know your numbers (hit rating)

darksorrow

Member
Copy/pasted from the forums

Some information about +Hit:


* Any player or mob has a 5% base chance to miss.

* Any mob has a 5% base chance each to dodge, parry and block.

* A player hitting another player, or a mob hitting a player, only gets 0.04% miss chance per point difference.

* +hit and +weaponskill (feralskill) (and some buffs or talents) are the only way to reduce miss chances.
Agility does NOT help to-hit.

* Miss chance can be dropped to 0%. Feralskill can only reduce what is gained by the higher defense while +hit can reduce it all. Note that it's different from spell miss (which can't drop below 1%).



Applying these formulas gives the following base miss rate against the appropriate mob level:

* v. Level 70 mob: 5.0%
* v. Level 71 mob: 5.5%
* v. Level 72 mob: 6.0%
* v. Level 73 mob: 9.0%



Also, in applying these miss rate formulas, fractional Skill levels are dropped, not rounded. So, say you have are a Level 70 character, and you equip a piece of gear that gives +15 Mace Skill Rating. In theory, this equates to 3.8 +Weapon Skill Level. And, in theory, Blizzard could have used the fractional .8 in its subsequent calculations of hit and miss, or, perhaps, rounded it to 4.0. But it doesn’t work that way. Instead, the fractional .8 Weapon Skill is simply dropped altogether. You get 353 Weapon Skill for purposes of all hit and miss calculations.

+Hit Caps for Bosses

Hit rating, expertise rating, and spell hit rating are one of the best ways to increase DPS against raid bosses. As raid bosses are considered level 73, you have a much higher chance of your attacks missing than normal. Additionally, hit rating tends to be a "cheap" stat when gear is itemized, meaning that an equivalent amount of hit rating usually does more for your DPS than the same amount of critical hit rating.

However, eventually you have enough hit rating to never miss the boss, and accumulating more hit rating is unnecessary. This is usually referred to as hitting the "hit rating cap".

I have split the following three posts into:

Melee Hit Rating

Spell Hit Rating
and

Expertise Rating
 
Melee Hit Rating

Base Melee Miss (Dual-Wielding): 28%
Base Melee Miss (2H/1H+Shield/Special Attacks): 9%
Base Ranged Miss: 9%
Hit % = hit rating / 15.8

For example, as a paladin wielding a two-handed axe, I need to get 9% worth of hit rating, which is equal to 9 * 15.8 = 142 hit rating, in order to never miss the boss. Hit rating beyond 142 is not useful. After hitting 142 hit rating, I should concentrate on other stats like attack power and critical hit rating to increase my DPS.

For dual-wielding, the 28% miss chance applies to both Main-Hand and Off-Hand weapons. However, special attacks, such as Backstab, only have a 9% miss rate. For most classes though, regular melee damage is a significant portion of your total DPS.

Unlike spells, when you reach your hit rating cap, your attacks will never miss. Melee attacks can still be dodged or parried. Melee attacks can only be parried if you are in front of the mob.

The following is the amount of hit rating you need to minimize misses for raid boss fights, depending on your class and talents.

Druid (Melee)

Base: 142

Rogue (Dual-Wield)

Base: 442
w/ Precision: 363

Rogue (Special Attacks)

Base: 142
w/ Precision: 63

Hunter

Base: 142
w/ Surefooted: 95

Shaman (Dual-wield)

Base: 442
w/ Dual Wield Specialization: 348
w/ Nature's Guidance: 395
w/ Dual Wield Specialization + Nature's Guidance: 300

Shaman (Two-Handed/One-Hand + Shield/Special Attacks)

Base: 142
w/ Nature's Guidance: 95

Warrior (Dual-wield)

Base: 442
w/ Precision: 395

Warrior (Two-Handed/One-Hand + Shield/Special Attacks)

Base: 142
w/ Precision: 95

Paladin (Melee)

Base: 142
w/ Precision: 95

Other Factors

Hunter/Paladin/Warrior Draenai Aura: -15.8 hit rating needed
Druid Improved Faerie Fire (Balance): -47 hit rating needed
 
Spell Hit Rating

Base Spell Miss: 16%
Spell Hit % = spell hit rating / 12.6

Spells actually have a 17% chance to miss, but you cannot eliminate that last 1%, so the effective cap is 16%.

The following is the amount of spell hit rating you need to minimize misses for raid boss fights, depending on your class and talents.

Mage

Base: 202
w/ Elemental Precision (Fire/Frost): 164
w/ Arcane Focus (Arcane): 76

Warlock

Base: 202
w/ Suppression (Affliction): 76

Note that a warlock might still want extra spell hit rating for Shadowbolt and Soulshatter, in which case Suppression becomes redundant.

Priest

Base: 202
w/ Shadow Focus (Shadow): 76
w/ Focused Power (Smite, Mind Blast, Mass Dispel): 152
w/ Shadow Focus + Focused Power (Mind Blast): 26

Druid (Spell)

Base: 202
w/ Balance of Power: 152

Shaman (Spell)

Base: 202
w/ Elemental Precision: 126
w/ Nature's Guidance: 164
w/ Elemental Precision + Nature's Guidance: 88

Paladin (Spell)

Base: 202
w/ Precision: 164

Other Factors

Mage/Priest/Shaman Draenai Aura: -12.6 spell hit rating needed
Shaman Totem of Wrath: -38 spell hit rating needed
 
Expertise Rating

Tanking

Expertise is highly desired in tanking because it helps to prevent special attacks from being dodged or parried. For example, at 20 expertise (or 79 expertise rating at level 70), you will reduce the chance that an equal level mob can dodge or parry your attacks by 5%, thus effectively removing dodge and parry from your attack table. This allows about 10% more of your swings to hit, increasing your threat generation.

More importantly, expertise also works as a mitigation stat, since when an enemy parries he gains a 40% attack speed increase on his next swing. Therefore, preventing enemy parries is an important way of reducing incoming overall damage as well as burst damage. Boss parries coupled with boss special attacks are particularly deadly combinations, and have a nefarious history of wiping many appropriately-geared raids.

Note that warriors can gain 2/4/6 points of expertise (that's actual expertise, not expertise rating) by picking up the Defiance talent in the third tier of the Protection tree.

Paladins can get 1-5 points of expertise from Combat Expertise, in the sixth tier of the Protection tree.

DPS

Melee DPS also benefit from expertise. With the proper amount of expertise, it is no longer crucial for melee to be behind a mob (except for certain roguish abilities), an important consideration in certain fights.

Weapon Skill

Expertise replaces weapon skill and is not limited to a particular type of weapon. i.e. there is not a separate expertise rating for axes and two-handed swords; the same table applies to both equally.

Expertise against Bosses

Since a boss-mob is calculated as level 73 mob its dodge & parry is increased by 3*0.2% = 0.6% up to 5.6%. To negate 5.6% dodge & parry 22.4 (round this UP to 23) points of expertise or 91 points of expertise rating are needed.

So the current expertise-cap against boss-mobs is at 91 points of expertise rating.

Base Melee Parry & Dodge: 5.6%
1 Expertise = expertise rating / 3.95
1 Expertise = -0.25% Dodge and -0.25% Parry

When you reach your expertise rating cap, your attacks will never be dodged. Melee attacks can still miss. If you reach both your hit rating cap and your expertise cap, your melee attacks will never miss or be dodged.

The following is the amount of expertise rating you need to minimize dodges for raid boss fights, depending on your class and talents.

Druid (Melee)

Base: 91

Rogue

Base: 91
w/ Weapon Expertise: 52

Shaman (Melee)

Base: 91

Warrior

Base: 91
w/ Defiance: 68
w/ Weapon Mastery: 76
w/ Defiance + Weapon Mastery: 52

Paladin (Melee)

Base: 91
w/ Combat Expertise: 72
 
<Icthus is crit-ed by wall of text for 197874901273849787>
<Icthus dies>
<You take 25% durability damage>
 
i did notice that heroic presence and inspiring presence wasnt counted in the chart, so subtract 1% hit for your cap if you are a draenei(still depends on your spec).
 
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