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Thread: Hit rating

  1. #1
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    Hit rating

    This thread is here to be read by all and sundry and to be understood! Its also here so that I can direct people to it instead of going on a rant everytime somebody decides that its a pointless stat

    Contents
    - Why Should I Take Hit Rating
    - Racials and Races
    - How Much Hit Rating Do I Need?
    - When Would I Not Need Hit Rating?
    - Items With Hit On
    - Talents With Hit Chance
    - Dual Wielding and the Cap (Rogue only)

    Why should you take hit rating?
    Most people are aware of hit rating and what it does, but some arent convinced. Every character has a chance to miss all his spells and attacks. For melee its 5% chance to miss and for spells its 4%

    Now, some people think that this is an acceptable amount to miss, as "5% come on, thats hardly anything." In actual fact 5% is quite a large amount. thats 1 in 20 and during the course of a fight/arena/wsg you will rack up far more than 20 swings which means quite a few misses. Chances are that atleast one of these misses will be a vital move such as an interupt or finishing move or slow or w/e. If you miss these moves they tend to mess you up more than just missing a normal swing, so the consequences are greater. This is where most of hit ratings appeal comes from, reliability in the face of adversity! Let me give you an example. A warrior is in a duel with a hunter, this is quite a good hunter so when the warrior misses a hamstring he takes his chance and nets/wingclip/wahtever the warrior and gets away. The vast amount of times the warrior is hamstringing in that fight leaves it to the laws of statistics that there is a very good chance that he will miss atleast one hamstring. Also bear in mind that a crucial miss in a duel or any situation is not a valid excuse for losing. You chose to not take enough hit rating, you took the risk and it bit you back.

    If you're still not convinced, and you feel that you would rather take more attack power rather than hit rating so that you do more damage then you are wrong. Hit rating is a dps stat. Each swing/spell you miss means damage lost, that would have been dealt to your opponent, but didn't because you missed. Each point of hit rating gives roughly 0.5% hit chance, this adds up to more dmg per point of hit than you get per point of crit. With the hit cap you will gain 5% more dmg. Compare this to the 25-30 attack power or the 70 health that you would lose, it generally works out that you deal more damage with the hit rating.

    NB: Rogues get benefit from hit rating even past the yellow cap, see below at the bottom of this post for details.

    Racials
    Most races have a racial that affects hit and miss chances in someway and if you scroll down a wee bit then you'll see a list of which class gets what.
    Draenie: Shadow spells have a 2% additional miss chance against them. Also they have a buff called heroic presence that gives themselves and anyone in thier group who is nearby a 1% spell and melee hit chance. (very nice imo)
    Gnome: Arcane spells have a 2% additional miss chance against them.
    Human: No hit racial, although they do get 3 expertise if they use maces and swords, which is something like a 1.5% chance to not be dodged or parried against.
    Night Elf: Nature spells have a 2% additional miss chance against them. Melee attacks have a 2% additional miss chance against them
    Dwarf: Frost spells have a 2% additional miss chance against them.
    Undead: Shadow spells have a 2% additional miss chance against them.
    Tauren: Nature spells have a 2% additional miss chance against them.
    Orc: No hit racial, although they do get 5 expertise if they use axes and fist weapons, which is something like a 2% chance to not be dodged or parried against.
    Troll: No hit racials
    Blood Elf: ALL spells have a 2% additional miss chance against them.

    This means that all schools of magic, and melee attacks have a race that will have an additional 2% miss chance against them. Therefore, rather than the basic hit cap of 4% for spells and 5% for swings it the actual values for most classes are 6% for spells and 7% for melee. Look below to see how much you would need.

    How much hit rating do i need?
    To cap the physical cap (ranged and melee) you need 7%(5% without racials) and to cap spells you need 6%(4% without racials). Each point of hit rating is worth 0.47% physical hit chance and 0.57% spell hit chance.
    Melee: horde should always take 15(7%) hit rating since nelfs are a very popular race for ally to take. Ally only need 11(5%) hit rating in WSG, but should take 15(7%) in arena, since there are plenty of nelfs there for you to fight.
    Druids and Shamans: Their major spells that hurt them if theyre missed are nature therefore they should always take 11(6%) rating to cap spell hit since tauren and nelfs and belfs are popular all over the shop. Neither need melee hit cap, although if you are a bash happy druid you might want to go for the melee cap. Not mandatory since you should already be capped against all but nelfs.
    Mages: Ally mages should get the 11 rating (6%) since belfs are a popular race, although its a judgement call for horde mages in WSG since dwarfs are rare, 7(4%) is usually sufficient unless in a dwarf heavy premade. In arena horde mages should go 11(6%) rating.
    Priests and Locks: Shadow spells here. UD, draenie are all popular, 11(6%) hit rating in all situations
    Hunters: see melee
    Paladins: No holy spells miss chances as racials therefore only belfs to worry about. Ally in WSG 11(6%), horde 7(4%). 11(6%) across the board in arena. If you want to go ret get the melee cap see melee. Cap here is necessary from a burst perspective since a missed swing is 150 dmg, maybe more, down the drain.
    If you are a draenie, or are in arena with draenie then you can knock 2 rating off the cap that you need to get due to their racial buff, Heroic Presence. This buff does not stack with multiple draenie.

    Below is a little run down on the numbers of each race you should expect to see in the gulch and arena and the amount of people that will have additional miss chance against you. Info from http://twinkinfo.com/forums/10-19-br...most-19-a.html

    Ally players:
    Priests and Locks: due to the high numbers of belfs and UD nearly 75% of your opponents will have added shadow resistance, i would highly recommend you go for the full 6% spell cap if you are playing offensively
    Shamans and Druids: about 40% of your opponents will have nature spell miss chance, i would recommend 6% spell cap
    Physical: no nelfs to worry about so 5% melee cap is fine
    Mages: about 30% of your enemies will have frost spell miss chance, i'd advise 6% hit chance.

    Horde players:
    Priests and Locks: just over 20% of your foes are draenie so if you tend to rage when you see a miss sign then take the extra 2%.
    Shaman and Druids: just under 30% so again, if you hate seeing a miss sign then take the 6% cap
    Physical: same as for druids and shamans, although if you are a rogue, i would advise 7% hit chance since past 5% hit rating is still a viable dps stat against all races.
    Mages: nary a dwarf to be seen, dont worry about getting 6%, 4% is fine.

    In Arena: (This applies to both factions)
    dont trust the percentages displayed by the poll, they are calculated by the voter not by the actual vote. they are inaccurate as far as i can see.
    Priests and Locks: just under half your opponents will require 6% to be capped, i would strongly recommend full 6% hit cap if you can get it.
    Druids and Shamans: just over a third will have nature spell miss chance so i would recommend 6% especially if you rage when you see a miss chance
    Physical: about 15% of your opponents will be nelfs, fine to take 5% if you are lazy, however rogues should still take the 7%.
    Mages: 15% of opponents will require extra hit chance, 4% is fine if you dont mind being vigilant against belfs.
    Bear in mind that there are atleast two opponents in arena so the probability of getting atleast one opponent you wont be capped against are increased.

    Its worth noting that some of the classes that require the most reliability from hit chance attract various races more than others. For example an Alliance druid FC will always be nelf so when chasing an FC as a horde you will need 6%.

    When would i not need hit rating?
    Hit rating is generally an offensive stat so defensive healers dont really need it. Its a good idea for offensive healers such as shammies, druids and priests when dispelling and interupting and CCing etc. Anyone whos job it is to slow or interupt or generally stay in someones face should get the hit cap. Its a good idea for warrior FCs imo, though not mandatory. For other FC classes it is not so necessary.
    In arena 2s and 3s i would take atleast 4% hit on any healer except paladin, and even then its not a bad idea. In 5s you are less offensive and cannot spare the stats due to needing higher stamina, so dont take hit there (as a healer i mean) unless you are a druid, then you should pick up 5 hit regardless due to use of aquarius belt.
    I know i listed all classes above, although for classes like a healadin it isnt necessary but i put the numbers there just for reference.
    If you are a draenie, or are in arena with draenie then you can knock 2 rating off the cap that you need to get due to their racial buff, Heroic Presence. This buff does not stack with multiple draenie.

    Items with hit on:
    [Aquarius Belt] (druid only)
    [Deviate Scale Belt]
    [Lavishly Jeweled Ring]
    [Smite's Reaver]
    [Spidersilk Drape] (excellent item for melee as well as casters)
    [Simple Pearl Ring]
    [Balanced Heartseeker]
    17 - 33 Damage Speed 1.70
    (15 damage per second)
    +2 Agility
    Equip: Improves hit rating by 1 (0.47%).
    Equip: Increases attack power by 8.
    [Grand Staff of Jordan]
    +10 Stamina
    Equip: Improves resilience rating by 6 (1.13%).
    Equip: Improves hit rating by 6 (3.55%).
    Equip: Increases spell power by 15.
    [Charmed Ancient Bone Bow]
    29 - 54 Damage Speed 2.80
    (15 damage per second)
    Equip: Improves hit rating by 1 (0.47%).
    Equip: Improves critical strike rating by 1 (0.34%).
    Equip: Increases attack power by 5.
    [Stained Shadowcraft Spaulders]
    69 Armor
    +4 Stamina
    Equip: Improves hit rating by 4 (1.89%).
    Equip: Increases attack power by 14.
    [Stained Shadowcraft Tunic]
    92 Armor
    +10 Stamina
    Equip: Improves hit rating by 6 (2.84%).
    Equip: Increases attack power by 13.
    [Dread Pirate Ring]
    +2 Stamina
    Equip: Improves hit rating by 2 (0.95%).
    Equip: Improves critical strike rating by 5 (1.69%).
    [Elixir of Minor Accuracy] (not available for use in arena)
    [Scroll of Enchant Boots - Lesser Accuracy] (only really viable for shamans, hunters and druids)
    These are the only items/buffs/consumables that are viable to use in this bracket. There are other items, but they are nowhere near BiS. To see these items follow this link http://www.wowhead.com/?items&filter...9;crs=1;crv=0]

    Talents that can increase hit chance include:
    The hunter rank one marksman talent Focused Aim.
    The mage rank two frost talent Precision. and the rank one arcane talent Arcane Focus (arcane only)
    The priest rank two shadow talent Shadow Focus.
    The rogue rank two combat talent Precision.
    The warlock rank one afflicition talent Suppression.
    Each 1% of hit that you gain through talents is equal to roughly two hit rating. However you should make sure that you have enough hit % through gear to make up the hit that you do not obtain through talents.

    Hope this helps. This could be copy pasted to other forums although it gains alittle redundancy in higher brackets due to different items giving hit, and addititional mechanics like talents that increase miss chance etc.

    If you have any questions about hit rating post them here and i'll try and get around to it.

    Update:
    Dual Wielding and the Hit Cap? -Calculations independantly provided by Trespasser and Rayu - This is ONLY applicable to rogues

    The calculation and explanation is provided in the links below. Past the night elf (7%) yellow cap hit rating as a dps stat is still worthwhile, it is in fact worth about 70% of what it was worth before the 5% yellow cap. This means that past this point that 1hit rating >=0.9 crit rating or 1hit >= 2.5ap to put it in perspective for you.

    The original posts can be found here, quotes removed due to taking up too much space and cluttering up the post, but the links below will take you to the original post and maths
    Trespasser - http://twinkinfo.com/forums/10-19-br...tml#post118465
    Rayu - http://twinkinfo.com/forums/10-19-br...g-cracked.html
    Last edited by Kore nametooshort; 03-02-2010 at 02:05 AM.

  2. #2
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    Saving you some work.

    EDIT:
    Fockin hell, Link wont show. QUote me to see it.
    Last edited by Rolt-; 11-01-2009 at 08:20 AM.

  3. #3
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    Quote Originally Posted by Rolt- View Post

    Saving you some work.

    EDIT:
    Fockin hell, Link wont show. QUote me to see it.

    looks what i found

    Edit: hmm well its only there in the posting window. gonna have to copy paste :P
    Last edited by Kore nametooshort; 11-01-2009 at 08:23 AM.

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    Quote Originally Posted by Kore nametooshort View Post
    looks what i found

    Edit: hmm well its only there in the posting window. gonna have to copy paste :P
    Yeah I know.

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    Quote Originally Posted by Rolt- View Post
    Yeah I know.
    How about you break the link or link a page with the link.

  6. #6
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    I reckon its done. Any comments/suggestions?

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    you made this just for me awwww thanks

  8. #8
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    Any time dahlin' although i think i said most of this on your warriors thread anyway

    Hit Rating - If I'm having a rant at you about hit rating, then read this.
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    You should add the % of hit rating they need, not just #'s, so they can calculate in those racials and talents.

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  10. #10
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    Done although i noticed that for pallys i had put spell cap rather than melee. Any pally whiz care to inform me of the necessity of a melee cap for pallies? What is HoJ? melee or spell?

    Hit Rating - If I'm having a rant at you about hit rating, then read this.
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