Long Run Direct Damage = P * (1 + C * (0.5 + D))
Where P = power, C = crit % and D = crit damage (as %).
If D < 50% (i.e. crits do less than 200% damage) the modifier on C (your precision/crit) is less than 1.0 (i.e. less than 100%) so your precision/fury contribution to your long run damage gets scaled down. It's a threshold/principle that is the same across the board for all games that use a similar system for modifying damage with crits. Anyone who has played a DPS caster in wow should be familiar with the old talents that gave 50% crit damage to get magic crits to 200% damage and were basically mandatory for DPS builds (e.g. Spell Power in Arcane, hence one of the many reasons for their entire revamping of the talent system).
- If D = 50% (i.e. 200% damage crits) then long run direct damage is increased by critical strike % (1:1)
- If D > 50%, each % of crit adds a little more than 1% damage (e.g. 1.0:1.1)
- Finally, if D < 50% (i.e. less than 200% crits) then crit rate will add less than 1:1 to long run damage (e.g. 1.0:0.68, which is what you are currently at with 18% crit damage).
Swapping the accessories for berserkers would decrease toughness and healing but increase crit damage by 17%, power by 96 and crit by 96 (~4.3%) which will increase long run damage by ~14.6%. Adding the 20% crit from Fury into both numbers increases the gap to ~16.5%. Adding in the might decreases the gap slightly due to the way might benefits lower power more (see *), down to ~13%.
You can go the mists, plug the numbers into the formula, change something up in the equation, (power, crit or crit damage) get the % difference between the two and you’ll see it translates to how long it takes to kill a golem (using direct damage), e.g. a 20% difference in relative power leads to the less powerful build taking 20% longer to kill the golem. The tradeoff is whether or not those extra seconds are worth 1.4k heals and the toughness. If a 3 minute fight lasts 15% longer that’s 27 extra seconds of a boss attacking the party, it’s up to the player to decide whether or not all the heals are worth the extra damage the boss can potentially dish out in that 27 seconds. The difference can mean popping your elite skill once, twice or even three times, repeating DPS race gimmicks, etc.
*Might actually gives more relative benefit the less power you have, e.g. 875 power to someone with 1800 power is a lot more beneficial than it is to someone with 2200 power, as the former gets ~49% relative increase in power while the latter only gets ~40% relative power increase. However, the latter number is still bigger overall 3,075 vs. 2,675).
Edited by Nonlinear, 29 November 2012 - 07:50 PM.