Stat Weights – PoM DPS Multistrike

Multistrike is the most complicated of the stats we’ve looked at yet. Its benefit comes in three components: the added average damage to all attacks by the increased chance of multistrike on those attacks, the increase in Tiger Strikes uptime, and finally, the benefit from Jade Mists of replacing Blackout Kicks with Rising Sun Kicks.

The first aspect we’ll explore is the most straightforward: the increased chance of multistrike on every attack, the same as crit. This is a little bit easier than versatility, because you don’t have to convert for rating differences. The reason for the rating equivalence is covered better by Geodew in his Serpent Stat weights than I could say it, so click the link to the side if you need more detail.

Next, we have to factor in the additional multistrike you get from Tiger Strikes – higher base multistrike% gives more chance to multistrike on melee attacks, which gives you more chances to proc Tiger Strikes, which gives you a higher effective multistrike% throughout the course of the fight. This means that each multistrike rating on gear is just a little bit better than it would otherwise be.

How much? Well, since we don’t have a great equation for 6.1 Tiger Strikes yet, I ran the sim a bunch of times with the four common base weapon speeds, and haste and multistrike each from 500-2400, in increments of 100. Due to the scale of that simulation, I wasn’t able to run each individual sim as long as I wanted, so the results are not as high fidelity as I would like. The best approximation I could come up with is that 2400 multistrike is about 25% higher Tiger Strikes uptime than 500 multistrike. For example, we’ll use the 2.3 mace, with 900 haste. 500 multistrike is normally 12.57 raid buffed multistrike base, plus 46.14% Tiger Strikes uptime, for another effective 11.54 multistrike and a total of 24.11 average multistrike. Bumping that up top 2400 multistrike, you have a raid buffed 41.36% base ms, and then 57.82% Tiger Strikes uptime, which is 14.46% extra effective multistrike, 55.82 total average multistrike. So without factoring in Tiger Strikes, 1900 multistrike would give 28.79% multistrike, but once you add it in, you have an actual 31.71%. Dividing 31.71 by 28.79 gives 1.104, so we can say Tiger Strikes makes multistrike approximately 10% more valuable.

The other way Tiger Strikes factors into the multistrike weight is that you have to account for it when calculating the diminishing returns – make sure to add the effective multistrike you get to it from raid buffed multistrike when compiling your current multistrike factor in the diminishing returns component.

Now, the final confusing part – Jade Mists letting you replace Blackout Kicks with Rising Sun Kicks, through immediately refreshing a charge of RSK. Since it can’t happen on consecutive Rising Sun Kicks, a 100% multistrike chance means you can replace one Blackout Kick every 8 seconds – the Rising Sun Kick recharge time. A single Rising Sun Kick does 1.65 times as much damage as a single Blackout Kick. Honestly, at this point, I can’t wrap my brain fully around the effects. I’ll continue thinking about it, but for now we’ll just fudge it and say we have enough Haste, and are choosing Zen Sphere, so we don’t ever need to cast BoK outside of keeping the buff up, so additional Jade Mists procs don’t help us out on that end.

(thinking about Jade Mists begins here) You can break down every 8 second period into a set number of globals based on haste (with 1097, 6.44 globals), and then allocate those globals to things you already know happen on average in that period. For example you’ll Tiger Palm every 20 seconds, so an 8 second period will contain .4 Tiger Palms. Crane’s Zeal doesn’t have the same pandemic mechanic that Tiger Palm does, so we’ll say once every 18 seconds for that = .444… Blackout Kicks. One Rising Sun Kick from the charge that naturally regenerates, of course. .8 or .2666… globals to your t30 talent, depending on Zen Sphere or Chi Burst. So far that’s 2.644… globals taken up, with Zen Sphere. Of course we’ve also spent 2 + .4 + (.444*2) = 3.2888 chi, so we need to generate that as well. We get 1.315 from the .658 of a Vital Mists Surging cast (w/ 2pc) we get from spending those chi, and .53 from power strikes. I don’t currently use 4pc, but we’ll throw that in there as well – 8/45*2= .35. This puts us at 2.195 so we need 1.093 jabs still, for a total of 1.75 globals generating the Chi we’re assuming we’re spending. That’s 4.395 globals of our 6.44 used. Our remaining 2.045 globals can be used on roughly 2/3 of a jab-jab-spend cycle, so you need 68% effective multistrike to be able to cover every extraneous BOK with a RSK, I think.

Still working on how to increase the weight if you’re not covering every BOK…

OK, so at 68% you’re covering every extraneous BOK. With 34%, you could only cover half of those BOKs. Not sure where I’m going with this but it feels like a start.

And, of course, don’t forget the 5% amplification to all multistrike on gear than Jade Mists gives as its other effect.

So to wrap it up, we have 1.1*(1/(1+((MS/66)+5+(TSUT/4))/100))*1.05. An additional multiplier will be added in to account for Jade Mists once that’s figured out. If you think you have a way to account for it, or even a good avenue forward from what I have so far, please chime in!

6.2 Tiger Strikes uptime

Update: Geodew has correctly pointed out that because of the low amount of proc events within the duration of the buff, and because you can’t have partial attacks, the Poisson process is not valid. Check back for a corrected post later today. (view the bottom of this post, and the comments, for the conclusion I came to with Hamlet)

As we covered earlier in the 6.2 first look, the structure of Tiger Strikes is changing. It’s losing the ability to proc from multistrikes, but increasing the amount of multistrike it gives when it does proc. So currently, you have a 10% proc chance on all melee attacks and melee multistrikes, and after the patch, it’s merely a 10% proc chance on all melee attacks, but not their multistrikes.

The primary difficulties in theorycrafting the uptime for Tiger Strikes are the fact that it can overlap itself, refreshing the buff instead of stacking or adding time, and the fact that when Tiger Strikes is up, you have a higher chance of further Tiger Strikes chances because of the higher multistrike chance it gives. The 6.2 change removes this second aspect, so all you have to worry about is the overlapping procs.

I was first looking at the effects of weapon speed, haste, and multistrike on Tiger Strikes about two months ago, and ran into all of these same issues. I asked noted WoW theorycrafter Hamlet if he had any tips and he pointed me in the direction of this post, which didn’t quite work out for me because it had the same issues with the multistrike buff. I kept it in the back of my mind, though, and in 6.2, it’ll be perfectly applicable.

If you scroll down to “More Elaborate PPM: Overlaps and Poisson”, this is exactly what we need. Tiger Strikes has a proc chance rather than being PPM, but the PPM isn’t the essential part of the formula anyway. The uptime formula is 1 - e^{-\lambda}, where \lambda is the average procs in the duration of the buff. Then we just have to figure out how many times we attack every 8 seconds (the duration of Tiger Strikes), multiply by .1, and there you have it. The result for \lambda is .1*(8/(Base Weapon Speed/(1+raid buffed haste))), with (1+ raid buffed haste) multiplied by 1.55 if you have a two-hander to account for Way of the Monk. The final formula you have for Tiger Strikes is then

1-e^{-{.1*(8/(BAT/(1+RBH)))}}

We’ll then check this against our sim , which gave us an estimated 46.08% uptime with base attack speed of 1.6 and 1007 haste. That turns into 19.08% raid buffed haste with haste food. Plugging these values in gives us a result of 44.86%, which is close enough for me to breathe a sigh of relief over my sim being mostly accurate.

The section I chose from that post was wrong for these purposes. I missed the most important part: “This is a good model for WoW procs as long as the attack rate is very high compared to the time intervals being examined.” With 3-6 attacks in that 8 second period, that requirement is not met. Instead, we can use the first formula from the appendix, as follows.

{1-(1-P)^N}

In our case, P is the proc chance, 0.1, and N is the number of attacks in the buff period, or how many attacks you can fit into 8 seconds. This is simply 8/(BAT/(1+RBH%/100)). Geodew points out that since attacks are discrete events, you should round down. In our case, with 1007 haste and 250 haste from food, raid buffed haste is 19.665, and base attack speed is 1.9. 8/(1.6/(1+19.665/100))=5.98325, which we truncate to 5. Then you do 1-(1-.1)^5 = .4095, or 40.95%. This is a fair amount lower than the other approximation, which invites further investigation.

If we treat partial attacks as valid, we don’t truncate at all. 1-(1-.1)^5.98325 = .467620, which is 46.76%. This is strikingly close to the simulated result of 46.08%. I’m not saying the sim is perfect, but it does seem curious that the result is so much closer to the non-truncated result. Perhaps treating attacks as discrete is the wrong way to approach it, over long periods of time? Perhaps the sim is way off? I’ll run it again in a few hours when I get home to check the numbers.

Final edit: I got home and ran a longer sim, covering 999,999,999 milliseconds, the equivalent of 277.78 hours. I also made sure to use 250 haste food rather than 200 multistrike food, which I had in an earlier version of the sim. The estimated uptime was 46.76%. I now feel fairly confident in saying treating attacks as discrete events is an incorrect approach.

Stat Weights – PoM DPS Weapon Speed

Weapon Speed is somewhat of a hidden statistic. Because almost every ability and proc in the game has been normalized to weapon speed, and because most melee items have a standardized weapon speed nowadays, it matters for almost nobody. Because of this, people don’t really think about it when evaluating possible upgrades. However, Mistweavers are different.

Tiger Strikes, starting in patch 6.1, has a flat 10% proc chance on melee attacks and melee multistrikes. Furthermore, caster weapons vary greatly in weapon speed – in BRF, you have a 1.6 speed sword, 2.3 mace, 2.8 axe, and two 2.9 speed staves. Way of the Monk means staves get 55% melee haste, so they count as 1.87 speed. Each of these will give you a different Tiger Strikes uptime.

If you’ve read my 6.2 patch note first look, you’ll remember that Tiger Strikes is currently too complicated for me to figure out an expected uptime formula, so I wrote a sim instead (if you’re a math wiz and think you’ve figured it out, please say something!). I believe it’ll be easier to get a formula in 6.2 once a proc no longer increases the chance for other procs while the buff is up, but for now, we’ll use the sim with my current haste and multistrike values, which are 1007 and 2082, respectively. We’ll then use each different base attack speed to figure out where they stand relative to one another.

1.6: 69.8%
2.3: 56.6%
2.8: 48.5%
2.9 Staff: 61.5%

We’ll use the 2.9s staff as a baseline, simply because there are two of them. 61.5% uptime on a 25% multistrike buff is 15.375% average multistrike. The 1.6s sword, with 69.8% uptime, gives 17.45% average multistrike. That’s 2.075% extra average multistrike, and then you can multiply by 66 to get the equivalent in multistrike rating: 136.95. By contrast, the mace loses (15.375-(.566*25))*66 = 80.85 rating, and the axe loses (15.375-(.485*25))*66 = 214.5 rating. Some simple summing shows that the 1.6s sword has 351.45 extra multistrike hidden in its weapon speed compared to a 2.8s axe. For a final stat weight, we’ll need the multistrike value, which I hope to have ready for tomorrow’s post.

Stat Weights – PoM DPS Intellect and Spell Power

Special TGIF stat weight doubleshot! Today we have two closely linked stats, Intellect and Spell Power. 1 Int gives you 1 SP, but some buffs and effects only work on Intellect on items, not Spell Power, so the stat weights do differ between them. For this post, it’s important to remember that Focus and Harmony means your Attack Power is equivalent to your Spell Power.

First up, you need to figure out how much Spell Power it’ll take to be a 1% increase. Go over to your raid buffed stats and pull out your spell power, divide by 100, and there you have it. Then you need to divide 110 by that number, to account for the fact that we’ve been using crit as the baseline.

After that, you have to factor in raid buffs and passives, which are actually multiplicative in this case, rather than additive. Multiply by 1.10 for the Spell Power raid buff, and for intellect, also multiply by 1.05 for the Primary Stat buff and 1.05 for Leather Mastery.

For intellect, you have to factor in the legendary ring. At this point, we’ll assume you have the 715 version, which gives a 15% intellect buff for 10 seconds on a 0.92 base PPM. You take the base PPM, multiply by 1.09 to account for Bad Luck Protection, and multiply by 1.(raid buffed haste%) to account for haste to get your effective PPM. Then you multiply that by 10 (seconds) and divide by 60 (seconds in a minute), multiply by 100 to get your expected % uptime, and then multiply that uptime by .15 to get your average % int gain from the ring proc. Finally you divide that int gain by 100 and add 1 to find the scalar you apply to your other int calculations.

So, for Spell Power, you have (110/[Raid Buffed SP/100])*1.1. For me, that’s (110/[8169/100])*1.1 = 1.48.

For Intellect, you have (110/[Raid Buffed SP/100])*1.1*1.05*1.05*(1+[0.92*1.09*{1+Raid Buffed Haste%/100}]*10/60*100*.15/100). For me, that’s (110/[8169/100])*1.1*1.05*1.05*(1+[0.92*1.09*{1+19.08/100}]*10/60*100*.15/100)=1.682.

Sidebar: t30 talents

Before we go too much further, we’ll examine the the choice of talents on the level 30 tier. These are, of course, Chi Wave, Zen Sphere, and Chi Burst. They were recently modified in the 6.1 patch in an attempt to make them more competitive with one another. This comparison will deal strictly with single target damage.

Chi Wave has a 15 second cooldown, bounces around, and does half your Spell Power on each bounce. It says in the tooltip that it bounces 7 times, which can be kind of misleading. Your initial target counts as one of those bounces, so if you cast it on an enemy, it’ll do damage 4 times and healing 3 times, and if you cast it on an ally, it’ll do damage 3 times and healing 4 times. For our purposes, we’ll assume you cast it on an enemy. With 4 bounces of half your spell power each, it counts as 2*SP damage on a 15 second cooldown.

Zen Sphere has a 10 second cooldown, a 16 second buff, and an explosion when the buff ends (or is ended prematurely by the target going below 35% health). During the duration of the buff, it ticks 8 times for 9.5% Spell Power each (single target), and the explosion is 125% Spell Power (10yard AOE). That comes up to, on a single target, a total of 2.01*SP damage on a 10 second cooldown.

Finally, Chi Burst has a 30 second cooldown and is a 40-yard straight-line hadoken that does 275% spell power healing (to allies) and  damage (to enemies) to everything it hits. Notably, it has a 1 second cast time (reduced by haste). This one is pretty straightforward for single target: 2.75*SP on a 30 second cooldown.

Now, in a vacuum, clearly Zen Sphere has the most single-target damage potential: every 30 seconds, you can get 603% SP from Zen Sphere, 400% SP from Chi Wave, and 275% SP from Chi Burst. However, it comes with a few drawbacks. First, there’s the problem of early expiration. If the ally you buff with it drops below 35% health, it will immediately explode, meaning you don’t get the damage from the missed ticks. The worst-case output of Zen Sphere every 30 seconds (that is, exploding immediately) is 125*3=375% SP/30s, which puts it behind Chi Wave. Also, there is a range issue. Chi Burst has 40 yard range, Chi Wave’s bounces can go 25 yards, but Zen Sphere is limited to 10 yards. If the people you put the buff on go out of range for whatever reason, you’re out of luck.

You also might wonder about damage per cast time. Zen Sphere has the highest single-target damage potential every 30 seconds, but it requires 3 globals to do that damage, where Chi Wave only requires 2 and Chi Burst 1. Chi Burst actually has the strongest damage per cast time. Then you might look at the spell data spreadsheet and say to yourself (depending on gear) “Wow, Chi Wave and Zen Sphere do about the same damage as Blackout Kick and way less than Rising Sun Kick, seems like I should only use them when I’m out of RSK charges”, in which case Chi Burst would be the only choice. However, this doesn’t factor in the chi cost of RSK/BoK, whereas the talent spells are free.

To cast a Rising Sun Kick, you have to gain 2 chi. This largely will come from 2 jabs, although could come from a number of other sources: Crackling Jade Lightning, t45 talent, or set bonuses. We’ll put Crackling Jade Lightning aside for another time, when we look at Spirit, but we can largely handwave away the t45 talent (4 chi per minute for Power Strikes, 2 for Chi Burst) and Set Bonuses as being the required chi to keep your buffs (TP and BoK) up. So, to circle back, it takes 2 jabs and a RSK to actually get the RSK out. You can’t calculate everything in terms of %SP because Jab and RSK have weapon damage as part of their formula, so we’ll just use my values. A 2J1RSK cycle is 3 globals for 34913 damage (before crit, ms, vers) or 11637 damage per global, but Zen Sphere easily pulls ahead at 16419 damage per global.

This puts you at 41% (16419-11637)/11637 bonus damage per 10 seconds with Zen Sphere, or 123% bonus damage every 30 seconds. Chi Wave is 80% bonus damage per 30 seconds, and Chi Burst is 93% bonus damage per 30 seconds. Despite the fact that Chi Burst has the biggest advantage over the J-J-RSK cycle individually, the fact that you can only do it 1/3 as frequently as Zen Sphere’s smaller marginal improvement means Zen Sphere is the best single target talent selection if you can get full damage out of it.

To make Chi Burst better, you’d need to get less than 75.6% (93/123) efficiency from Zen Sphere. 62% (125/201) of Zen Sphere’s value is in the explosion. The remaining 38% is in the ticks, and with 8 ticks (Zen Sphere is not affected by haste, except the reduced global on cast), each tick is 4.75%. 3 ticks brings you up to 76.25% efficiency, so if you can guarantee all explosions hitting the target, and average at least 3 of 8 ticks hitting, Zen Sphere is better. If not, Chi Burst is the choice.

6.2 First Look, PoM DPS

This was supposed to be a first look, but actually some new changes just came out today so it’s technically a second look. Oh well! Trinkets & set bonuses still haven’t been implemented for crane yet so we’ll just assume they’ll come in later, and skip them for now

Here are the notes that affect PoM DPS:

  • Blackout Kick now deals 5% less damage.
  • Rising Sun Kick (Windwalker, Mistweaver) now deals 5% less damage.
  • Tiger Palm now deals 5% less damage.
  • Tiger Strikes no longer triggers from multistrikes, but now provides a 40% increase to Multistrike chance while active.

The original notes had TP/BoK at -30 with no RSK nerf, which actually would have been nicer for us, but overall, the impact of those is relatively minor, within the scope of RNG margin of error for most fights. On my Gruul kill this week, I had 46.44% RSK damage, 4.11% BoK damage, and 2.49% TP damage. Sum that up to get 53.04, multiply by .05, and overall you’re doing 2.54% less damage after the patch. Not what you want, but not something to be really concerned about.

The Tiger Strikes change is less straightforward. You’ll have less Tiger Strikes uptime, and it’ll no longer scale positively with itself through Multistrike, but the buff is 40% instead of 25% so it should even out somewhat.

Tiger Strikes as-is is somewhat difficult to theorycraft. You have to deal with the fact thata new procs refresh the buff, rather than adding extra duration on to the end (so, if you get a first proc at t=0, another proc at t=4, and no more procs, you’ll have the buff from t=0 to t=12), and doesn’t stack. It also has the complication, currently, that when Tiger Strikes is up, giving you additional multistrike, you have a higher chance to get new procs, because it can proc off of multistrikes. I built a sim to try to estimate expected Tiger Strikes uptime, but it uses absolutely perfect conditions so always will have a higher number than you’ll get in practice, without godly RNG.

Anyway, my sim, with the current formula, and my current unbuffed stats of 1007 haste and 2082 multistrike, with the 1.6 speed Kromog sword, estimates a 69.7% Tiger Strikes uptime, for an effective added multistrike through Tiger Strikes of 17.425%. To match this with the new formula, you’d need 43.5625% uptime. In fact, The modified sim with no multistrikes patch gives an estimated 46.08% uptime, so it should be a slight buff in effective multistrike through Tiger Strikes. This gives effective added multistrike of 18.432, or about 1.% additional multistrike overall. I had about 66% overall multistrike on Gruul, so this would bump it up to 67%, so a tiny 0.6% overall damage increase.

Of course, all that is without factoring in over-capping on multistrike. Unlike Critical Strike, or most classes’ mastery, multistrike has a hard cap at 100%. 2082 multistrike gives you 36.54% raid-buffed multistrike, with non-multistrike food (which is probably advisable, at least with my current stats). A Tiger Strikes proc pushes that up to 76.54%, and then each stack of the Frostwolf weapon enchant proc (up to 2) gives 7.58%, for a max of 91.69%. This still keeps you safe, until you add in trinket procs. The Blackhand Trinket gives a massive amount of multistrike – up to 3840 at the end of a proc for HWF. That’s 58%!!! which obviously puts you way over the cap, with current or post-patch Tiger Strikes. With approximate 40-45% Tiger Strikes uptime, 30% or so weapon enchant uptime (5% or so 2stack), and roughly 20% trinket uptime, the chances of all 3 being up at the same time are low, but it is something to consider when comparing the Blackhand trinket to Oregorger or Darmac.

TL;DR: ~2.5% nerf in overall damage due to TP/RSK/BoK nerfs, 0.6% buff thanks to Tiger Strikes change, and the patch will be hardly noticable thanks to the combination of the two.

edit: I am not a programmer but I set up a github so people should be able to look over my gross Tiger Strikes python sim. Take a look and tell me if you see anything terribly wrong! https://github.com/jordantoine/Tiger-Strikes/blob/master/sim.py

edit2: Geodew correctly points out that crit caps at 100% as well. Of course, you can’t crit on more attacks than you make. I was thinking of crit damage when I put that part in, which is clearly not what crit does.

Stat Weights – PoM DPS Mastery

For mistweavers, mastery increases the chance for your heals to spawn healing orbs, which heal players when run over or explode to heal the nearest player within 12 yards if they don’t get used within 30 seconds of spawning. For DPS purposes, this does absolutely nothing, so your mastery weight is 0.

(sorry, this is the post I had saved up for a really busy day, which came up sooner than anticipated)

Update: This is not true! See here for details, but mastery is currently negative DPS for crane DPS, due to orb spawning resetting the swing timer.

Stat Weights – PoM DPS Versatility

Versatility is nearly as straightforward as crit. The only real difference is in how much rating it takes to get 1% additional rating. While crit is 110 rating for 1%, versatility is 130 rating for 1%. This means off the bat you have to multiply by (110/130)=.8462.

The other difference for versatility is that the raid buff is 3%, not 5%, and you have no base versatility and none from buffs either, so you’re going to have a lower amount starting off. I only have 134 rating, which is 1.03%. Thus I do .8462/(1.0403)=.8134. Your formula is (110/130)/{1+[(YourVersRating/130)+3]/100}.

Stat Weights – PoM DPS Critical Strike

To start this series off, I’ll give yet another shoutout to Geodew’s awesome Serpent Stance stat weights. They form the foundation of these posts and will serve as a guide as I work through the different stats. The major difference – while he uses a BiS gear set to give weights, I’ll instead use my current stats as an example, and give you the formula to find your stat weight. You can also make a copy of my MW spreadsheet and plug in your stats (just log in, unbuffed, and take the values from your char sheet) to get weights.

As Geodew says in his post, Crit is one of the most straightforward stats to calculate. A crit does 200% damage, so your first 1% crit is a straight-up 1% overall damage increase. Geodew sets crit at a base 1.0 value, so I’ll do the same.

The raid buff gives you 5% additive crit, not multiplicative, so we’ll only include it in the diminishing returns section. If it was multiplicative, 100 points on gear would give you 105 points effective, so you’d have to multiply by 1.05, but it’s additive like I said, so you don’t do that.

To account for the diminishing returns, you divide the value by (1+raid crit%). When finding this, it’s important that you take into account Crane’s Zeal, the 20% crit buff you get from casting Blackout Kick. Straight-up add 20% because you should have that buff up all the time. Also make sure to add in 5% from the raid buff, and 5% base all level 100s have. For me, I have 1005 crit rating, so 1005/110=9.14, + 30 = 39.14, so you do 1/(1.3914) = .7187. For you, the easy plug-in formula is 1/{1+[(YourCritRating/110)+30]/100}.

Stat Priorities vs Stat Weights

The holy grail of any class-centric theorycrafting is a set of stat weights that allow you to select the best gear. Of course, right away you run into a complication: stat weights change based on what you’re looking for: max DPS, minimizing damage taken (for tanks, or even the raid), whether it’s single target, sustained AOE, burst AOE, or even maximizing burst single-target while maintaining good overall damage. Generally, most stat weights lean towards maxing sustained DPS/HPS, with either pure single-target or an average set of spells you use for a boss fight.

Then there’s the second obstacle to stat weights: math is hard! Stat weights based off spreadsheets or other mathematical calculation may be the most accurate, but require lots of back-end work. You can also get weights from simulationcraft, but that relies on your class to be implemented properly, along with a good Action Priority List.

In the absence of stat weights, we can resort to the second-best option. Stat Priorities tell you what stats to emphasize, but miss the precise values that let you compare, for example, a 695 item with bad stats vs a 680 item with great stats, or two items of equal ilvl but your 1st and 4th best stats vs 2nd and 3rd best. Still, they are a good place to start, and a logic-based guidance when checking to see if the math behind your stat weights is valid.

For Crane Stance, there are two main secondary stat priorities. Luckily, all three PoM approaches use roughly the same stat priority. Multistrike is first – not only do you get 5% bonus from your attunement, but it has the additional effect of increasing Jade Mists procs, letting you fill with RSK and only use Blackout Kick to maintain the debuff. On top of that, higher MS means more Tiger Strikes procs, which has a positive feedback loop on itself. Mastery is last, because it does literally nothing for DPS. In between, we have Crit, Versatility, and Haste.  Finally, you have haste. Haste’s value also fluctuates based off another stat, in this case Multistrike. If you have enough multistrike that you never run out of RSKs, Haste’s value is roughly equivalent to Crit and Vers, again depending on how much you have of each. It starts out slightly ahead, due to only needing 90 rating for 1%. If you are running out of RSKs, the value is severely diminished, because it’s only adding additional BOKs. That gives us a rough order of MS>Haste>Crit>Vers.

For Chi Explosion, all of the above applies, except that multistrike’s Jade Mists effect does nothing for you. In this case, you can pretty simply just use which stat requires the least points to gain 1% – so Haste>MS>Crit>Vers.

Finally, you have to account for Diminishing Returns. If you have 0% of a stat, a 1% increase is just that. If you have 50% of a stat, a 1% increase is in effect only a .67% increase, because you’re going from (in crit’s example) 150% expected damage per attack to 151%, for (151/150)=0.006666… So if you have a ton of a stat, it’s advised to bump it down your priority list. Next up, we’ll tackle stats 1 by 1, trying to figure out hard weights or equations. PoM DPS and ChiEx Healing will be the two setups examined, with PoM DPS first.