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.
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.
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.
Joined: Fri Aug 31, 2007 7:33 pm 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.
Joined: Sat Aug 25, 2007 6:25 pm Posts: 456 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?
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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