3/3 Precision
241 (2%) Special's
1127 (11%) Spell
2523 (21%) White hit cap
To further add to ur responce
Stat caps are weird for rogues - I thought it was always 8% for abilities & 17% for spells (poisons, in this case)?
BoomAM, capping made simple:
We'll use hit cap in this example. Your hit
rating is the sum of all of the hit rating bonuses from your weapons, armour, trinkets etc. This is a raw value - if you've got a chest armour with +291 hit, a triket with +321 hit and a weapon with +130 hit, you've got a total
rating of 742. Your hit
% is derived from your hit cap. New paragraph to avoid block'o'text.
As a dual-wielder, your base miss chance will be different and more complicated, so I'm going to use the stats from my own class, which uses a two-handed weapon. With a hit rating of 0, I have a base miss chance of 8% - every time I swing my weapon, or use a melee skill, there's an 8% chance that I'll do absolutely nothing at all. Increasing my hit rating lowers the chance I'll miss.
Now, back to the stats. Each 120 rating (a little more, something like 120.125, but we'll keep it simple) increases my chance to hit by 1%. A rating of 742, as in the example above, would increase my chance to hit by 6.176%, leaving a much smaller 1.824% chance that I'll fail to hit anything for each and every attack or melee ability. If I had 961 rating, I'd have a hit of 8%. I'd never miss - never ever ever, unless I had a debuff that screwed up my hit chance. If I had 1200 hit rating, I'd have a hit of 10%, and I'd still never miss - I can happily reforge 240 rating away from hit into another stat, like mastery or haste, and still never miss under normal circumstances.
Expertise works the same, but instead of a % you get a solid value, which you can see along with your other stats in the melee panel on the right hand side of your character screen. Even if you hit with your attack, there's a chance that your target will either dodge out of teh way or parry it, resulting in no damage being done and no effects being applied. Whereas hit relates to everything - from a lv1 critter to a lv88 raid boss - expertise depends on your relevant levels. If you swing at a mob even one level below you, they won't be able to dodge or parry. For each level the mob is above you, there's an increasing chance that they'll be able to dodge or parry your attack. Keep in mind that players cannot dodge or parry an attack that comes from behind them - mobs and bosses can dodge an attack from behind, but not parry.
Your goal here is to make it so that your target cannot dodge or parry any of your attacks. You've already made sure that you'll always hit your target by capping your hit rating, and thus your chance to hit - now you make sure that whenever you hit, tehre's no chance your target will be able to defend. Each 30 expertise rating gives 1 expertise, and your goal is to reach 26 expertise, a total of 780 rating (or 781 rating using more accurate numbers). If you hover your mouse over the expertise part of your melee stats, you can see what chance your target has to dodge or parry your attacks depending on their level - it'll show you mobs of your level and up to 3 levels higher, since raid bosses are 3 levels above the level cap.
At the expertise cap of 26, you'll notice that no mob of any level can dodge your attacks, and only mobs 3 levels above you can parry them - it'll be at 7.5% chance. This seems high, but it doesn't come into question since the nonly mobs of this level you'll be fighting are raid bosses, and you should always be behind a raid boss - they can't parry from behind. Make it so that they can't dodge by getting your expertise up to 26 and every attack you use will hit and get through their defences. Many classes have a glyph or talent that adds to their expertise, so you probably won't have to get all the way up to 781 rating.
Apologies if that's a bit condescending, but I've only been playing WoW for 6 months or so and it took me a while to get my head around all this stuff. That's capping in a nutshell - a really long, boring nutshell. You also get caps for crit & haste, but they're more class-specific and mostly not available with the current tier of raiding gear.
BIG SPACE because you may well just skip past all of that, and I wouldn't blame you. A note on the stuff you buy with honour, justice, valour & conquest points - yes,t ehy're roughly equivalent for each tier (honour & justice on the lower tier, valour & conquest ont he higher tier) but the gear you buy with each is dependant on what you're using it for. Honour & conquest points are earned from PvP and will only really be useful in PvP. They'll all have a stat on them called resilience, which reduces the damage you take from other players - essential in PvP, useless in PvE (dungeons & raids etc). Justice & valour points buy stuff without this stat on them - they'll only have the more general stats like crit, hit & mastery. Essentially you do PvP for PvP rewards so you can do better PvP, and you do PvE for PvE rewards to do better PvE. You can sub one in for the other if you have to, but they'll only ever be temporary - you'll want to replace any PvE gear you use for battlegrounds with PvP gear for the damage reduction against other players and you'll want to swap out PvP gear for PvE stuff with better stats for dungeons & raiding.
Like I said, it's a dark, scary world down there...
Edit: To clarify, your expertise won't be 26%, it'll jsut be 26. Your hit will be in %, your expertise is a straight value. And you're reforging away from crit because, even though a higher crit will increase your damage, a higher haste will increase it more for the same expenditure of stat points.