[WoW] Death Knights: In our defense, Arthas was being kind of a dick.

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  • JoshmviiJoshmvii Registered User regular
    edited October 2009
    DKs also don't have hit over 263 wasted though because it's getting you closer to spell hit(death coil/icy touch I think?)

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  • shadowaneshadowane Registered User regular
    edited October 2009
    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.

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  • fortyforty Registered User regular
    edited October 2009
    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.

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  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited October 2009
    265

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  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited October 2009
    Dhalphir wrote: »
    265

    sorry, 263.

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  • fortyforty Registered User regular
    edited October 2009
    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.

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  • shadowaneshadowane Registered User regular
    edited October 2009
    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.

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  • OtakuD00DOtakuD00D Can I hit the exploding rocks? San DiegoRegistered User regular
    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.

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  • KainyKainy Registered User regular
    edited October 2009
    Expertise cap for dodge on boss level mobs is 26.

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  • ExistentialSoundandFuryExistentialSoundandFury Registered User regular
    edited October 2009
    OtakuD00D wrote: »
    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.

    Yeah its 26 and DW doesn't actually change that. It only changes what your hitcap is.

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  • JoshmviiJoshmvii Registered User regular
    edited October 2009
    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.

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  • BigityBigity Lubbock, TXRegistered User regular
    edited October 2009
    shadowane wrote: »
    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.

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  • Steel AngelSteel Angel Registered User regular
    edited October 2009
    Bigity wrote: »
    shadowane wrote: »
    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.

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  • OtakuD00DOtakuD00D Can I hit the exploding rocks? San DiegoRegistered User regular
    edited October 2009
    At least I'm not gemming for hit. Surprised that having a hit over 8% is a waste even for Dual Wielding, though...

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  • fortyforty Registered User regular
    edited October 2009
    I'm not really sure why that's surprising. Hit has always dropped in value past the special cap for every dual wielder.

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  • MrIamMeMrIamMe Registered User regular
    edited October 2009
    So is icecrown radience going to make us the worst tanks or the worstest tanks with less rune strikes thus less threat?

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  • Manic205Manic205 Registered User
    edited October 2009
    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...

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  • JJJJ DailyStormer Registered User regular
    edited October 2009
    MrIamMe wrote: »
    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.

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  • aunsophaunsoph Registered User regular
    edited October 2009
    Joshmvii wrote: »
    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.

    It's 5% for Dual-Wielding Frost, actually.

    Nerves of Cold Steel affects melee abilities too.

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  • OtakuD00DOtakuD00D Can I hit the exploding rocks? San DiegoRegistered User regular
    edited October 2009
    Wait. So. You're saying thanks to talents, Dual Wield specs have an even lower melee cap requirement?! That's kinda funny.

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  • KainyKainy Registered User regular
    edited October 2009
    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.

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  • JoshmviiJoshmvii Registered User regular
    edited October 2009
    aunsoph wrote: »
    Joshmvii wrote: »
    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.

    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. =)

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  • Munkus BeaverMunkus Beaver Registered User, ClubPA regular
    edited November 2009
    Septus wrote: »
    I would think that frost is really the only spec that would value expertise highly enough to maybe consider dropping strength.

    Blood.

    The rotation is ridiculously tight and having one strike muffed will ruin you.

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  • OtakuD00DOtakuD00D Can I hit the exploding rocks? San DiegoRegistered User regular
    edited November 2009
    Kainy wrote: »
    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.

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  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited November 2009
    and if only the tank itemization was a little richer in hit

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