How much DPS is a point of Strength, Agility or Attack Power really worth? Enter your stats to see an estimated DPS and the marginal weight of each stat, computed from WoW: Forever's real spell values.
Fury Warrior
Only specialization available for now. Icy Veins hasn't published an end-game (level 60) guide for WoW: Forever yet, so there's no confirmed rotation to check other specializations against before adding them here.
Your stats
Estimated DPS (single target, sustained)
Normal attacks
Bloodthirst (on cooldown)
Whirlwind (on cooldown)
Estimated total
Stat weights (DPS gained per point)
+1 Strength
+1 Agility
+1 Attack Power
+1% hit chance
+1% critical strike
+1 Critical Strike Rating
+1 Hit Rating
Simulation (minimal version)
A real event-driven engine instead of a formula: replays the fight swing by swing, rolling a real hit/crit chance on every attack, and averages the result over thousands of simulated fights. Uses the same stats as the calculator above.
Set off-hand damage to 0 to simulate a single weapon, with no dual-wielding.
Generic item effects (optional)
No specific WoW: Forever item is confirmed best-in-slot for this spec yet, so these fields default to 0. If your weapon has a real "chance on hit" effect or applies a bleed, enter its real values (from the item's own tooltip) here instead of using a made-up example.
Simulated DPS (average)
Confidence interval
Bloodthirst / Whirlwind / Heroic Strike / normal hits per fight
Death Wish: uses / % active uptime per fight
Damage breakdown by source
Normal weapon swings
Heroic Strike
Bloodthirst
Whirlwind
Generic weapon proc
Generic bleed
This simulation models Bloodthirst, Whirlwind and Heroic Strike on a real Rage pool: Bloodthirst costs 30 Rage, Whirlwind 25 Rage, Heroic Strike 15 Rage (real costs read from WoW: Forever's own Wowhead tooltips, max-rank spells). Bloodthirst always stays top priority whenever available; Heroic Strike fires as soon as Rage allows it at all (its own 15-Rage cost), not just on a surplus. That wasn't the original setting: a 50-Rage threshold was first chosen without testing it, on the assumption that Heroic Strike should only spend "leftover" Rage. Testing every threshold from 15 to 50 directly in this simulator showed DPS falling off continuously as the threshold rises (roughly 190 DPS at 15 versus 127 at 50, at default stats): Heroic Strike returns more damage per Rage point than Whirlwind in a single-target fight, so spending Rage on it as early as possible beats saving it for Whirlwind. Still just a rotation priority choice, not a game rule — but one now verified by the simulation itself rather than assumed.
Rage generation uses the real historical WoW classic formula (R = 15 × damage / (4 × c) + f × weapon speed / 2, capped at 15 × damage / c, with c = 230.6 at level 60): only landed normal weapon swings generate Rage, never special attacks like Bloodthirst or Whirlwind. This formula isn't documented anywhere specifically for Forever (unlike Crit/Hit rating, which item tooltips show directly): it's the historical classic-WoW formula, which the rest of Forever's Fury Warrior kit otherwise appears to inherit, used as the best available source rather than an invented number.
Dual-wielding is modeled with two independent weapons (main hand and off hand), each with its own swing timer and its own Rage generation. Real classic-WoW mechanics: the off-hand weapon deals 50% of its usual damage, and dual-wielding adds a 19% miss-chance penalty to both weapons' normal swings (on top of your usual hit chance) — this penalty doesn't apply to Bloodthirst, Whirlwind or Heroic Strike, which are special attacks.
Dual Wield Specialization (a real Fury-tree talent in WoW: Forever, 5 ranks) reduces that penalty: each rank gives +5% off-hand damage, +20% off-hand Rage generation and +2% off-hand hit chance (rank 5: +25% damage, doubled Rage, the miss penalty down to 9% instead of 19%). These values come from Forever's beta client tables, not an estimate; only the assumption that the damage bonus adds to the 50% base (rather than multiplying it) isn't explicitly stated in the tooltip and remains a standard interpretation.
Correction: Whirlwind only strikes with the off-hand weapon if you've taken Raging Blows (a real 1-rank Fury talent) — unlike an earlier version of this page, that's not automatic while dual-wielding in WoW: Forever (the talent's own real tooltip says so explicitly). The checkbox defaults to checked since it's a near-automatic pick for a dual-wielding Fury build, but you can uncheck it.
Three real Fury-tree procs/talents from WoW: Forever are now modeled. Flurry (5 ranks): +5% attack speed per rank for your next 3 swings after a melee critical strike (auto-attack or a special ability like Bloodthirst/Whirlwind), with charges expiring after 15 unused seconds and resetting to a fresh 3 on any new crit; the speed bonus only ever applies to normal weapon swings, never to special abilities, which stay on their own fixed cooldowns. Unbridled Wrath (5 ranks): +12% chance per rank to generate 1 extra Rage whenever you deal melee damage with a weapon. Death Wish (1 rank, 10 Rage, 3-minute cooldown, from the ability's own real tooltip): +20% Physical damage for 30 seconds, used as soon as it's available (the same "use it on cooldown" assumption already used for Bloodthirst/Whirlwind) and applied to every damage source in this tool, since all of them are Physical.
Boundless Rage (a real Fury talent, 3 ranks) raises your maximum Rage pool by 10/20/30: more headroom before you cap out and waste Rage generation. Unlike the talents above, no end-game build source confirms whether this is a common pick for Forever, so its rank defaults to 0 rather than being assumed taken.
Your normal weapon swings now go through the real attack-resolution table against a level-63 raid boss: on top of missing, they can be Dodged (6.5%, no damage) or land as a Glancing Blow (40% chance, 70% of normal damage, at 300 weapon skill with no skill-boosting gear). Neither Dodge nor Glancing applies to Bloodthirst, Whirlwind or Heroic Strike, which use a separate "yellow attack" resolution table; Parry and Block are assumed to be 0%, the standard assumption for a DPS attacking a boss from behind. These percentages come from the original WoW classic formulas (patch 1.12, before Blizzard revised them in patches 2.1 and 2.0.1): that's the version consistent with the rest of Forever's Fury kit confirmed so far, not an invented number, though it isn't explicitly confirmed for Forever itself.
Additional correction: Heroic Strike is a "yellow" special attack, not a boosted normal swing — so it has neither the dual-wield miss penalty (-19%) nor any chance to glance, unlike what an earlier version of this page incorrectly applied by rolling it through the same check as normal swings.
The "generic item effects" fields cover a real "chance on hit" proc and a real bleed (a ticking DoT, non-stacking: a new trigger refreshes its duration rather than adding a second one). Since no specific item is confirmed best-in-slot for Forever yet, they default to 0; enter your own weapon's real values if it has one. Simplification: they fire on any landed weapon hit (main hand, off hand, Bloodthirst, each Whirlwind hit) without distinguishing which specific weapon actually carries the effect.
The formula-based calculator above stays deliberately simpler: a single weapon, no Rage, no procs, no talents, no Dodge or Glancing, Bloodthirst and Whirlwind always available. It's a theoretical ceiling with no downtime. The simulation applies the real Rage bottleneck, real dual-wielding, these procs, Death Wish and the real attack table, so its DPS can land above or below the calculator's total depending on your stats: that's not a disagreement between the two methods.
This tool doesn't cover every Warrior spell: only what a sustained single-target Fury rotation actually uses. Deliberately left out: Execute (only usable below 20% target health, no execute phase modeled), Overpower (needs the target to have just dodged — Dodge is now modeled, but Overpower itself isn't), Rend and Cleave (Arms/AoE tools, outside a single-target Fury rotation), purely utility or defensive abilities (Fear immunity, out-of-combat Rage generation, etc., with no sustained DPS contribution), Enrage (a real Fury talent that procs off taking damage, but this tool has no incoming-damage model), and Deep Wounds (a real bleed, but from the Arms tree, not Fury: out of scope until a source confirms a Fury/Arms hybrid build for Forever at level 60).
The damage breakdown by source, below the main result, shows the DPS and share (%) of each source actually modeled in this simulated fight: normal swings (main hand + off hand), Heroic Strike, Bloodthirst, Whirlwind, and your generic proc/bleed if enabled. This is a real measurement taken from the simulation, not a separate estimate.
Other simplification not modeled: Heroic Strike/Death Wish's partial Rage refund on a miss (the full cost is charged on every attempt).
Every hit here actually rolls a real hit chance and then a crit chance: the DPS shown is a genuine statistical average, not a deterministic calculation.
How this is calculated, and what's missing
Bloodthirst deals 35% of your Attack Power plus 100% of your Spell Power, on a 6-second cooldown; Whirlwind deals 100% of normalized weapon damage, on a 10-second cooldown. Both values come directly from WoW: Forever's real Wowhead tooltips (max-rank spells, level 60), not an estimate.
The calculation assumes Bloodthirst and Whirlwind are used as soon as they're available and the target is hit continuously (no movement, no downtime). It's a reference scenario, not a real-combat average.
Heroic Strike is deliberately not included: how often you can use it depends on leftover Rage, which needs a real second-by-second Rage-generation model. That isn't modeled here yet.
Critical Strike Rating (14 = 1% at level 60) and Hit Rating (10 = 1%) come directly from real WoW: Forever item tooltips, which show the percentage equivalent in parentheses. Haste Rating doesn't have a weight shown yet: no catalogued item carries any yet, so its conversion rate isn't verified.
A critical strike deals 200% of normal damage (standard World of Warcraft mechanic).
This is not an event-based simulation like SimulationCraft: no random variance, no procs, one output value per set of stats.