Hit

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Hit refers to physical damage that occurs as a result of an attack made with melee or ranged weapons. Basically it reduces the chance to miss with your attack (see below). Patch 4.0.1 decreased the required rating per 1% slightly. The chance to hit now increases by 1% per 30.7548 hit rating points at level 80, 14.7905 hit rating points at level 70, and 9.3793 hit rating points at level 60. The base chance to miss against an opponent of equal level is 5% for single wield and 24% for dual wield. With Patch 3.0, both hit and spell hit use the same basic hit rating attribute within the combat rating system, although the similarity largely ends there — they are effectively distinct attributes derived from the same rating. Hit axe to tree.png Contents [show]

Calculating Miss Rate Edit

If the difference between the mob's level and your level is less than or equal to 2, then the formula for calculating your base miss rate against that mob is:

   with single-wielding: 5% + (Mob Level - Your Level) * 0.5%
   with dual-wielding: 24% + (Mob Level - Your Level) * 0.5% 

If the difference between the mob's level and your level is greater than 2, then the formula for calculating your base miss rate against that mob is:

   with single-wielding: 2% + (Mob Level - Your Level) * 2%
   with dual-wielding: 21% + (Mob Level - Your Level) * 2% 

Applying these formulas gives the following base miss rate for a Level 80 character:

       v. Level 80 mob: 5.0% / dual-wield: 24%
       v. Level 81 mob: 5.5% / dual-wield: 24.5%
       v. Level 82 mob: 6.0% / dual-wield: 25% (level of most heroic bosses)
       v. Level 83 mob: 8.0% / dual-wield: 27% (level of raid bosses) 
       30.75 hit rating reduces your chance to miss by 1% 

Thus, if you are a Level 80 character with no talents increasing your chance to hit, you need a Hit Rating of 247 (8.03%) to never miss a shot against a Level 83 boss (or skull mob) with a special attack or single-wield auto-attack (see hit rating cap below).

Melee attacks divide into two categories: auto-attacks (white attack/damage) and special attacks (yellow attack/damage). Attacking a mob from behind removes parry and block from both tables, provided the attack is more than 0.5 yards away. Hit rating cap Edit

In the context of stats, the term "cap" refers to the point at which equipping more of a particular stat will have no additional value. For hit rating the cap usually discussed is in regards to raid bosses. For example, once you reach or surpass the hit cap, you will never miss an attack against a raid boss unless you are under the effect of some debuff that reduces your hit chance (for example, Archavon the Stone Watcher's gas cloud).

As shown above, your base chance to miss a raid boss while dual wielding is 27% with auto-attack on both hands. Your base chance to miss a special attack is 8%. For each 14.79 hit rating at level 70 or 32.78 hit rating at level 80, you reduce your chance to miss by 1%. Thus we can calculate hit caps for auto-attack and special attacks:

A "soft" cap is the point at which your yellow attacks will always hit and more hit rating has no effect on them. A "hard" cap is the point at which your autoattacks will always hit and more hit rating does absolutely nothing for you.

Note: For DPS exclusively doing heroics and not planning on raiding at all, the hit cap is lower, since heroic bosses are never higher than 82 (see "Calculating Miss Rate", above).

All level 80 physical DPS

   Single-wielding auto-attack: 263 Hit rating
   Dual-wielding auto-attack: 885 Hit rating 


Hit Rating

Level 60 Level 70 Level 80
Hit Rating Required Per 1 percent 9.38 14.79 32.78

Hit rating chart

Required Hit Rating Level Special attack, Single-wield, Ranged weapon Dual-wield
3% 4% 5% 6% 7% 8% 22% 23% 24% 25% 26% 27%
70 44.37 59.16 73.95 88.74 103.53 118.23 325.39 340.18 354.97 369.76 384.55 399.34
80 98.33 131.10 163.87 196.65 229.43 262.20 721.05 753.83 786.60 819.38 852.15 884.93

Note: for practical purpose, since hit rating is always integer, you need to round up the above numbers to ensure true hit-cap. 960 = 7.999% 961 = 8.00%.


Six Sigma Miss per Hit Opportunities (on level 80)

Hit Rating Additional Hit % Miss per 10,000 Hits Miss %
247 8.031% 0 0.00%
246 7.999% 0.1 0.00%
245 7.966% 3 0.03%
243 7.901% 10 0.10%
241 7.836% 16 0.16%
239 7.771% 23 0.23%
237 7.706% 29 0.29%
235 7.641% 36 0.36%
233 7.576% 42 0.42%
231 7.511% 49 0.49%
229 7.446% 55 0.55%
227 7.381% 62 0.62%
225 7.316% 68 0.68%
223 7.251% 75 0.75%
221 7.186% 81 0.81%
219 7.121% 88 0.88%
217 7.056% 94 0.94%
215 6.991% 101 1.01%
213 6.926% 107 1.07%
185 6.015% 198 1.98%
154 5.007% 299 2.99%
123 3.999% 400 4.00%
93 3.024% 498 4.98%

Special attack hit cap (soft)

Hit Rating Needed to Cap Special Attacks ( vs Raid Bosses )

Increased Hit Chance
Rating Needed at Level
70 80
Needed by
1% 14.79 30.75 Draenei (Heroic Presence) Enhancement Shaman dual wielding with 3/3 Dual Wield Specialization
2% 29.58 61.51 Any other Enhancement Shaman dual wielding with 3/3 Dual Wield Specialization
Draenei (Heroic Presence) Rogues with 5/5 Precision
3% 44.37 92.26 Rogues with 5/5 Precision
4% 59.16 123.02 Draenei (Heroic Presence) Death Knights dual-wielding one handed weapons and 3/3 Nerves of Cold Steel
Draenei (Heroic Presence) Warriors with 3/3 Precision
5% 73.95 153.77 Death Knights dual-wielding one handed weapons and 3/3 Nerves of Cold Steel
Warriors with 3/3 Precision
6% 88.74 184.53
7% 103.53 215.28
8% 118.32 246.04 All special attacks not affected by talents which modify chance to hit

Note: Characters in a group containing a Draenei gain an additional +1% hit chance from Heroic Presence and can reduce their required hit rating accordingly.


Heroic Presence

Heroic Presence is a draenei passive ability that give draenei a 1% reduction in hit rating requirement.

When raiding, remember to take it into account:

The presence of a draenei in your party (not raid; it is still party-only). Their Heroic Presence racial ability gives +1% chance to hit with all attacks (spell or physical). At lvl80 physical dps (melees or hunters) can use this to swap 30.75 points of hit rating designated to reach their physical-attacks-cap for more useful stats. However Heroic Presence for lvl80 players translates to only 26.23 hit rating points when it comes to spells. This distinction can be useful to avoid any miscalculations, for, abilities like taunt and growl are still considered spells. Bear this in mind if you are planning to hit the spell cap for taunt-sensitive bossfights.

Auto attacks

Each melee auto attack made by characters against mobs will result in one of the following (in order of precedence):

Order of precedence Result
1 Miss
2 Dodge
3 Parry
4 Glancing blow
5 Block
6 Critical strike
7 Hit

Hit chance doesn't work by increasing the amount of "Hit" on these tables. Instead, it works by decreasing the amount of miss.

Example #1

Critical strike chance "fills in" the hit chance portion of this table. Crit is "capped" when the crit chance exceeds the amount of hit chance on the table. Until we reach that cap, hit chance has NO effect on crit chance. For example: maximum dual wielding weapon skill, chance to hit 0% and chance to critical strike 50%. Dual wield auto-attacking a raid boss from behind results in a loss of 8.6% critical strike:

Result Chance
Miss 28%
Dodge 5.6%
Glancing blow 25%
Critical strike 41.4%
Hit 0%

Example #2

Increase chance to hit to 10% and decrease chance to critical strike to 45% results in no loss of critical strike:

Result Chance
Miss 18%
Dodge 5.6%
Glancing blow 25%
Critical strike 45%
Hit 6.4%

It is actually quite difficult to be crit capped without trying. This is one reason why it's important to maintain a balance of stats, and not to "stack" any one stat indiscriminately. Special attacks Edit

Each melee special attack made by characters against mobs will result in one of the following in order of precedence:

Result
Miss
Dodge
Parry
Block
Hit

The system is exactly the same as normal attacks, except the miss chance is reduced to 8%, whether dual-wielding or not.