At 8% Hit, your strikes and auto-attacks (including BCB procs) will never miss.
At 17%, your Death Coils, DnD tics and ITs will never miss.
The vast majority of your damage falls into the 8% category, and so getting to the 8% cap is a very nice DpS boost (as 100% of your damage will be buffed accordingly through more hits). But, after that, not so much. It's still useful, yes, but WAY less important.
If I recall correctly, you need 13 of the 20 hit to be used (in order to bring you to 8%) for it to be superior to the Str gem. If less than that is used (so, for instance, if you only need 10 hit to get to 8%) then go with Strength.
[EDIT]
DON'T regem ArP or Haste.
You should end up with a gemming system roughly like this:
Meta- +Agility/+3% Crit damage. Superior to +Crit/+% Crit Damage due to it requiring one less blue gem.
Red- Strength. Always. You should never have anything else in these slots.
Yellow- Three options. We've discussed Hit. And, if socket bonus is worth it, Str/Haste. If the bonus ISN'T worth it, you forgo it and use a Strength gem.
Blue- Nightmare Tear of Strength Gem. That's it. They are always a strict DpS loss if you have already used a Tear.
Never gem ArP or straight Haste as an Unholy DK (and only Blood can gem ArP reliably).
The EJ Unholy thread has a huge chart of socket bonuses--consult it for your specific needs.
Edited, May 14th 2010 2:04pm by idiggory
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IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people
lolgaxe wrote:
Never underestimate the healing power of a massive dong.