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10.2.7
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10.2.6
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[Hit Rating] For All Classes *Talented Hit*
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Post by
93966
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Post by
95537
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Post by
Zalambar
The base chance to hit against boss level mobs is 83%, leaving 17% hit to be gained through talents, gear, and buffs.
The base 17% miss chance is for spells only. Physical attacks have different hit caps so most of your numbers are wildly wrong. Take a look at
http://www.wowwiki.com/Hit#Hit_rating_chart
which already has a correct version of the chart you are trying to come up with.
Post by
Anarchy
2. You are not looking into offhand hit cap - which is significantly higher than those numbers
Dual wielding penalizes both hands equally, your main hand will miss just as much as your offhand.
Post by
Proky
2. You are not looking into offhand hit cap - which is significantly higher than those numbers
Dual wielding penalizes both hands equally, your main hand will miss just as much as your offhand.
yep and two-handers have about only 8% miss chance? dont know exactly, but hit cap for two handers is easily achieveable, but for dual wielders its much harder and one-hand + shield is same hit cap as a two-hander
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17744
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243007
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294924
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Post by
Aldones
spriests need 289
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101776
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Post by
ArgentSun
@Feiron, if single wield has 8% miss chance, and DW adds 19%, why do you say DW has total of 28% instead of (8+19) 27%?
Post by
ianwelch
Sorry dude, your numbers are wrong. Spell HIT and Melee HIT are different.
As Zalambar said, go to
http://www.wowwiki.com/Hit#Hit_rating_chart
to find the correct information on hit.
You can find information on spell hit at
http://www.wowwiki.com/Spell_hit
.
Post by
309174
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Post by
Zalambar
only Icy Touch, Howling Blast and Death Coil use Spell Hit
http://elitistjerks.com/f47/t36638-death_knight_pve_dps/#Hit_Rating
Hopefully that's still correct, sorry I'm not personally familiar with DK mechanics
Post by
victor2008
This is terrible, mod please lock it.
Post by
309165
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Post by
93966
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Post by
Zalambar
There, corrected much of the information. Still -very- curious about the self contradicting information on wowwiki though.
Much better, thanks for making the corrections. I think there still room to clean up the formatting but at least all the information you have there seems to be correct now.
The only thing I don't see is that rogue's poisons use spell hit mechanics and also benefit from precision.
Either Rogue specials have a higher chance to hit, a lower penalty from dual wield, or someone fails at math.
As you seem to have noticed the problem is usually option #3. In this case someone misread the table column headings on wowwiki.
Anyway, if -all- melee specials are capped at (8%/8.2%/9% depending on source) the question becomes, how much over the soft cap is optimal for melee dps? Lets talk percentages.
That really varies by class. The value of hit rating certainly deceases past the soft cap but how much is not constant. Extra hit change gives rogues more auto attack and poison damage, warrior gain extra damage and rage, and enhancement shaman see their spell hit chance continue to increase. How much you value that extra hit depends on how much extra damage those attacks contribute to your total damage.
Post by
Gnub
Anyone able to explain? Unless I'm mistaken, a melee shaman should require LESS hit than a rogue, since both will be dual wielding (huge hit penalty) but the shaman has 6% from talents, compared to the Rogue with 5%.
Also, it can't be related to melee vs. spell hit, because: 6% from talents (for shaman) would leave 11% to make up via gear for spell hit cap, which is 288.552 hit rating.
Riddle me that one, batman.
Hello there, I'm Batman!
Enhancement shamans do correctly aim for the spellhit cap - 17%. The thing is, the 6% hit talent only affects melee, which means you'll need to collect 14% spellhit from gear (assuming raid debuffs on target). Once that cap is reached, you'll no longer want to focus on hit at all, ie. no reason to go for the hard cap.
Post by
hemek
http://www.wowwiki.com/Hit_rating#Calculating_miss_rate
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