Some good discussion happened on this topic both in my own previous post on the subject, and in a forum thread I posted today. I wanted to summarize some of the ideas that came out of it to prompt further discussion. I have not reproduced every idea; there were a few that seemed likely to be deemed too complicated to put on a tooltip, and there were a few focused on lifting the Crit cap, something GC has said they don't want to do.
Many specs have a soft cap on one of their secondary stats: an amount they try to reach and not go over, because past that point, the value of the stat declines significantly.
In response to the eternal run of threads about spell damage in PvP, I’ve added support for PvP Power and Resilience to the TheoryCraft-o-Matic Lite. If you set “Target Player(s)” to “Yes,” fields will appear for the two PvP stats. I currently have them set to default to 45% PvP Power and 60% Resilience. Changing these values should alter the calculated damage numbers appropriately.
Please let me know if you spot any problems!
Water Jet is the new Water Elemental spell being introduced in patch 5.1. It's the answer to a longstanding complaint about the Frost PvE rotation: the awkwardness and strangeness of using a pet-based reticule-targeted AOE control spell against a single target that the Mage knows full well cannot be controlled in order to force a buff to appear on the Mage.