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Who's saying that the Flurry change is a nerf? That's not at all what's being discussed here. People are concerned that the change will bring problems in itemization and that stacking crit will be the so much better than the alternatives that little choice remains. Some people feel this is a bit boring.
I do not understand how the Flurry change is a nerf to Fury. This seems like a buff to me, however I should mention that this is a gut feeling. Is there any mathematical explanation for the change being a nerf?Stat weight are simplifications by nature. The stat weights that have been discussed in this thread are mostly from SimulationCraft, I'm not sure you can calculate stat weights in a more accurate way than with this tool (unless, of course, there are errors in the code). These stat weights are based on running thousands of dps simulation runs and comparing what happens when you increase the different stats. Landsouls excel sheet uses analytical approximations to do the same (at least it used to do so, maybe there's some iterations being done in that sheet too), but he's still working on the Cata version of the sheet.
On a separate note, does anyone have a working model (with detail on how things are calculated, if not the exact calculation methods) for stat weights including Str? The ones that I have seen around don't make much sense to me, as they seem to be grossly oversimplified.
About synched weapon speed and flurry. It seems quite evident to me that flurry is applied and lost as it should. If you crit with the first of two synched swings flurry will be eaten up by the three next swings, thus giving you the flurry haste for one "between-swings-period". If you crit with the second of the synched swings it will still last for three swings, but will in this case give you haste for two "between-swings-periods". Never mind the combat log, it will not always show the exact time and order that things happen (I've seen similar stuff many times before in my logs).
What Narkanius testing shows is that synched weapons are not synched with infinite precision, the swings are not done in the exact same moment. Good work on the testing, maybe it has some implications for the simulation tools. I'm not sure how this is modeled in SimulationCraft, and it could maybe also change how flurry is modeled in spreadsheets. Taking this into account synched weapons will only give longer flurry uptimes in about half of the crits (only looking at white crits).