 0.000 | 0.030 | 0.021 | 0.013 | | 160% | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.003 | 0.003 | 0.002 | | ---- | ------ | --- 5 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 70% | 35.977 | 36.111 | 41.985 | 43.683 | 41.448 | 33.547 | 43.246 | 43.420 | 45.369 | | 80% | 21.514 | 20.865 | 27.602 | 31.282 | 26.381 | 20.972 | 32.239 | 31.350 | 32.486 | | 90% | 11.041 | 10.355 | 15.528 | 20.259 | 16.278 | 11.805 | 21.718 | 21.915 | 20.642 | | 100% | 4.732 | 4.254 | 7.547 | 11.143 | 8.637 | 4.665 | 13.143 | 12.780 | 12.541 | | 110% | 1.444 | 1.318 | 3.458 | 5.760 | 3.860 | 1.705 | 7.889 | 7.226 | 6.808 | | 120% | 0.432 | 0.323 | 1.337 | 2.676 | 1.635 | 0.628 | 4.439 | 4.190 | 3.346 | | 130% | 0.080 | 0.058 | 0.485 | 0.940 | 0.639 | 0.154 | 2.293 | 2.083 | 1.794 | | 140% | 0.013 | 0.011 | 0.163 | 0.334 | 0.173 | 0.033 | 1.098 | 0.889 | 0.925 | | 150% | 0.001 | 0.001 | 0.050 | 0.082 | 0.044 | 0.007 | 0.448 | 0.409 | 0.420 | | 160% | 0.000 | 0.000 | 0.013 | 0.020 | 0.011 | 0.002 | 0.184 | 0.186 | 0.174 | | 170% | 0.000 | 0.000 | 0.001 | 0.003 | 0.001 | 0.000 | 0.063 | 0.064 | 0.052 | | 180% | 0.000 | 0.000 | 0.000 | 0.001 | 0.000 | 0.000 | 0.024 | 0.025 | 0.015 | | 190% | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.008 | 0.007 | 0.004 | | 200% | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.002 | 0.002 | 0.001 | | ---- | ------ | --- 6 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 80% | 40.461 | 40.647 | 47.076 | 48.097 | 45.131 | 38.743 | 46.983 | 47.697 | 50.313 | | 90% | 25.807 | 25.747 | 32.971 | 36.104 | 32.510 | 25.812 | 35.946 | 37.248 | 37.413 | | 100% | 13.941 | 13.685 | 20.968 | 24.599 | 21.034 | 13.747 | 25.613 | 25.758 | 26.552 | | 110% | 6.410 | 6.079 | 12.042 | 15.716 | 11.953 | 6.662 | 17.727 | 17.135 | 17.270 | | 120% | 2.491 | 2.278 | 6.197 | 9.342 | 6.245 | 3.192 | 11.550 | 11.481 | 10.490 | | 130% | 0.786 | 0.576 | 2.721 | 4.881 | 3.065 | 0.959 | 7.133 | 6.803 | 5.942 | | 140% | 0.148 | 0.120 | 1.121 | 2.209 | 1.311 | 0.253 | 4.166 | 3.639 | 3.378 | | 150% | 0.023 | 0.016 | 0.416 | 0.981 | 0.411 | 0.067 | 2.282 | 2.020 | 1.680 | | 160% | 0.001 | 0.001 | 0.113 | 0.385 | 0.139 | 0.014 | 1.162 | 1.000 | 0.816 | | 170% | 0.000 | 0.000 | 0.031 | 0.104 | 0.035 | 0.001 | 0.497 | 0.415 | 0.377 | | 180% | 0.000 | 0.000 | 0.006 | 0.027 | 0.005 | 0.000 | 0.227 | 0.177 | 0.149 | | 190% | 0.000 | 0.000 | 0.001 | 0.006 | 0.002 | 0.000 | 0.095 | 0.084 | 0.078 | | 200% | 0.000 | 0.000 | 0.000 | 0.001 | 0.000 | 0.000 | 0.039 | 0.034 | 0.030 | | ---- | ------ | --- 7 | Attack | Moving | Avg.-- | ------ | ------ | ------ | ------ | | 90% | 43.690 | 45.119 | 51.532 | 51.648 | 50.017 | 43.265 | 49.747 | 52.171 | 53.999 | | 100% | 30.208 | 30.859 | 37.827 | 39.954 | 37.183 | 29.006 | 39.154 | 40.469 | 42.328 | | 110% | 18.998 | 18.736 | 25.529 | 29.152 | 25.283 | 18.275 | 29.816 | 30.055 | 30.993 | | 120% | 10.886 | 10.197 | 15.879 | 20.203 | 15.635 | 10.932 | 21.752 | 22.116 | 21.480 | | 130% | 5.243 | 4.758 | 8.926 | 12.754 | 8.948 | 5.267 | 15.153 | 14.860 | 14.171 | | 140% | 2.103 | 1.868 | 4.458 | 7.229 | 4.739 | 2.301 | 9.946 | 9.269 | 9.033 | | 150% | 0.689 | 0.703 | 2.115 | 3.889 | 2.124 | 1.030 | 6.316 | 5.840 | 5.478 | | 160% | 0.196 | 0.202 | 0.909 | 1.959 | 0.918 | 0.362 | 3.784 | 3.466 | 2.881 | | 170% | 0.052 | 0.039 | 0.310 | 0.889 | 0.322 | 0.105 | 2.073 | 1.787 | 1.471 | | 180% | 0.011 | 0.005 | 0.093 | 0.398 | 0.088 | 0.030 | 1.148 | 0.893 | 0.705 | | 190% | 0.001 | 0.000 | 0.020 | 0.138 | 0.023 | 0.004 | 0.558 | 0.433 | 0.328 | | 200% | 0.000 | 0.000 | 0.004 | 0.035 | 0.003 | 0.000 | 0.251 | 0.183 | 0.156 |
No surprises here, as the haste sets continue to dominate. The other control sets still lag the haste sets, and the avoidance sets continue to trail even further in the distance. There’s no question that, going into 5.3, you’re going to want to focus your item upgrades on your haste/mastery/hit/expertise gear rather than any gear with dodge or parry on it.
Stamina Panel
Next, I have a few sets here to compare Stamina trades. We’ve already seen that Stamina is better than haste in gem slots by a slim margin, but this panel includes trinket trades (C/St) and a high-stamina gear set that splits the remaining itemization between mastery and haste. Here are the stats of the gear sets:
| Set: | C/Ha | C/St | C/Sg | C/Shm | C/Ma | | Str | 15000 | 15000 | 15000 | 15000 | 15000 | | Sta | 28000 | 34000 | 31000 | 31000 | 28000 | | Parry | 1500 | 1500 | 1500 | 1500 | 1500 | | Dodge | 1500 | 1500 | 1500 | 1500 | 1500 | | Mastery | 1500 | 1500 | 1500 | 4750 | 13500 | | Hit | 2550 | 2550 | 2550 | 2550 | 2550 | | Exp | 5100 | 5100 | 5100 | 5100 | 5100 | | Haste | 12000 | 8000 | 8000 | 4750 | 0 |
And here’s the data. Rather than give individual commentary for each section, I’ll just provide a wall-o-data and talk about all of the sets at the end.
150k:
Finisher = SH1, Boss Attack = 150k, SoI model=nooverheal data set smooth-10000-78 | Set: | C/Ha | C/St | C/Sg | C/Shm | C/Ma | | mean | 0.227 | 0.251 | 0.251 | 0.262 | 0.249 | | std | 0.103 | 0.106 | 0.106 | 0.109 | 0.111 | | S% | 0.523 | 0.482 | 0.482 | 0.454 | 0.410 | | HP | 755k | 876k | 816k | 816k | 755k | | nHP | 5.034 | 5.843 | 5.439 | 5.439 | 5.034 | | ---- | --- 2 | Attack | Moving | Avg.-- | ------ | | 10% | 43.022 | 40.482 | 48.479 | 48.121 | 46.739 | | 20% | 6.469 | 3.214 | 5.837 | 8.332 | 11.753 | | 30% | 0.164 | 0.024 | 0.039 | 0.139 | 0.682 | | ---- | --- 3 | Attack | Moving | Avg.-- | ------ | | 20% | 18.949 | 14.004 | 20.200 | 25.006 | 26.345 | | 30% | 1.089 | 0.530 | 0.767 | 2.048 | 4.732 | | 40% | 0.005 | 0.000 | 0.006 | 0.055 | 0.257 | | 50% | 0.000 | 0.000 | 0.000 | 0.000 | 0.002 | | ---- | --- 4 | Attack | Moving | Avg.-- | ------ | | 20% | 39.772 | 36.744 | 42.836 | 48.174 | 47.968 | | 30% | 10.888 | 6.091 | 9.454 | 11.538 | 13.719 | | 40% | 0.666 | 0.241 | 0.689 | 0.884 | 2.252 | | 50% | 0.012 | 0.002 | 0.012 | 0.024 | 0.153 | | ---- | --- 5 | Attack | Moving | Avg.-- | ------ | | 30% | 24.760 | 17.744 | 23.760 | 28.425 | 30.966 | | 40% | 3.940 | 2.123 | 4.331 | 5.915 | 8.371 | | 50% | 0.382 | 0.068 | 0.288 | 0.495 | 1.221 | | 60% | 0.008 | 0.000 | 0.004 | 0.021 | 0.136 | | 70% | 0.001 | 0.000 | 0.000 | 0.000 | 0.002 | | ---- | --- 6 | Attack | Moving | Avg.-- | ------ | | 30% | 41.148 | 33.863 | 41.358 | 46.465 | 48.106 | | 40% | 11.141 | 7.171 | 12.030 | 15.812 | 19.552 | | 50% | 1.678 | 0.430 | 1.371 | 2.591 | 4.707 | | 60% | 0.045 | 0.004 | 0.029 | 0.201 | 0.685 | | 70% | 0.002 | 0.000 | 0.000 | 0.006 | 0.068 | | 80% | 0.000 | 0.000 | 0.000 | 0.000 | 0.002 | | ---- | --- 7 | Attack | Moving | Avg.-- | ------ | | 40% | 23.781 | 18.316 | 25.654 | 30.083 | 33.487 | | 50% | 6.487 | 3.211 | 6.569 | 8.118 | 11.848 | | 60% | 0.799 | 0.220 | 0.715 | 1.045 | 2.554 | | 70% | 0.055 | 0.003 | 0.030 | 0.047 | 0.309 | | 80% | 0.002 | 0.000 | 0.000 | 0.000 | 0.023 |
250k:
Finisher = SH1, Boss Attack = 250k, SoI model=nooverheal data set smooth-10000-79 | Set: | C/Ha | C/St | C/Sg | C/Shm | C/Ma | | mean | 0.250 | 0.274 | 0.274 | 0.286 | 0.268 | | std | 0.102 | 0.105 | 0.105 | 0.108 | 0.106 | | S% | 0.522 | 0.483 | 0.482 | 0.454 | 0.410 | | HP | 755k | 876k | 816k | 816k | 755k | | nHP | 3.021 | 3.506 | 3.263 | 3.263 | 3.021 | | ---- | --- 2 | Attack | Moving | Avg.-- | ------ | | 20% | 42.151 | 32.857 | 36.254 | 40.191 | 45.407 | | 30% | 14.668 | 8.370 | 14.755 | 15.533 | 17.767 | | 40% | 1.567 | 0.737 | 1.982 | 3.311 | 4.335 | | 50% | 0.121 | 0.037 | 0.062 | 0.218 | 0.506 | | 60% | 0.001 | 0.000 | 0.003 | 0.016 | 0.016 | | ---- | --- 3 | Attack | Moving | Avg.-- | ------ | | 30% | 39.373 | 26.912 | 38.369 | 39.100 | 37.228 | | 40% | 8.513 | 5.704 | 10.856 | 13.586 | 15.144 | | 50% | 1.359 | 0.587 | 1.341 | 2.633 | 4.648 | | 60% | 0.142 | 0.047 | 0.081 | 0.403 | 1.028 | | 70% | 0.001 | 0.000 | 0.004 | 0.041 | 0.117 | | 80% | 0.000 | 0.000 | 0.000 | 0.003 | 0.013 | | ---- | --- 4 | Attack | Moving | Avg.-- | ------ | | 40% | 32.341 | 26.812 | 35.236 | 37.719 | 36.062 | | 50% | 14.193 | 7.784 | 12.065 | 15.074 | 14.948 | | 60% | 4.290 | 1.568 | 3.093 | 4.422 | 5.201 | | 70% | 0.665 | 0.146 | 0.518 | 0.760 | 1.473 | | 80% | 0.060 | 0.007 | 0.049 | 0.154 | 0.377 | | 90% | 0.002 | 0.000 | 0.001 | 0.004 | 0.033 | | 100% | 0.000 | 0.000 | 0.000 | 0.000 | 0.002 | | ---- | --- 5 | Attack | Moving | Avg.-- | ------ | | 40% | 54.097 | 48.919 | 57.263 | 59.186 | 57.725 | | 50% | 32.478 | 22.916 | 30.390 | 35.916 | 35.990 | | 60% | 15.061 | 8.617 | 12.834 | 17.288 | 18.606 | | 70% | 4.652 | 1.601 | 4.092 | 5.910 | 6.957 | | 80% | 0.789 | 0.254 | 0.800 | 1.501 | 2.061 | | 90% | 0.101 | 0.014 | 0.068 | 0.290 | 0.477 | | 100% | 0.007 | 0.001 | 0.004 | 0.025 | 0.095 | | 110% | 0.000 | 0.000 | 0.000 | 0.003 | 0.014 | | 120% | 0.000 | 0.000 | 0.000 | 0.000 | 0.001 | | ---- | --- 6 | Attack | Moving | Avg.-- | ------ | | 50% | 52.320 | 42.349 | 51.355 | 56.269 | 55.371 | | 60% | 31.193 | 21.903 | 28.692 | 34.990 | 36.098 | | 70% | 13.524 | 6.437 | 12.865 | 16.944 | 18.868 | | 80% | 3.851 | 1.594 | 3.908 | 6.248 | 7.912 | | 90% | 0.779 | 0.136 | 0.599 | 1.792 | 2.550 | | 100% | 0.089 | 0.014 | 0.067 | 0.349 | 0.654 | | 110% | 0.002 | 0.001 | 0.003 | 0.050 | 0.139 | | 120% | 0.000 | 0.000 | 0.000 | 0.005 | 0.020 | | 130% | 0.000 | 0.000 | 0.000 | 0.000 | 0.002 | | ---- | --- 7 | Attack | Moving | Avg.-- | ------ | | 60% | 48.396 | 39.916 | 47.325 | 53.984 | 54.160 | | 70% | 29.080 | 18.943 | 28.735 | 33.378 | 34.456 | | 80% | 13.894 | 8.067 | 14.051 | 16.554 | 18.524 | | 90% | 5.346 | 1.929 | 4.590 | 6.626 | 8.174 | | 100% | 1.580 | 0.453 | 1.226 | 1.952 | 3.000 | | 110% | 0.319 | 0.045 | 0.269 | 0.436 | 0.889 | | 120% | 0.035 | 0.005 | 0.036 | 0.056 | 0.201 | | 130% | 0.001 | 0.000 | 0.001 | 0.005 | 0.034 | | 140% | 0.000 | 0.000 | 0.000 | 0.000 | 0.002 |
350k:
Finisher = SH1, Boss Attack = 350k, SoI model=nooverheal data set smooth-10000-80 | Set: | C/Ha | C/St | C/Sg | C/Shm | C/Ma | | mean | 0.261 | 0.286 | 0.285 | 0.296 | 0.279 | | std | 0.103 | 0.106 | 0.106 | 0.109 | 0.107 | | S% | 0.523 | 0.483 | 0.482 | 0.455 | 0.411 | | HP | 755k | 876k | 816k | 816k | 755k | | nHP | 2.158 | 2.504 | 2.331 | 2.331 | 2.158 | | ---- | --- 2 | Attack | Moving | Avg.-- | ------ | | 30% | 32.655 | 31.390 | 36.075 | 39.645 | 40.546 | | 40% | 15.258 | 13.987 | 18.369 | 21.260 | 20.745 | | 50% | 5.626 | 2.668 | 5.192 | 7.446 | 10.378 | | 60% | 1.289 | 0.428 | 1.252 | 1.662 | 4.211 | | 70% | 0.186 | 0.036 | 0.060 | 0.216 | 1.123 | | 80% | 0.009 | 0.000 | 0.005 | 0.020 | 0.180 | | 90% | 0.001 | 0.000 | 0.000 | 0.000 | 0.010 | | ---- | --- 3 | Attack | Moving | Avg.-- | ------ | | 40% | 41.125 | 38.171 | 45.569 | 47.260 | 44.575 | | 50% | 20.420 | 13.837 | 20.588 | 25.682 | 27.031 | | 60% | 7.512 | 4.311 | 7.327 | 9.046 | 14.943 | | 70% | 2.261 | 1.006 | 2.026 | 3.562 | 6.643 | | 80% | 0.560 | 0.080 | 0.396 | 0.873 | 2.381 | | 90% | 0.110 | 0.005 | 0.061 | 0.204 | 0.669 | | 100% | 0.003 | 0.000 | 0.004 | 0.040 | 0.134 | | 110% | 0.000 | 0.000 | 0.000 | 0.003 | 0.016 | | 120% | 0.000 | 0.000 | 0.000 | 0.000 | 0.001 | | ---- | --- 4 | Attack | Moving | Avg.-- | ------ | | 50% | 45.896 | 41.533 | 47.686 | 52.960 | 53.508 | | 60% | 29.735 | 22.478 | 29.189 | 31.558 | 35.477 | | 70% | 15.994 | 10.134 | 15.554 | 17.602 | 19.942 | | 80% | 7.202 | 3.215 | 5.747 | 6.774 | 9.302 | | 90% | 2.452 | 0.780 | 1.908 | 2.307 | 3.580 | | 100% | 0.601 | 0.158 | 0.517 | 0.745 | 1.608 | | 110% | 0.095 | 0.027 | 0.097 | 0.229 | 0.525 | | 120% | 0.026 | 0.000 | 0.006 | 0.027 | 0.186 | | 130% | 0.001 | 0.000 | 0.001 | 0.002 | 0.034 | | 140% | 0.000 | 0.000 | 0.000 | 0.000 | 0.006 | | ---- | --- 5 | Attack | Moving | Avg.-- | ------ | | 60% | 51.494 | 44.824 | 52.189 | 54.630 | 57.324 | | 70% | 35.639 | 27.906 | 35.791 | 39.964 | 41.670 | | 80% | 21.239 | 13.761 | 20.612 | 23.618 | 27.228 | | 90% | 10.783 | 5.950 | 10.163 | 12.882 | 15.272 | | 100% | 4.579 | 1.768 | 4.144 | 5.902 | 7.348 | | 110% | 1.397 | 0.452 | 1.291 | 2.219 | 3.306 | | 120% | 0.427 | 0.065 | 0.309 | 0.848 | 1.295 | | 130% | 0.081 | 0.008 | 0.065 | 0.189 | 0.458 | | 140% | 0.011 | 0.001 | 0.005 | 0.046 | 0.162 | | 150% | 0.001 | 0.000 | 0.001 | 0.006 | 0.054 | | 160% | 0.000 | 0.000 | 0.000 | 0.001 | 0.015 | | 170% | 0.000 | 0.000 | 0.000 | 0.000 | 0.001 | | ---- | --- 6 | Attack | Moving | Avg.-- | ------ | | 70% | 56.207 | 48.772 | 56.781 | 60.612 | 60.808 | | 80% | 40.135 | 31.100 | 40.264 | 43.807 | 46.758 | | 90% | 25.368 | 17.472 | 25.388 | 29.499 | 32.593 | | 100% | 13.595 | 7.749 | 13.518 | 17.807 | 20.617 | | 110% | 6.246 | 2.696 | 6.007 | 8.688 | 11.776 | | 120% | 2.429 | 0.627 | 2.185 | 4.207 | 6.054 | | 130% | 0.768 | 0.120 | 0.565 | 1.397 | 2.603 | | 140% | 0.132 | 0.014 | 0.120 | 0.489 | 1.041 | | 150% | 0.025 | 0.001 | 0.014 | 0.136 | 0.405 | | 160% | 0.002 | 0.000 | 0.002 | 0.028 | 0.114 | | 170% | 0.001 | 0.000 | 0.000 | 0.005 | 0.033 | | 180% | 0.000 | 0.000 | 0.000 | 0.000 | 0.007 | | 190% | 0.000 | 0.000 | 0.000 | 0.000 | 0.001 | | ---- | --- 7 | Attack | Moving | Avg.-- | ------ | | 90% | 43.224 | 35.259 | 44.614 | 49.400 | 51.175 | | 100% | 29.814 | 21.840 | 30.534 | 35.183 | 37.393 | | 110% | 18.636 | 11.397 | 18.494 | 21.431 | 25.169 | | 120% | 10.629 | 5.206 | 10.057 | 12.467 | 15.597 | | 130% | 5.082 | 2.008 | 4.658 | 5.921 | 8.690 | | 140% | 2.015 | 0.696 | 1.827 | 2.659 | 4.286 | | 150% | 0.672 | 0.171 | 0.672 | 1.000 | 2.040 | | 160% | 0.191 | 0.020 | 0.181 | 0.300 | 0.854 | | 170% | 0.050 | 0.003 | 0.045 | 0.067 | 0.301 | | 180% | 0.009 | 0.001 | 0.004 | 0.010 | 0.094 | | 190% | 0.001 | 0.000 | 0.000 | 0.001 | 0.019 | | 200% | 0.000 | 0.000 | 0.000 | 0.000 | 0.003 |
There’s not a lot to say about this data, we’re really seeing more of the same. Stamina is better than haste on gems, and a lot better than haste on trinkets. Dual stamina trinkets should probably be a given for most tanks unless they’re already exceeding their stamina goals with full haste gemming. The haste/mastery combination set still looks lackluster, and of course Control/Mastery trails everything else since it’s got much lower haste.
Hit/Exp Panel
A question that came up in one of my discussions on mmo-champion was whether it was still worthwhile to cap hit and expertise. I had been testing a “pure haste” set that funneled most of that hit and expertise into haste, and it wasn’t really performing well. But I hadn’t done a breakdown at the various expertise caps that are relevant. This panel addresses those concerns.
We start with Control/Haste, and then drop back to a set that caps hit but only “soft-caps” expertise (thus 7.5% hit, 7.5% expertise), which we’ll call “Haste/hitexp” or “Ha/he” for short. The itemization we freed up gets put into haste, obviously. The next set drops to 500 expertise rating to simulate avoiding expertise entirely, but with some residual left on gear. That set has 7.5% hit and 1.47% expertise, so we’ll ca” it “Haste/hit” or “Ha/h” for short. Finally, we have the “pure haste” set that drops all but 500 hit rating and 500 expertise rating but ramps our haste up to 18650 (about 43.8% melee haste).
The stats for these sets are given below:
| Set: | C/Ha | Ha/he | Ha/h | Ha | | Str | 15000 | 15000 | 15000 | 15000 | | Sta | 28000 | 28000 | 28000 | 28000 | | Parry | 1500 | 1500 | 1500 | 1500 | | Dodge | 1500 | 1500 | 1500 | 1500 | | Mastery | 1500 | 1500 | 1500 | 1500 | | Hit | 2550 | 2550 | 2550 | 500 | | Exp | 5100 | 2550 | 500 | 500 | | Haste | 12000 | 14550 | 16600 | 18650 |
Now let’s look at the data. Starting with our 150k boss swing set:
Finisher = SH1, Boss Attack = 150k, SoI model=nooverheal data set smooth-10000-86 | Set: | C/Ha | Ha/he | Ha/h | Ha | | mean | 0.227 | 0.230 | 0.230 | 0.235 | | std | 0.103 | 0.107 | 0.108 | 0.110 | | S% | 0.522 | 0.520 | 0.518 | 0.498 | | HP | 755k | 755k | 755k | 755k | | nHP | 5.034 | 5.034 | 5.034 | 5.034 | | ---- | --- 2 | Attack | Moving | Avg.-- | | 10% | 43.110 | 43.217 | 43.027 | 43.824 | | 20% | 6.517 | 7.382 | 7.563 | 8.460 | | 30% | 0.166 | 0.253 | 0.296 | 0.411 | | ---- | --- 3 | Attack | Moving | Avg.-- | | 20% | 19.120 | 21.076 | 22.165 | 24.070 | | 30% | 1.119 | 1.712 | 2.044 | 2.959 | | 40% | 0.001 | 0.009 | 0.021 | 0.050 | | ---- | --- 4 | Attack | Moving | Avg.-- | | 20% | 39.923 | 41.081 | 41.467 | 43.293 | | 30% | 10.978 | 12.263 | 12.344 | 13.360 | | 40% | 0.667 | 1.059 | 1.245 | 1.759 | | 50% | 0.013 | 0.044 | 0.058 | 0.121 | | ---- | --- 5 | Attack | Moving | Avg.-- | | 30% | 24.908 | 26.517 | 26.389 | 27.785 | | 40% | 3.980 | 5.161 | 5.399 | 6.370 | | 50% | 0.396 | 0.630 | 0.641 | 0.878 | | 60% | 0.006 | 0.020 | 0.020 | 0.060 | | 70% | 0.001 | 0.000 | 0.001 | 0.002 | | ---- | --- 6 | Attack | Moving | Avg.-- | | 30% | 41.286 | 42.546 | 42.076 | 43.360 | | 40% | 11.279 | 13.377 | 14.526 | 16.362 | | 50% | 1.693 | 2.544 | 3.060 | 4.119 | | 60% | 0.048 | 0.128 | 0.228 | 0.479 | | 70% | 0.001 | 0.003 | 0.008 | 0.036 | | ---- | --- 7 | Attack | Moving | Avg.-- | | 40% | 23.930 | 25.998 | 26.529 | 28.571 | | 50% | 6.519 | 8.063 | 8.533 | 10.285 | | 60% | 0.814 | 1.266 | 1.463 | 2.292 | | 70% | 0.062 | 0.120 | 0.161 | 0.338 | | 80% | 0.000 | 0.002 | 0.008 | 0.027 | | 90% | 0.000 | 0.000 | 0.000 | 0.002 |
This data is pretty straightforward. Control/Haste leads the soft-capped set Ha/he, and dropping more expertise or hit only makes things worse. There’s two reasons for this. First is the obvious one, the under-capped sets have lower holy power generation, as evidenced by the SotR uptime percentage (S%). Trading the expertise doesn’t incur a very large loss, as haste is actually pretty competitive with expertise for raw HPG. Dropping the hit obviously hurts a lot more.
More importantly though, consider that SoI proc triggers are Crusader Strike, Shield of the Righteous, and auto-attacks. All three of those get the full benefit from expertise, and an attack that doesn’t hit can’t proc Seal of Insight. So despite breaking even in terms of overall HPG, dropping 7.5% (or 15%) expertise for 6% (or 12%) more haste is a net loss because you get fewer Seal of Insight procs. So there doesn’t seem to be any advantage to dropping expertise hard-cap for more haste in terms of survivability.
I will note, however, that if you turn off SoI procs entirely, the C/Ha, Ha/he, and Ha/h sets are all about even. At normal Vengeance levels, Ha/he should end up doing slightly more DPS than C/Ha because haste is a better DPS stat than expertise above the 7.5% dodge “soft-cap.” So this is another case where you may consider making a survivability-for-DPS trade if you’re hitting a rough enrage timer.
There’s really nothing different about the 250k or 350k data, so I’ll provide them here without further commentary:
Finisher = SH1, Boss Attack = 250k, SoI model=nooverheal data set smooth-10000-87 | Set: | C/Ha | Ha/he | Ha/h | Ha | | mean | 0.251 | 0.253 | 0.252 | 0.259 | | std | 0.102 | 0.107 | 0.107 | 0.109 | | S% | 0.522 | 0.521 | 0.518 | 0.499 | | HP | 755k | 755k | 755k | 755k | | nHP | 3.021 | 3.021 | 3.021 | 3.021 | | ---- | --- 2 | Attack | Moving | Avg.-- | | 20% | 42.364 | 42.075 | 41.379 | 42.452 | | 30% | 14.804 | 15.479 | 15.127 | 16.332 | | 40% | 1.603 | 2.062 | 2.294 | 2.863 | | 50% | 0.120 | 0.217 | 0.228 | 0.298 | | 60% | 0.001 | 0.005 | 0.006 | 0.009 | | ---- | --- 3 | Attack | Moving | Avg.-- | | 30% | 39.804 | 39.985 | 39.238 | 40.705 | | 40% | 8.624 | 10.322 | 11.422 | 13.700 | | 50% | 1.391 | 1.987 | 2.303 | 3.334 | | 60% | 0.150 | 0.261 | 0.367 | 0.643 | | 70% | 0.002 | 0.009 | 0.018 | 0.044 | | 80% | 0.000 | 0.001 | 0.002 | 0.002 | | ---- | --- 4 | Attack | Moving | Avg.-- | | 40% | 32.701 | 33.328 | 32.916 | 34.879 | | 50% | 14.472 | 15.458 | 15.110 | 16.482 | | 60% | 4.444 | 5.239 | 5.370 | 6.320 | | 70% | 0.677 | 0.982 | 1.100 | 1.632 | | 80% | 0.063 | 0.140 | 0.172 | 0.312 | | 90% | 0.001 | 0.010 | 0.014 | 0.037 | | 100% | 0.000 | 0.001 | 0.002 | 0.006 | | ---- | --- 5 | Attack | Moving | Avg.-- | | 50% | 32.962 | 33.697 | 32.956 | 34.861 | | 60% | 15.381 | 16.717 | 16.447 | 18.059 | | 70% | 4.777 | 5.857 | 5.885 | 7.115 | | 80% | 0.823 | 1.303 | 1.419 | 1.956 | | 90% | 0.103 | 0.224 | 0.233 | 0.398 | | 100% | 0.009 | 0.030 | 0.040 | 0.077 | | 110% | 0.001 | 0.004 | 0.005 | 0.011 | | ---- | --- 6 | Attack | Moving | Avg.-- | | 60% | 31.711 | 33.063 | 32.622 | 34.657 | | 70% | 13.959 | 15.843 | 16.659 | 18.964 | | 80% | 3.929 | 5.224 | 6.191 | 8.061 | | 90% | 0.805 | 1.338 | 1.773 | 2.723 | | 100% | 0.098 | 0.248 | 0.404 | 0.758 | | 110% | 0.005 | 0.030 | 0.066 | 0.157 | | 120% | 0.001 | 0.003 | 0.009 | 0.026 | | 130% | 0.000 | 0.001 | 0.001 | 0.003 | | ---- | --- 7 | Attack | Moving | Avg.-- | | 60% | 48.902 | 49.435 | 48.666 | 50.557 | | 70% | 29.619 | 31.090 | 31.034 | 33.518 | | 80% | 14.198 | 15.685 | 15.964 | 18.612 | | 90% | 5.547 | 6.577 | 6.817 | 8.753 | | 100% | 1.646 | 2.259 | 2.452 | 3.562 | | 110% | 0.334 | 0.605 | 0.714 | 1.245 | | 120% | 0.041 | 0.105 | 0.142 | 0.310 | | 130% | 0.002 | 0.018 | 0.024 | 0.069 | | 140% | 0.000 | 0.003 | 0.004 | 0.014 | | 150% | 0.000 | 0.000 | 0.000 | 0.002 |
350k
Finisher = SH1, Boss Attack = 350k, SoI model=nooverheal data set smooth-10000-88 | Set: | C/Ha | Ha/he | Ha/h | Ha | | mean | 0.261 | 0.263 | 0.262 | 0.270 | | std | 0.103 | 0.108 | 0.108 | 0.111 | | S% | 0.523 | 0.520 | 0.519 | 0.498 | | HP | 755k | 755k | 755k | 755k | | nHP | 2.158 | 2.158 | 2.158 | 2.158 | | ---- | --- 2 | Attack | Moving | Avg.-- | | 30% | 32.782 | 33.380 | 33.626 | 35.883 | | 40% | 15.245 | 16.273 | 16.244 | 17.843 | | 50% | 5.653 | 6.601 | 6.744 | 7.835 | | 60% | 1.320 | 1.803 | 1.973 | 2.520 | | 70% | 0.194 | 0.327 | 0.395 | 0.542 | | 80% | 0.009 | 0.033 | 0.045 | 0.068 | | 90% | 0.001 | 0.002 | 0.003 | 0.007 | | ---- | --- 3 | Attack | Moving | Avg.-- | | 40% | 41.101 | 41.710 | 41.461 | 43.507 | | 50% | 20.429 | 22.534 | 23.262 | 25.979 | | 60% | 7.533 | 9.316 | 10.294 | 12.646 | | 70% | 2.282 | 3.240 | 3.750 | 5.124 | | 80% | 0.595 | 0.962 | 1.120 | 1.827 | | 90% | 0.131 | 0.205 | 0.260 | 0.516 | | 100% | 0.002 | 0.010 | 0.019 | 0.048 | | 110% | 0.000 | 0.001 | 0.001 | 0.003 | | ---- | --- 4 | Attack | Moving | Avg.-- | | 50% | 45.862 | 46.587 | 46.365 | 48.892 | | 60% | 29.730 | 30.929 | 30.862 | 33.529 | | 70% | 16.109 | 17.575 | 17.627 | 19.657 | | 80% | 7.290 | 8.733 | 8.909 | 10.582 | | 90% | 2.510 | 3.359 | 3.519 | 4.657 | | 100% | 0.639 | 0.938 | 0.989 | 1.564 | | 110% | 0.110 | 0.229 | 0.254 | 0.491 | | 120% | 0.026 | 0.071 | 0.073 | 0.167 | | 130% | 0.001 | 0.012 | 0.016 | 0.042 | | 140% | 0.000 | 0.002 | 0.003 | 0.010 | | ---- | --- 5 | Attack | Moving | Avg.-- | | 70% | 35.663 | 36.814 | 36.555 | 39.284 | | 80% | 21.308 | 23.175 | 22.976 | 25.547 | | 90% | 10.906 | 12.709 | 12.668 | 14.766 | | 100% | 4.701 | 5.908 | 5.860 | 7.296 | | 110% | 1.474 | 2.162 | 2.191 | 2.922 | | 120% | 0.445 | 0.738 | 0.733 | 1.132 | | 130% | 0.093 | 0.215 | 0.225 | 0.401 | | 140% | 0.016 | 0.062 | 0.060 | 0.130 | | 150% | 0.002 | 0.014 | 0.016 | 0.041 | | 160% | 0.000 | 0.002 | 0.004 | 0.011 | | 170% | 0.000 | 0.001 | 0.000 | 0.001 | | ---- | --- 6 | Attack | Moving | Avg.-- | | 80% | 40.086 | 41.524 | 40.823 | 43.481 | | 90% | 25.437 | 27.621 | 27.811 | 30.764 | | 100% | 13.756 | 15.994 | 16.776 | 19.629 | | 110% | 6.423 | 8.139 | 9.110 | 11.391 | | 120% | 2.511 | 3.591 | 4.242 | 5.898 | | 130% | 0.818 | 1.397 | 1.773 | 2.776 | | 140% | 0.161 | 0.407 | 0.568 | 1.095 | | 150% | 0.030 | 0.118 | 0.190 | 0.427 | | 160% | 0.005 | 0.028 | 0.052 | 0.145 | | 170% | 0.001 | 0.006 | 0.012 | 0.042 | | 180% | 0.000 | 0.002 | 0.002 | 0.011 | | 190% | 0.000 | 0.000 | 0.001 | 0.004 | | ---- | --- 7 | Attack | Moving | Avg.-- | | 90% | 43.220 | 44.588 | 44.158 | 46.917 | | 100% | 29.850 | 31.686 | 31.638 | 34.768 | | 110% | 18.732 | 20.614 | 20.875 | 23.980 | | 120% | 10.758 | 12.378 | 12.615 | 15.407 | | 130% | 5.213 | 6.419 | 6.732 | 8.979 | | 140% | 2.094 | 2.902 | 3.120 | 4.675 | | 150% | 0.728 | 1.182 | 1.305 | 2.248 | | 160% | 0.208 | 0.443 | 0.511 | 1.023 | | 170% | 0.057 | 0.170 | 0.190 | 0.423 | | 180% | 0.015 | 0.060 | 0.072 | 0.172 | | 190% | 0.002 | 0.014 | 0.020 | 0.058 | | 200% | 0.000 | 0.004 | 0.005 | 0.017 |
Conclusions
There’s a lot of data in this post, but the conclusions are pretty straightforward. We’ve been ignoring Seal of Insight for a long time based on a hand-wavy overheal argument, and this data clearly shows that we weren’t getting the whole picture. We knew haste was good, of course – the old model got that much correct, at least – but led us to incorrect conclusions about how haste compared with its nearest competitor, mastery.
The old model would have told us that the recent nerf to SotR’s base mitigation dropped haste behind mastery in terms of survivability value, primarily due to the strong passive mitigation value of blocking. But Seal of Insight gives us a competing effect that, quite frankly, blows blocking out of the water. We get more than one Seal of Insight proc per boss attack – in fact, with the C/Ha set we get approximately 1.3 procs per boss attack – and each one of those procs gives us a guaranteed 20% “mini-block” on damage already taken. Combine that with a more favorable rating-to-percent conversion for haste than mastery, and haste looks like the better passive mitigation stat.
In short, Seal of Insight tips the scales solidly in favor of the Control/Haste gearing paradigm. The only argument you could make for Control/Mastery is that it doesn’t rely on the player operating a strong rotation. But it does still require that the player times Shield of the Righteous well, which may not be a compatible assumption. A player that can’t maintain a rotation is probably less likely to be precise with their Active Mitigation too, which pulls the entire claim that Control/Mastery excels at passive mitigation into question. It’s still got the “no skill required” benefit of blocking, but Seal of Insight procs from auto-attacks don’t require any player interaction either.
In fact, I’d have to argue at this point that there’s very little reason to pursue a Control/Mastery gearing paradigm at all. Stamina is still the king survivability stat, and it’s truly passive. A strong player will still want to gear for as much haste as they can while maintaining a comfortable level of stamina. A weak player would be better-off stam-stacking and taking whatever stats they get on gear. A truly abysmal player may just use traditional tanking gear, which will give them high stamina and lots of passive survivability via avoidance and blocking. I’m not sure that any level of player would find a mastery build optimal outside of special cases (the standard “Heroic Sha” disclaimer).
Some players have suggested that maybe it would be beneficial to drop expertise for haste, but the data solidly refutes that hypothesis. The data confirms that it’s still a priority to maintain hit (7.5%) and expertise (15%) caps before piling on the haste. Nowadays, that should be easy to do with reforges alone, possibly with a few expertise/stamina or expertise/haste gems to dance around the cap more effectively.
So, the TLDR summary:
- Stamina is still your best survivability stat, haste is a reasonably close second, mastery a distant third, dodge and parry tied for an even more distant fourth.
- Capping hit (7.5%) and expertise (15%) are still your most important secondary stat goals (i.e. Control comes before Haste). It’s not clear from the data whether stamina is better or worse than hit and expertise – my guess is that stamina is better, but it should rarely come up in practice since you can’t reforge into stamina anyway.
- Control/Haste should be the default gearing strategy for pretty much everyone nowadays, augmented by as much stamina as you need to feel comfortable in the encounter. Rule of thumb: if you keep going splat, pick up some more stamina.







