Bloodthirst
To continue from where I left off, I learned how hit chance affects your non-auto-attack abilities. They suffer the default base 5% miss chance, which can in turn be raised via hit rating (against a <71 size="2">1) White damage, auto-attack
2) Bloodthirst, 45% of attack power in damage, 6-sec cooldown
3) Execute, base x damage, added y for each point of rage beyond the initial cost, can only be used on targets at 20% health or less
There are a few other abilities we have which can contribute.
1) Heroic Strike, adds x damage to your next mainhand attack, *high threat*
2) Victory Rush, deals 45% off attack power in damage, can only be used after getting the killing blow on something
3) Cleave, attacks target and a nearby target, adding x to the damage on each
4) Overpower, adds x damage to an attack, can only be used after dodged
5) Whirlwind, deals weapon damage to 4 nearby enemies
Back when I used to dps in MC, I would essentially rely on white damage and bloodthirst, and then hitting execute as much as possible when it was available. I would toss a whirlwind in there from time to time when I got to 100 rage before execute opened up. This was a high-damage, ezmode method to kill raid mobs.
If I remember right, my dps breakdown was something like this:
50% regular melee
30% execute
25% bloodthirst
etc etc
And so, bloodthirst is a definite factor when calculating what will affect your dps the most. And in some cases, such as any fight where you are dealing with low-hp adds (such as Black Morass, or Grandmaster Vorpil in SL), Victory Rush, which is basically the same thing under different conditions of use, can also chime in to a significant amount. (Fury Warriors make excellent add-killers in Black Morass, I’d like to add.)
Anyway, enough explanation, on to more math.