Originariamente Scritto da
Lilyth
Non raido più da TBC, comunque la 'bibbia' è sempre stata Elitist Jerks
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Spell hit rating is the best stat you can get, by a large margin. All spell casts use a 2 roll system, which means they must hit before they can crit or partial resist. Additionally, only 26.2 hit rating is required to add 1% hit chance with spells. Because of this, spell hit rating is better than any other stat. The base chance for any spell to resist, before talents, is 83% against a boss level mob (+3 levels). Any talent that describes itself as "reducing the opponents chance to resist" increases your chance to hit. Beyond that, gear can be used to improve your hit chance to a maximum of 100%. Once you reach the 100% hit mark, further hit rating is completely useless and you are considered "capped". With rare exceptions, gearing below the hit cap will almost assuredly result in a loss of potential dps.
The following is a list of all mage stats in order of effectiveness (for fire spec):
spell hit rating (to cap) > spell damage > spell crit rating > spell haste rating > intellect > spell penetration
Arcane mages follow a slightly different scale:
spell hit rating (to cap) > spell damage > spell haste > spell crit rating > intellect > spell penetration
Haste is now of questionable value because mana is much tighter than it was before 3.0. Every stat increases dpm except for spell haste.
Spell penetration is of almost no value at all, it's primarily a pvp stat. Spell crit rating tends to come prepackaged on a lot of gear, but is generally not a desirable stat because it takes a monstrous 45.9 points of it to give a 1% increase to crit rate. In all cases, check the gear against a spreadsheet or other theorycrafting tool to see how effective it is, as varying stat values can often make the differences between gear exceedingly difficult to eyeball.