To anwser doubts in this topic:

You will notice that the only skills he models are autoattack, ms, and whirlwind. ($whiteDPS, $MSDPS, and $WWDPS)

Obviously, there are a lot of other things he didn’t account for, like armor, global cooldown conflicts, etc, but only the factors that affect axe and sword differently are relevant. One such factor that would be interesting to see modeled would be rage, because right now he is assuming you have enough rage to cast ww+ms every time they are up. Axe and Sword spec will have different rates of rage generation, and the more rage you generate, the more you can dump it into other things, like sunders, heroic strikes, etc, which is huge. I could see how all this would be very difficult to model though.

You are right, and you are wrong at the same time :). There is no point in modeling hamstring or pummel for axe spec. In sword formula there is a magic variable $hitspersecond which is an estimation (there are way too many things that affect that number to make it constant) which includes auto attacks (with flurry if you have it, and flurry uptime is ruled by simulator for that case), MS and WW every GCD but also Hamstring. The number I put on hamstring is once every 20 seconds, which is LOW, and I know it. Calculator is not accurate, because it’s not possible to make one that’s accurate. Somewhere in comments someone asked me if I can do same thing for hamstring every 8 or 10 seconds and pummel every 20 (don’t remember exactly) and in that test axe went a bit below swords for targets that can’t parry (difference was negligible), and above swords for targets that can parry, so even if axe is not going to be uber superior for some encounters even for an orc warrior, it’s still not worse then Sword. There will be situations where axe is clearly superior, there will be situations where sword is clearly superior, no matter what. In other words: 5% crit + 2.5% avoidance reduction > 5% extra attack, 5% crit + 1.25% avoidance reduction = or > 5% extra attack.

Terhix