Edit: Look what I’ve found here:

The notable changes include an update to offhand rage generation (previously it was not being normalized correctly), and an improvement to rage generation from crits (essentially, crits now generate double the rage the hit would have ordinarily caused). The later change should help ensure that certain specs (ie: sword specialization) don’t become clearly superior to crit-enhancing specializations like Axe/Polearm.

Epic failure?

Ok, so I have this script of mine where I estimated that you would hit 0.5 times per second for sake counting swrod spec procs over time. The point is, I at the same time assumed that you are hitting white hits, mortal strikes and whirlwinds whenever they are ready (not taking global cooldown-conflicts or rage into account). With a 3.6 speed weapon and non-improved MS that is:

Auto attack: 0.277(7) per second
MS: 0.166(6) per second
WW: 0.1 per second

That’s giving total of ~0.544 strikes per second, hamstring not included! A point for sword spec, I really have to give a nice front-end form for anybody to use for my script, so they can calculate how axe vs sword spec works out for them.

It also turns out, the biggest advantage of axe - synergy with Flurry - is also fake. While Sword Spec won’t help you keep the flurry up, flurry will increase the amount of sword spec procs over time. So while I gave axe spec benefit of keeping flurry up, I didn’t do the same for sword spec, and assuming sword spec would be up 100% of the time, my magical number would move closer to ~0.6 strikes per second (with only 3/5 Flurry!), still not taking hamstring into account. I’ll provide fixed simulation later on, but I’m pretty sure by now that sword spec is indeed superior over axe in every possible aspect with every possible build, including 31/30.

Terhix