THIS IS WRONG!!!!
WoW attack mechanics make a SINGLE ROLL for melee attacks, and compare the result against a table that is "built up" in a specific order. That order is as follows:
Miss
Dodge
Parry
Glancing Blow (only PCs vs Mobs)
Block
Crit
Crushing Blow (only Mobs vs PCs)
Hit
The table is built up from bottom (miss) to top (hit). Hit is everything left over that isn't already covered by something else.
We'll build the table a hunter pet (0/2 AH, 5/5 Ferocity, buffed by LotP) against a boss, attacking from behind it (so no Parries or Blocks):
| 0.0 - 9.0 | Miss | 9% vs +3 mob |
| 9.0 - 14.6 | Dodge | 5% base, +0.6% vs +3 mob |
| 14.6 - 39.6 | Glancing | 25% vs +3 mob |
| 39.6 - 59.0 | Crit | 5% base, +10% Ferocity, +5% LotP, -0.6% vs +3 mob (19.4% total) |
| 59.0 - 100.0 | Hit | Everything else (41%) |
Now, we'll throw on the 2 Animal Handler points (+4% hit), and build the new table:
| 0.0 - 5.0 | Miss | 9% vs +3 mob, -4% for 2/2 Animal Handler |
| 5.0 - 10.6 | Dodge | 5% base, +0.6% vs +3 mob |
| 10.6 - 35.6 | Glancing | 25% vs +3 mob |
| 35.6 - 55.0 | Crit | 5% base, +10% Ferocity, +5% LotP, -0.6% vs +3 mob (19.4% total) |
| 55.0 - 100.0 | Hit | Everything else (45%) |
See what happened there? The pet's chance to "hit" went up by 4% (just like the talent says - amazing!), but it's chance to crit REMAINED THE SAME! FI uptime (a proc-on-crit) is going to be the same regardless of the extra +hit.
Now, there is one situation where your hit chance can affect chance to crit, but that is a super-rare case nowadays.
"RogueTard" likes big shiny crits - it's all that he specs and gears for. He's also stupid, and attacks from the front of the mob. He's Assassination/Subtlety speced (so no Precision), and is geared out with +50% crit equipment and talents.
Let's build his combat table vs the boss mob:
| 0.0 - 28.0 | Miss | 9% vs +3 mob, +19% Dual Wield |
| 28.0 - 33.6 | Dodge | 5% base, +0.6% vs +3 mob |
| 33.6 - 49.2 | Parry | 15% base, +0.6% vs +3 mob |
| 49.2 - 74.2 | Glancing | 25% vs +3 mob |
| 74.2 - 79.8 | Block | 5% base, +0.6% vs +3 mob |
| 79.8 - 100.0 | Crit | 5% base, +50% equip/talents, -0.6% vs +3 mob (54.4% total) |
| N/A | Hit | Everything else (0% - nothing left) |
Neat! His massive 50% crit stuff gave him..., er..., a whole 20.2% crit chance. He's "crit-capped". In this case, +hit gear will actually make him crit more, as the reduced "Miss" shifts the whole table down and opens up more crit. This is an extreme example, obviously, and super-rare nowadays.
(BTW - none of this applies to spells - only melee and hunters)
(Edited to make the tables look nice, and to fix a minor math mistake)
2 comments:
While I do like your comments on Hunter pet placement and the importance of improved hit, I am a bit confused on ur reasoning on the rogue table. Are u calculating that the rogue has not +hit gear at all in his spec (regardless of how stupid he is on where he stands) I thought that the +hit would push throw the miss category, and possibly into dodge if high enough. Maybe I am confused. I would love to read more on what ur mechanics say about that. I don't use this blog often, but I will try to come back to this one or u can write me at sirarthur04@yahoo.com I would like to know more about these mechanics as my main now is a rogue. Thanks.
chris
Yeah, no +hit either in spec or in gear. It's an extreme example to show what kind of goofy things can happen with the table.
In general, Rogues aren't crit-capped any more, because the "Glancing blow" chance got reduced from 40% down to 25% a few patches ago. It did occasionally happen before that.
As a nitpick - +hit only "pushes through" the "miss" category - it won't reduce dodge or anything else. Once you're eliminated the 28% "miss" (against a boss), any more +hit is meaningless.
(Howwever, expertise pushes out the dodge/parry values, independently of +hit)
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