charge requires spell hit cap. see [MENTION=19584]male[/MENTION]'s post
here
i still see ZERO data on arms str v crit
Thanks =) yeah I don't know about str vs crit but I'll probably wait until I get a BAR to test out how much damage strength gives. I do know that for protection (which is what I run at the moment due to lack of weapon) I think 2-4 strength only gives my shield slam 1-2 more damage. It's absolutely garbage, so I'm hoping the slow weapon speed on BAR will turn that strength into something more useful since Arms is mostly about instant attacks. If strength is as garbage on Arms as it is on protection, I don't see how anyone can justify using the rainbow stat necklace which gives 2+ str +1 stam to warriors over the +4 stam one. It doesn't make sense to me, but hopefully it's just me lacking BAR.
Why ppl think charge doesnt needs spell hit cap? they havent played warrior?
Well I have a level 20 f2p warrior freshly made, and even though I'm gimp as hell on all stats (hit included obviously) I never missed a charge during the 10 or so bgs I went farming for trinket honor + DMF artifacts. I've also never missed a charge during any of my pve except once during BFD/Stockades which is 5 levels higher than I am. Simply wished for confirmation.
I also wonder about what you said about a human warrior. Ideally I guess two AGM is
#1 , but once the CD are down (and it's a hefty once per WSG match cd) I'm not seeing how having one extra trinket slot makes humans better than the other classes given that the expensive pvp trinket gives 8+ resil which is tied with battle master's +8 as the second best trinket slot for warriors. 12+ stamina might come out ahead if you have no pocket healer, but more often than not there are healers on both sides and even then, it's 24 stamina vs 16 resilience + battle master + darkflight/shadowmeld while as a human you sit there twiddling your thumbs, not to mention the sheer effort needed for dual AGM. At most humans go AGM + Battlemaster for no healing situations, but once again you are technically 'down' a cool down after having your 30 seconds of spot light for the rest of the match.
If this were arena, I can see the value, since once a person dies it's usually game over. But in WSG/AB, having a huge edge in one fight usually doesn't mean more than having a modest edge every 2-3 minutes. Night Elf vanish charge + 2% miss and Worgen sprint + 1% crit seem much sexier. Personally I lean towards Worgen since the extra sprint does wonders gap closing (specially against Druids). More importantly Dark Flight stacks multiplicatively (wtf spelling mistake? not according to Google >.> someone tell me how to spell) with other sources such as swiftness potion making you a nightmare to those stags and fleet footed hunters. It's not like you have access to Foreman's Gloves unless you wanna sacrifice crit or strength/stam/armor to get rid of the rest.
On the other hand, if there's any race I've noticed I felt jealous of as an Alliance warrior, it would be Blood Elf. Having an interrupt/silence when you have none, is...pretty godly. However I'm not sure if the silence makes up for the superior access to gear on Alliance side and against the plethora of racial choices. It does seem like the best Horde racial though no? Then again I just realized Pandaren's Quaking Palm does the same thing, if not better when there are no dots on the target (you can't make them anyways =P) since it'll give you 4 seconds to maybe get another mortal strike cd winded up (or even set up another charge->combo!), so yeah, never mind, unless you always find yourself hitting more than one casting target with silence >.> alliance is just way better.
Another curious question in general:
http://eu.battle.net/wow/en/character/aggramar/Yjungr/advanced
http://us.battle.net/wow/en/character/aerie-peak/Snacks/simple
How is it, according to armory, Snacks has 1 more top end damage than Yjungr, yet has 10 less strength? They are both using the same weapon, and there are no items with +attack power, so how is it possible for the person with 10 less strength to deal 1 more top end damage (and why only 1 and only top end?)