Updated the hunter column according to the change in hit, which now is capped at 8%.
The hit cap was recently clarified of being 9% rather than 8%, no? So for hunter in p1, wrist should be https://classic.wowhead.com/item=13211 .
Ye, the change may have been a mistake.
Ye, the change may have been a mistake.
From how I understand it, it should be:
Mask of the Unforgiven: 2% hit
Truestrike Shoulders: 2% hit
Devilsaur Set: 2% hit
Windreaver Greaves: 1% hit
Blackstone Ring: 1% hit
Which results in 8%
PLUS: https://classic.wowhead.com/item=13211 (instead of https://classic.wowhead.com/item=16681 ) for the extra 1% to reach 9%. This is obviously geared towards hit-cap without any talents and without https://classic.wowhead.com/item=13052 .
If what I'm saying makes sense you should probably update the guide. Wouldn't wanna mislead people now... :eek:
Edit: Might even throw in a https://classic.wowhead.com/item=19120 for horde as an alternative instead of Hand of Justice (exactly the same stats) and Devilsaur Eye.
Updated the hunter column according to the change in hit, which now is capped at 8%.
The hit cap was recently clarified of being 9% rather than 8%, no? So for hunter in p1, wrist should be https://classic.wowhead.com/item=13211 .
unless you're a troll with a bow or dwarf with a gun (305 weapon skill), in which case it is 6% (from the hunter discord)
Updated the hunter column according to the change in hit, which now is capped at 8%.
The hit cap was recently clarified of being 9% rather than 8%, no? So for hunter in p1, wrist should be https://classic.wowhead.com/item=13211 .
unless you're a troll with a bow or dwarf with a gun (305 weapon skill), in which case it is 6% (from the hunter discord)
Absolutely. What I'm saying is the gear gets you hit capped despite talents warmonger and race.
Also isn't 5 weapon skill equal to 1% hit? 6% sounds a little low...
Absolutely. What I'm saying is the gear gets you hit capped despite talents warmonger and race.
Also isn't 5 weapon skill equal to 1% hit? 6% sounds a little low...
it's due to the fact that there is a different calculation for hit once you are within 10 points of the mob's defense score (315 for raid bosses)
https://forum.elysium-project.org/topic/36733-ap-crit-and-hit/?do=findComment&comment=335390
The recent blue posts about hit caps was entirely based around melee attacks, which I'm led to believe is not applicable to ranged attacks
Absolutely. What I'm saying is the gear gets you hit capped despite talents warmonger and race.
Also isn't 5 weapon skill equal to 1% hit? 6% sounds a little low...
it's due to the fact that there is a different calculation for hit once you are within 10 points of the mob's defense score (315 for raid bosses)
https://forum.elysium-project.org/topic/36733-ap-crit-and-hit/?do=findComment&comment=335390
The recent blue posts about hit caps was entirely based around melee attacks, which I'm led to believe is not applicable to ranged attacks
Are you sure about that last part? I always assumed physical worked the same way, so 2h and ranged should be same but different from dw and spell is totally separate? Correct me if I'm wrong...
Very odd. I have no issues and afaik this has not been an issue before... Could it be client side in some way? Tried another computer? :<
Working for me now on Firefox, wasn't working yesterday.
Thank you for the guide!
Are you sure about that last part? I always assumed physical worked the same way, so 2h and ranged should be same but different from dw and spell is totally separate? Correct me if I'm wrong...
The difference in the hit tables of melee vs ranged attacks is that melee is a 1-roll check based on your percentages (these numbers aren't real but like /roll 100, 1-5 is a miss, 6-26 is a crit, 27-67 is a glancing blow etc.) but ranged is a 2-roll check (likely a straight hit/miss check, then a separate check for whether it crits/gets blocked)*. This is because ranged attacks can't be dodged, parried, or be glancing blows.
Now I know this all applies to white attacks but could be slightly different for yellow attacks, especially melee since their yellows can't glance.
*As I continue to research this, this seems to be in dispute, so I'm marking it as such
Ye, the change may have been a mistake.
From how I understand it, it should be:
Mask of the Unforgiven: 2% hit
Truestrike Shoulders: 2% hit
Devilsaur Set: 2% hit
Windreaver Greaves: 1% hit
Blackstone Ring: 1% hit
Which results in 8%
PLUS: https://classic.wowhead.com/item=13211 (instead of https://classic.wowhead.com/item=16681 ) for the extra 1% to reach 9%. This is obviously geared towards hit-cap without any talents and without https://classic.wowhead.com/item=13052 .
If what I'm saying makes sense you should probably update the guide. Wouldn't wanna mislead people now... :eek:
Edit: Might even throw in a https://classic.wowhead.com/item=19120 for horde as an alternative instead of Hand of Justice (exactly the same stats) and Devilsaur Eye.
Ye, I'm working on it.. As some mentioned below, it'll have to consern dwarf and troll racials. Don't worry, it's under control! ;)
Also, regarding the racial. It has been announced that the +5 covers 1% hit only, not 3%, which some has been lead to believe.
@pingaan hey bud, nice spreadsheet are you considering adding Smite Priest and melee hunter?
From the original post:
- Everything in this guide concerns the viable and partially viable PvE specs. To define partially viable, I mean hybrid
classes that deal damage but are able to step up and heal/tank if needed during the encounter. The specs which are not
mentioned in the sheet will not be added for the simple reason that they simply cannot perform well enough. I know
that some guilds will like to keep up the "Vanilla"-spirit and allow every spec, this guide might not be for them. *Keep up
the true Vanilla spirit*, is all I can say to them.
I think that probably answers your question.
Also, regarding the racial. It has been announced that the +5 covers 1% hit only, not 3%, which some has been lead to believe.
source? the most recent blue post stated-
There is some code in 1.12 that explicitly adds a modifier that causes the first 1% of +hit gained from talents or gear to be ignored against monsters with more than 10 Defense Skill above the attacking player’s Weapon Skill.
This means that the so-called “hit cap” is in effect 9% rather than 8% for a player with 300 Weapon Skill fighting a level 63 monster with a Defense Skill of 315. With a Weapon Skill of 305, such as from Sword Specialization (Humans) or Axe Specialization (Orcs), this hit modifier is no longer in place against +3 level monsters, provided that you are using the appropriate weapon type to gain the passive bonus. Needless to say, this makes +Weapon Skill very good against raid-level monsters.
https://us.forums.blizzard.com/en/wow/t/bug-hit-tables/185675/33
so the +5 removes the invisible 1% hit penalty, but also provides the usual hit gains of having a higher weapon skill. it basically says that the assumptions of the one forum post i linked were wrong (they didn't know about the invisible 1% hit penalty at >10 difference between enemy def and attacking weapon skill so they attributed it to a different formula), but their end results were still sound (that the +5 skill results in a hit cap of only 6%).
That's the announcement I'm referring to. The way I interpret it is that those 5 extra skill points also works towards 1% hit.
I have read nothing about 3%. I've heard a few guys talking about it, but no sources. Can you provide a source which actually proves that 5 skill points works as 3% hit?
5 skill points racials used to be broken but if it turns out that it actually is worth 3% hit as well it really is ridiculous. I mean, 1% hit on top of the less chance to dodge, parry and glancing is ridiculous enough.