They use spell hit for things? Considering how much effort they went through to ensure they don't use spell damage for anything that seems odd. Not unexpected, but odd.
Most annoyingly, spell hit is used for Mind Freeze, which really sucks on fights with critical interrupts like Vezax or Jaraxxus.
So, yeah, going over 263 isn't a complete waste like it is for, say, warriors and feral druids, but the value of hit does drop tremendously past that point. But if all your best gear gives you more hit than you need, there's not a lot you can or should do about it until you get a new piece without hit. Now if you're at the point where you have 14% or more spell hit, you should really check to see if you have a hit piece you can swap out for something that isn't quite as high in level but without hit rating.
forty on
0
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited October 2009
265
Dhalphir on
0
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
And 262 hit rating gets you to 7.99% chance to hit, so if you don't mind missing 1 time in 10,000, you shouldn't sweat it if you somehow come out 1 below the cap.
The main reason I brought that up though is that it's possible because he's that far over the hit cap RAWR just doesn't feel losing hit is that big a deal for him.
shadowane on
0
OtakuD00DCan I hit the exploding rocks?San DiegoRegistered Userregular
edited October 2009
What's the expertise cap? I want to know if 27/27 (6.75%) is right around where I need to be with my dual wield spec.
Dual wield doesn't technically change your realistic hit cap either. It's still 8% for melee specials and 17% for spells. I'm sure all you mean is that more than 8% melee is not wasted for dual wield because your chance to miss white attacks dual wielding is so high, but the 8% for specials is really the only truly important hit cap, even for DW.
The main reason I brought that up though is that it's possible because he's that far over the hit cap RAWR just doesn't feel losing hit is that big a deal for him.
That's what I figured but losing 80 puts me below the hit cap is what I was wondering about.
The main reason I brought that up though is that it's possible because he's that far over the hit cap RAWR just doesn't feel losing hit is that big a deal for him.
That's what I figured but losing 80 puts me below the hit cap is what I was wondering about.
You're Unholy. Right now, strength is rated the same as hit rating pre-cap. My understanding is that the glyphed ghoul gets such a boost from strength and fallen crusader, sigil of virulence, the t9 2 piece bonus, etc. further boost strength that it makes up for whiffing every now and then. Plus the rotation is loose as it already clips diseases so a miss can be compensated for.
Once 3.3 hits, the stat weights will change and hit rating pre-cap will take precedence over strength but right now they're interchangeable in terms of stat weights.
I know that your Gargoyle and Dancing Rune Weapon reference your own character's stats at the moment of summoning--which is why you wait for procs or blow your cooldowns before you do--but does this also apply to the Ghoul? I must assume it does...
So is icecrown radience going to make us the worst tanks or the worstest tanks with less rune strikes thus less threat?
I don't know. haven't played the game in quite a bit. How often right now are dps closing in overtaking you in threat? Do dps even have to hold back anymore? Not counting warlocks.
Dual wield doesn't technically change your realistic hit cap either. It's still 8% for melee specials and 17% for spells. I'm sure all you mean is that more than 8% melee is not wasted for dual wield because your chance to miss white attacks dual wielding is so high, but the 8% for specials is really the only truly important hit cap, even for DW.
Melee softcap. Your white hits will miss drastically more, but hit rating is too expensive to be worth it when it is ONLY increasing your white damage. The reason it's so good until then is it's proportionally increasing the damage of everything that otherwise could miss, which, until the softcap, is all of your moves.
Dual wield doesn't technically change your realistic hit cap either. It's still 8% for melee specials and 17% for spells. I'm sure all you mean is that more than 8% melee is not wasted for dual wield because your chance to miss white attacks dual wielding is so high, but the 8% for specials is really the only truly important hit cap, even for DW.
Right, I just meant the cap remains 8%. How you reach it via talents and gear is different for different classes and specs of course.
Joshmvii on
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Melee softcap. Your white hits will miss drastically more, but hit rating is too expensive to be worth it when it is ONLY increasing your white damage. The reason it's so good until then is it's proportionally increasing the damage of everything that otherwise could miss, which, until the softcap, is all of your moves.
Well then. Now, only if all this TOC DPS itemization wasn't so rich in +Hit. Especially the goddamn Triumph Badge items.
OtakuD00D on
0
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited November 2009
and if only the tank itemization was a little richer in hit
Posts
So, yeah, going over 263 isn't a complete waste like it is for, say, warriors and feral druids, but the value of hit does drop tremendously past that point. But if all your best gear gives you more hit than you need, there's not a lot you can or should do about it until you get a new piece without hit. Now if you're at the point where you have 14% or more spell hit, you should really check to see if you have a hit piece you can swap out for something that isn't quite as high in level but without hit rating.
sorry, 263.
Yeah its 26 and DW doesn't actually change that. It only changes what your hitcap is.
That's what I figured but losing 80 puts me below the hit cap is what I was wondering about.
You're Unholy. Right now, strength is rated the same as hit rating pre-cap. My understanding is that the glyphed ghoul gets such a boost from strength and fallen crusader, sigil of virulence, the t9 2 piece bonus, etc. further boost strength that it makes up for whiffing every now and then. Plus the rotation is loose as it already clips diseases so a miss can be compensated for.
Once 3.3 hits, the stat weights will change and hit rating pre-cap will take precedence over strength but right now they're interchangeable in terms of stat weights.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
I don't know. haven't played the game in quite a bit. How often right now are dps closing in overtaking you in threat? Do dps even have to hold back anymore? Not counting warlocks.
It's 5% for Dual-Wielding Frost, actually.
Nerves of Cold Steel affects melee abilities too.
Right, I just meant the cap remains 8%. How you reach it via talents and gear is different for different classes and specs of course.
Blood.
The rotation is ridiculously tight and having one strike muffed will ruin you.
Well then. Now, only if all this TOC DPS itemization wasn't so rich in +Hit. Especially the goddamn Triumph Badge items.