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评论来自
9029
Very important talent to have if you're planning to dual wield, as it'll help even off the off-hand weapon penalty a bit. With some more +hit gear, you won't be missing as often.
评论来自
WildW
This talent was nerfed from 2%/4%/6%/8%/10% to 2%/4%/6% durning the period where Blizzard was getting the talents ready. the +6% chance to hit is something any dualweilder should get, unless he got massive + hit from before.
评论来自
84600
Interesting.
It does not say"with melee weapons"
Almost every talent that increases hit says where that hit will go. With the unified system all +hit works for both melee and spell unless specified otherwise.
If this helps with spells it will be a huge boost.
Cross your fingers.
评论来自
164904
well it dosent say which type of hit but im sure they meant while DW weapons.
and now it got nerfed from 2%/4%/6% to 1%/2%/3%(in wotlk) =( and since they took off da 3% hit from resto tree, im ganna need more hit gear.
评论来自
Aftershocks
They changed it back to 2/4/6% in WotLK
评论来自
168325
According the to the notes for patch 3.0.2, which goes live today:
Dual Wield Specialization will now increase the chance to hit while dual wielding by an additional 1/2/3%.
Looks like the nerf is going to stick permanently.
评论来自
22525
Does this talent increase spell hit aswell since the patch 3.0.2?
评论来自
221791
It certainly *seems* to. If you take a look at your spell hit with only one weapon equipped, you should see it increase when you equip your other weapon.
评论来自
Bargle
This talent does NOT increase spell hit, only melee hit.
评论来自
135229
Apply Aura: Mod Hit Chance
Value: 6
If it affected spells as well, it would read the same as the rogue talent, Precision:
Apply Aura: Mod Hit Chance
Value: 5
Apply Aura: Mod Spell Hit Chance
Value: 5
评论来自
23043
I havent found anything else to support this- but with wotlk your spell hit cap is now 17%. I read that it is critical now for shaman to hit that. Does this seem like a wasted talent now since you should be gearing for 17% hit and this only provides melee hit? That would give you 23% hit which is 1% short of the hard cap for melee which I am told is a waste. I checked elitist jerks and a few other think tanks but no one else has commented on this so I figure I must be wrong somewhere. Anyone have any comments?
评论来自
331971
There's a couple mistakes with your assumption. First, you get more spell hit % per point of hit rating than you get melee hit %. To be specific:
1% melee hit = 32.79 hit rating
1% spell hit = 26.23 hit rating
So if we assume you don't have raid buffs and are horde, so you need that full 17% then you need 446 hit rating to achieve 17% spell hit.
446 / 32.79 = 13.6% melee hit
Best case scenario if you're alliance (draenei) and have raid hit buffs then you need 13% (342 rating)
342 / 32.79 = 10.43% melee hit + 3% raid buffs = 13.43% melee hit
As you can see, either way that puts you significantly farther away from the hard cap of 27% even with the extra 6% from dual wield spec.
Now consider that you're getting 2% hit rating on all white attacks per point, and that actually adds up very nicely. If it were 1% per talent point it might be closer, but at 2% per talent point (and assuming you're expertise capped and attacking from behind) that's going to take you from 86.6% white attacks hitting (100% - 27% + 13.6%) to 92.6% which is a significant increase in the number of hits landing (92.6/86.6) for 3 talent points. Note that this extra hit will NOT increase the number of crits you'll score throughout a fight due to the single-roll system white attacks used; the 6% misses removed will all become regular damage; this means it is not a 6% increase in white DPS (due to some of that white DPS being from crits). Still, compared to other places you might spend those points, that is a very good bonus.
The other reason this talent is good, despite hit rating after the soft cap being considered less valuable, is because it's cheap. 3 talent points for 6% hit is a very inexpensive way of racking up additional white damage. Because this talent is 3 points for 6% hit, however, it's hit rating for dirt cheap, which makes it very valuable compared to other talents you might take in its place. A short way to get a rough idea of the damage it will cause is 6% of your total weapon dps (remembering offhand only gets 50% of its dps, and remembering to include talents like weapon mastery, and stats like attack power).
Edit: One last point I wanted to clarify because I think I may have been unclear in my original wording... you do not have to be expertise capped to see the full bonus of this talent. Even if dodges, blocks and parries are possible, the 6% from this talent reduces miss chance without increasing dodge/block/parry/crit chance, meaning that the full 6% converts from misses to standard hits.
评论来自
209880
I suppose that 6% counts for yellow attacks too
if ithe above is a positive, in a pvp environment, you won't require any extra hit, part that which is already on your gear
(xept if you want your whites to land more consistently)
评论来自
childofnewlight
I have one problem with this idea that it does not affect spell hit. I have only 350 hit (draenei). I have been raiding, running heroics, constantly for the last month. After EVERY run I've checked my recount and I have not had one spell miss EVER. Not on quest mobs. Not on heroic bosses. Not on raid bosses. I have never, ever seen one spell of mine miss with 350 hit as an enhancement shaman. It just isn't happening and I have friends who run enhancement shamans saying the exact same thing. We're not talking sporatic playing. We're talking hundreds of encounters. Hundreds of mobs.
评论来自
Thottbot
importat talent cuz u dont need so much hit rating then
btw.. im the first here :P
链接
双武器专精
双武器专精
天赋
使你在持双武器作战时的命中几率提高6%。
魔法增益
法术细节
持续时间
n/a
类型
物理
机制
n/a
驱散类型
n/a
GCD目录
n/a
成本
无
范围
0码
(自身)
施法时间
瞬发
冷却
n/a
GCD
0秒
效果
Apply Aura:Mod Melee & Ranged Hit Chance %
价值:6%
PVP 倍率:1
标记
[Is Ability]
被动技能
隐藏光环
隐藏施法时间
需要副手武器
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