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Post by Slyvar on Jul 3, 2006 11:29:23 GMT 1
I posted this somewhere else on the forum but thought that it might be worth posting here as well! Here's how +hit works. Basically you have a straight chance to miss a mob with a spell. It's a bit confusing, as this will be displayed as "resist". But it is seperate from resist. Personally it would be a bit clearer if Blizz made it appear as "miss" when it happened but there you go. The specific chance to miss is decided by level difference: Level Difference | % chance to miss | 0 | 4% | 1 | 5% | 2 | 6% | 3 | 17% | 4 | 28% |
[/td][td]39%[/td][/tr][tr][td]5+x[/td][td]39% +11*x%[/td][/tr][/table] Since raid bosses and some raid mobs are level 63, you have 17% chance to miss them. So in raids, lots of +hit is good (for casters). Although you do have to balance that against +damage stuff. Outside a raid at level 60, you wont find that many mobs that are level 63 so anything over 5 or 6% will be wasted. Well at least till BC comes out! If you want more details, including lots of maths about the balance between +hit and + crit/+damage, then check out the class forums - lock or mage. Note that the calculation is different for player level differences. Poke me if you want it!
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Post by Slyvar on Jul 6, 2006 18:51:00 GMT 1
Since there's been lots of talking over in the rogue thread about crit and hit rolls, I thought it was worth noting here how wow handles the "to hit" roll for casters. The hit roll is based on one roll which decides if you hit, miss or crit. So with 10% crit and a 10% chance to miss, it would look like:
0-10% - Miss 11-90% - Hit 91-100% - Crit
When you add 1% to hit, it takes one away from the miss chance and adds 1 to the hit chance. So an extra 5% hit would make the table look like this:
0-5% - Miss 6-90% - Hit 91-100% - Crit
When you add 1% crit chance, it takes if off the to hit range and adds it to the crit chance. So 5% crit would turn the above table into:
0-5% - Miss 6-85% - Hit 86% - 100% - Crit
So your total chance to hit doesn't go down, but more hits will be crits.
Resistences are calculated in one of two ways:
For shadow bolt, searing pain, anything that hits for one lot of damage, resistence is applied after the hit roll direct to the damage. So wow rolls once for the hit and then again to see how much, if any, damage reduction is gained from the resistence.
For curse of agony, corruption, anything which has a dot element, the resitence is applied as a reduction to the hit chance. So if a mob has enough resistence to give it a 50% chance to resist binary spells, your hit chance is plain slashed in half. So if you had 80% chance to hit, you would only have a 40% chance to hit with a dot on that mob.
Random facts, scouring the wow forums can give you plenty of info on this kind of thing. Just thought it might be useful to summarise here!
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Post by chopseuy on Jul 10, 2006 12:56:03 GMT 1
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Post by Slyvar on Jul 10, 2006 13:00:43 GMT 1
Thanks Kindy,
I was interested in what you were saying about int giving extra +hit in the same way as it gives +crit. Do you have any posts that show that? This makes a massive difference if it is the case.
Sly
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Post by chopseuy on Jul 10, 2006 13:10:32 GMT 1
I'm trying to find where I got that from. Will post a link as soon as I dredge it up.
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