Okay, I see the problem here. The tooltip says "Increases your chance to hit with all spells and reduces the damage taken by all spells by 6%."This is not a big surprise. PTR testing showed that BoP only gave 4% chance to hit, but I can understand the continued confusion from the moonkin community. However, that is not what I want to talk you about today. Another post in this thread caught my eye.
This can be interpreted two ways:
Increases your chance to hit. Also reduces damage taken by 6%.
Increases your chance to hit by 6% and reduces damage taken by 6%.
Back when both numbers were 4%, the distinction didn't matter. However, the first one is correct. We only changed the defensive part of the talent to reduce damage taken rather than reduce chance to be hit.
We need to change the tooltip to "Increases your chance to hit with all spells by 4% and reduces the damage taken by all spells by 6%."
Strumvogel made this comment:
Well Hit in general is a pretty lame stat, its just a "raiding tax" gear wise. It's completely arbitrary in the amount required, pretty much useless beyond that point and isn't terribly 'fun' as a stat.I understand where she (The toon is a girl. I assume girl) is coming from. Hit Rating is the only stat that prevents something bad from happening while the 3 other DPS stats provide something good. So with. haste you can gloat over your shorter cast time. With crit you get the warm fuzzies of large numbers bouncing across your screen. With hit all you can say is "Woot! My spell did what it normally would." I agree that it doesn't look sexy or like a lot of fun, but that is just on the surface. Hit rating is the one stat that every DPSer agonizes over while making making gear choices and it is a little sexier then it seems.
Over all, I like how the DPS stats are set up for Moonkin currently. Hit rating is the best stat point for point, but you only want a limited quantity. Spell Power is the base DPS stat, and is acquired in standard amounts based upon ilevel. Haste rating is a great stat in the beginning but loses ground after a soft cap. Crit rating is a solid all around stat, but inferior to the other stats available to some extent.
This is why Hit is sexy. Look at the variety we have. We have four DPS stats that do a lot of different things and we have to balance them as best we can. The variety forces us to make critical choices on how we gear our selves.
Hit is so extremely important that we have to have it, but getting to much is a waste of itemization. Therefore, we ask questions like: 1. Which 4 or 5 items am I going to use to get to the hit cap? What happens if item X drops? How am I going to drop/add hit rating to get back to the cap?
We ask a lot of the same questions when trying to balance Crit vs Haste. What is the best way to get to the Haste Soft Cap? Then how do I focus on Crit rating more? What happens when I pick up a new item?
I don't think all of them would admit it, but I think a lot of raiders really enjoy this process. That is why you see so many BIS lists when a new raid instance becomes available. We like sorting through the data to see which pieces of gear get us there in the best way.
Now what if we dropped Hit Rating from the equation? The choices become pretty simple. Which item has the most Spell Power? Do I have 400 haste rating? If so, Which item has the most Crit? Ultimately which items you choose would primarily come down to the items with the highest ilevel.
Of course that already happens to some extent, but not always. For example, Graylo is currently wearing [Bindings of the Expansive Mind] to reach the hit cap, but I also have [Unsullied Cuffs] which are of a higher ilevel. This is why I think Hit rating is a sexy stat. Hit Rating has the potential to make a lower level item better then an item of a higher tier. That is why I don't think that Hit Rating is a lame stat.