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 Post subject: Hit Rating and You...
PostPosted: Tue Sep 11, 2007 2:43 pm 
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Forgotten Soul
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I figured this info might be of help to folks here.

Hit rating and spell hit rating are among the best ways to increase DPS against raid bosses. As raid bosses are considered level 73, you have a much higher chance of your attacks missing than normal. Additionally, hit rating tends to be a "cheap" stat when gear is itemized, meaning that an equivalent amount of hit rating usually does more for your DPS than the same amount of critical hit rating.

However, eventually you have enough hit rating to never miss the boss, and accumulating more hit rating is unnecessary. This is usually referred to as hitting the "hit rating cap".

Formula

Base Spell Miss: 16%
Spell Hit % = spell hit rating / 12.6

Spells actually have a 17% chance to miss, but you cannot eliminate that last 1%, so the effective cap is 16%. This 1% does not apply to physical attacks.

Base Melee Miss (Dual-Wielding): 25.5%
Base Melee Miss (2H/1H+Shield/Special Attacks): 8.6%
Base Ranged Miss: 8.6%
Hit % = hit rating / 15.8

For dual-wielding, the 25.5% miss chance applies to both Main-Hand and Off-Hand weapons. However, special attacks such as Backstab only have a 8.6% miss rate. For most classes though, regular melee damage is a significant portion of your total DPS.

The following is the amount of spell hit rating and hit rating you need to minimize misses for raid boss fights, depending on your class and talents.

---
Druid
(Spell)

Base: 202
w/ Balance of Power: 152

(Melee)

Base: 136

---

Hunter

Base: 136
w/ Surefooted: 89

---

Mage

Base: 202
w/ Elemental Precision (Fire/Frost): 164
w/ Arcane Focus (Arcane): 76

---

Paladin
(Spell)

Base: 202

(Melee)

Base: 136
w/ Precision: 89
w/ Weapon Expertise: 120
w/ Precision + Weapon Expertise: 73

---

Priest

Base: 202
w/ Shadow Focus (Shadow): 76
w/ Focused Power (Smite, Mind Blast, Mass Dispel): 152
w/ Shadow Focus + Focused Power (Mind Blast): 26

---

Rogue
(Dual-Wield)

Base: 403
w/ Precision: 324
w/ Weapon Expertise: 387
w/ Mace Specialization (Maces): 387
w/ Precision + Weapon Expertise: 308
w/ Precision + Mace Specialization (Maces): 308

(Special Attacks)

Base: 136
w/ Precision: 57
w/ Weapon Expertise: 120
w/ Mace Specialization (Maces): 120
w/ Precision + Weapon Expertise: 41
w/ Precision + Mace Specialization (Maces): 41

---

Shaman
(Dual-wield)

Base: 403
w/ Dual Wield Specialization: 308
w/ Nature's Guidance: 356
w/ Dual Wield Specialization + Nature's Guidance: 261

(Two-Handed/One-Hand + Shield)

Base: 136
w/ Nature's Guidance: 89

(Spell)

Base: 202
w/ Elemental Precision: 126
w/ Nature's Guidance: 164
w/ Elemental Precision + Nature's Guidance: 88

---

Warlock

Base: 202
w/ Suppression (Affliction spells only): 76

---

Warrior
(Dual-wield)

Base: 403
w/ Weapon Mastery: 397
w/ Precision: 356
w/ Weapon Mastery + Precision: 350

(Two-Handed/One-Hand + Shield/Special Attacks)

Base: 136
w/ Weapon Mastery: 130
w/ Precision: 89
w/ Weapon Mastery + Precision: 83

---

Other Factors

Weapon Skill: -1.58 hit rating needed per point of weapon skill above 350 (Note that talents that give weapon skill are already accounted for above).

Orcs w/ Axes: -8 hit rating needed
Trolls w/ Bows, Throwing Weapons: -8 hit rating needed

Finally, there are a couple spells that reduce the amount of hit rating and spell hit rating required:

Druid Improved Faerie Fire: -47 hit rating needed
Shaman Totem of Wrath: -38 spell hit rating needed


-----

Information stolen shamelessy from the Wum Ba Forums, who stole it shamelessy from elsewhere....


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 Post subject: Re: Hit Rating and You...
PostPosted: Tue Sep 11, 2007 10:06 pm 
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Joined: Sat Aug 25, 2007 6:25 pm
Posts: 456
Location: Denver, CO
Betty wrote:
Warlock

Base: 202
w/ Suppression (Affliction spells only): 76


Just wanted to note that suppression is actually a terrible talent (yeah don't look at my spec atm). Even a deep affliction warlock is only going to get about 60% of his DPS from affliction spells. Without reaching the hit cap, you'll never get the maximum damage from the shadow bolt spam that is also required to do maximum DPS.


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 Post subject:
PostPosted: Sat Sep 22, 2007 9:07 pm 
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Forgotten Soul
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Joined: Sat Sep 22, 2007 8:50 pm
Posts: 547
Highscores: 35
As a note...

Hit rating for dw enhancement shaman is a fair bit overrated. At no time should any enhancement shaman ever get +hit gems and in most cases items that focus on hit are the wrong choice for the melee shaman.

All the extra +hit on a shamans gear is going to white damage only which is approx 45-50% of the total damage and when you consider itemization costs of hit rating compared to crit and ap (which affect roughly 90% of your damage) it's fairly clear that hit is less important. That isn't to say that other classes might find more use from +hit itemization, but an enhancement shaman does not find near the benefits of crit.


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 Post subject:
PostPosted: Sat Sep 22, 2007 9:15 pm 
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Joined: Wed Aug 29, 2007 2:01 pm
Posts: 199
Location: Texas
Whoa.

It's Varren.

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[Nuttangler]: Penetration is nice
[Nuttangler]: +meta
To [Nuttangler]: thats what she said

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 Post subject:
PostPosted: Sat Sep 22, 2007 9:35 pm 
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Location: Bay Area, CA
hey Varren :)


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 Post subject:
PostPosted: Sun Sep 23, 2007 5:45 pm 
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Joined: Wed Aug 29, 2007 2:01 pm
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Location: Texas
On a side note, can we sticky this? This is a stupidly useful topic and can help everyone. Would hate to have it lost to obscurity!

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 Post subject:
PostPosted: Sun Sep 23, 2007 6:27 pm 
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Forgotten Soul

Joined: Wed Aug 29, 2007 5:47 pm
Posts: 339
Location: Columbus, Ohio
Elitist Jerks Theorycrafting thread - Useful for all classes


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 Post subject:
PostPosted: Sun Oct 07, 2007 9:04 am 
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Forgotten Soul
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Posts: 266
Location: The Liberated Republic of Parker, CO
For Draenei it's safe to assume we need 15.8 less hit rating than the average person, right? Well, except shaman, since they have the spell hit aura instead of melee hit.

So for a Draenei paladin I would need 120.2?


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 Post subject:
PostPosted: Sun Oct 07, 2007 3:54 pm 
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Joined: Sat Aug 25, 2007 6:25 pm
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Location: Denver, CO
Andrux wrote:
For Draenei it's safe to assume we need 15.8 less hit rating than the average person, right? Well, except shaman, since they have the spell hit aura instead of melee hit.

So for a Draenei paladin I would need 120.2?


Does that bonus affect you, or only your groupmates?


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 Post subject:
PostPosted: Mon Oct 08, 2007 7:18 am 
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Forgotten Soul
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Joined: Fri Aug 31, 2007 7:33 pm
Posts: 266
Location: The Liberated Republic of Parker, CO
Inspiring Presence - passive - (Mages/Priests/Shaman only)
Increases chance to hit with spells by 1% for you and all party members within 30 yards.

Heroic Presence - passive - (Hunters/Paladins/Warriors only)
Increases chance to hit by 1% for you and all party members within 30 yards.


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 Post subject:
PostPosted: Mon Oct 08, 2007 12:06 pm 
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Forgotten Soul

Joined: Wed Aug 29, 2007 5:47 pm
Posts: 339
Location: Columbus, Ohio
For a draenei 2-hander vs a lvl 73 boss you'll cap out around 126 hit rating. From what I read about the way combat tables work is that below the hit cap, increasing your crit chance can replace some of those misses with crits, which kind of balances out. Increasing your hit rating though, will push the misses further down the table allowing for more hits (+procs) which means more chance to land those crits. Crit chance will cap at 40%. Also keep in mind that is the hit rating for bosses, and would be lower for pvp and trash mobs.


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 Post subject:
PostPosted: Sun Oct 14, 2007 3:28 pm 
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Forgotten Soul
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Joined: Mon Aug 27, 2007 3:55 pm
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Location: Texas
2.3 will change a-lot of this info, lets be sure to keep it current.

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 Post subject:
PostPosted: Wed Feb 06, 2008 2:10 pm 
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Joined: Tue Oct 16, 2007 2:42 pm
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Highscores: 1
good link for hit rating, updated to include all caps for expertise:
+Hit Caps for Bosses

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