The belt modifiers to abilities like Frenzy is not a strait damage increase to ability its factored in after all other modifiers. So say you hit for 100k an have 10% Frenzy on belt you would then hit for 110k. I dont know the math for it but its possible to get an idea of what it translates into compared to str (yes rotation an usage factor into it also). Same for the modifers to other abilities. Most people would like an idea even if its a rough one on what you get from these abilities compared to other stats. Even setting on spreadsheet to state your rotation to get a more precise number. I am just posting what alot of people might find useful.
Also on the damage % i am referring to is Weapons Master passive. Your unable to compare a mace that gives 10% crit to a sword you have on that gives 15% damage because you can not remove the 15% damage in current equipped row its colored out. It is just a simple change that i thought i would mention.
The Barbarian belt modifiers to Bash,Cleave,Frenzy,Rend,Revenge,Weapons Throw
The Barbarian 2-hand modifiers Hammer of the Ancients,Overpower,Seismic Slam,Whirlwind
Also the Monk abilities for those monk players.
Would it be possible to add to the Relative Stat values or something along those lines so we can get an idea of what amount of dps they will add. Or what they are normalized to Str.
Example. Belt 1: 200 Str 100 Vit 60 RAE = 2000 dps upgrade
Belt 2: 100 Str 100 Vit 60 RAE 10% increased Frenzy Damage = ?
Also Damage increased by skills % add it to be modified with current equipped an possible switch.
Since with passive talent mace gets 10% crit were sword gets 15% damage. This way we can see the dps change based on weapon type when we are looking for upgrades.