12.79% Chance To Drop. (5,386 in 42,100) Found on 1 creatures in 1 zones.This item is found on creatures which usually require more than one group to kill. This item can only be found on specific creatures.
I just got it, I love the hit chance on it, every scrap of +hit makes my life so much easier as a fury warrior. Best dps plate belt until Girdle of the Mentor in Naxx. =D
----------------------------
"If failure were pie, you'd be hot, crispy, and full of apples."
"Rend adds about 8 dps if you spec imp rend. Therefore, if you put it on 100 mobs, thats an additional 800 dps. HOW IS 800 extra DPS BAD?"
This is my second 60 warrior. We killed Rag for over a year on my first one, and never saw it drop. My first kill on this toon lasnight, and he drops it ^_^ What do you know, I have the most DKP by a landslide :P
if swing <= glancing_blow_chance then glancing_blow; end
swing = swing - glancing blow chance
if swing <= crit_chance then crit; end
hit
In English: I have a miss chance of 20% My opponent has a parry chance of 5% - Dodge chance of 7% - Block chance of 8% My opponent has a glancing blow chance of 0% I have a crit chance of 20%
I roll 85
85 <= 20 is FALSE, not a miss, remove 20 from 85 and keep going.
65 <= 5 is FALSE, not a parry, remove 5 from 65 and keep going
60 <= 7 is FALSE, not a dodge, remove 7 from 60 and keep going
53 <= 8 is FALSE, not a block, remove 8 from 53 and keep going
45 <= 0 is FALSE, not a glance, remove 0 from 45 and keep going
45 <= 20 is FALSE, not a crit.
Stuff it, hit.
In this example, out of a random roll 1 to 100...
1 to 20: Miss 21 to 25: parry 26 to 32: dodge (32% chance that you won't do damage) 33 to 40: block (no glance) 41 to 60: crit (20% of swings crit) 61 to 100: hit (33% of crit+hit is made of crits)
Consequences If the miss + parry + dodge + block + glance + crit chances add up to more than 100, you can't land a standard hit - only crits.
if miss/parry/dodge/block/glance add up to 100 or more, you can't crit a white swing, and all swings will be mitigated.
If miss/parry/dodge add up to 100 or more, you can't land a hit at all. (thus: Rogues can't parry)
Increasing your parry/dodge/block will not decrease the number of crits you take over a given time period, unless the combined chance is more than 95%
For an ability, block is a seperate roll, so you can both crit and be blocked at the same time. For white damage, a block prevents a crit.
Shield block spam + improved shield block can make you virtually immune to crits.
----------------------------
I enjoy killing healers aswell as my self sometimes :D
Uhh, hit/crit/miss is calculated before dodge/block/parry.
Adding any of those in the equation makes the math totally off.
Crushing and Glancing blows are total PvE hits and they dont belong in the math either, since they are calculated after miss/hit/crit.
Its simple really, first table: hit, crit and miss
Then the dodge/block/parry applies...(a block is a regular blocked hit, if you or the enemy scores a block, you or he will receive a hit minus your total block value)
whatever your score is on the hit,crit and miss tables, dodge/block/parry overrides whatever you may have scored, be it hit, crit or even miss. Same goes for glancing blows in PvE.
You cant go above 100 on the table, you pass the hit, crit miss, then move on to dodge/block/parry/glance table. Remember, whatever you may score on the first table, the second table can override anything you've rolled.
It may sound like the same thing, but it really isnt. They are not calculated together, as it makes the math totally silly and unreliable.
Blizzard has developped an intelligent combat engine that does not require 7 different datas from each swing. only 2.
fragk's explination is exactly right. We've had this discussion countless times in our guild, so to settle it once and for all I did a 1000 swing test with different sets of gear. The results support his explination and the dev's.
Please for the community mod ImmortalGunde's post down to spare the rest of the people who come to this thread another kewl dude b'net kiddie
Fact 1: Crit affects all actions including misses, this stated from Blizzard
Fact 2: +Hit Items take away from miss default totals
Fact 3: +5 Chance to Hit = 5 extra hits from the miss total.
Fact 4: Crit will affect those 5 extra hits from the miss total because of FACT 1.
Fact 5: +Crit will not take away from Hit rate, otherwise Rogues would be missing like a mofo and doing nerfed damage with their 30%+ Crit rate subtracting Directly from Hit Rate. Also, warriors would then miss Overpower almost always due to 75% or so Crit chance of Overpower with gear.
Fact 6: Crit has no limit and can increase more than +HIT due to your Miss cap, so its POSSIBLE that your crit rate COULD one day be 100% if Blizzard implemented such gear but you can never get less than 0% miss because then you'd be getting extra attacks.
Fact 7: You can add more +Crit stuff than +Hit stuff in game via Potions, Elemental Stones, Gear etc. than +Hit. (EVENTUALLY higher (100% or so) crit would greatly outweigh 100% hit. 100% hit is way more feasable though with the right gear and Blizz helping on the Miss Caps.)
Thank you.
----------------------------
NEF dead after 3 Weeks of attempts GG C'Thun Here We Come!!
first Dragon Legion Raggy kill on Zenedar EU as the second alliance guild to pull it off... the whole fight laster 4.5 minutes, raggy @ 29% before first wave of the sons of flame, then WTFPWNED raggy with only 6 people dead...
I did read all of that and have come to the inescapable conclusion that this item is only for Dual wielding Mage melee/rage/MS/berzerker/crossbow wielding pacifists
Do the math , ur head will explode.
Besides that whichever warrior or pally wants to spend the most points gets it.
how did u guys read all that...I quit after the second guy typed out wat the first guy gave u a link for...WOW players are smarter than I thought they were O.o
Why the hell are people talking about hunters 2h rolling anyways? This is a bloody plate item, lets stick to the pally vs warrior plate rolling =P.
Was a joke, but in all seriousness if a pally rolled on this his/her head would be thrown in molten lava. Slightly disappointed there is not agil on this belt, and also bit disappointed the ac is lower than the belt off the master smith guy in ubrs. personally i like 1% parry, but 1% hit isnt so bad. But it should dam hell be 2% crit considering its off ragnaros. I would much rather the stats be; 530armor 21str 10agil 11stam 2%crit 1%parry
Anyone who rolls in Molten Core should be thrown in the lava. Give it up, warriors like it, Retribution Pallies like it. End of Story, if it were Warrior only, it would have a damn Class Restriction.
That link proves, hands-down, that 1% crit is better than 1% hit.
It shows that your crit chance is applied separately from your hit chance. If you put on an item giving +5% chance to hit, your crit chance will not change one bit (out of 100 melee attacks you will miss ~5 less, but since crit chance doesn't count misses it will stay exactly the same).
People used to argue that not only would more of your attacks hit, but also that would cause you to get more crits out of every 100 swings. Now that is disproven, and we can directly compare +crit and +hit knowing that neither statistic alters the other one at all.
Lets use some basic argumental math to compare them.
1.) -If the damage from 1 critical hit = the damage of 2.0 normal hits. -Than 1 extra critical hit out of 100 swings = the same damage as 1.0 extra hit out of 100 swings. (because 2+0 = 1+1)
2.) -We know that +1 % increased chance to hit = (-1) missed attack out of 100 swings = 1.0 extra hit out of 100 swings.
3.) -Therefore the additional damage from +1 % chance to crit = the additional damage from +1 % chance to hit.
So +1% crit = +1% to hit, right? It does unless you are a Rogue with Lethality (increases your special abilities' crit damage bonus by 30%), or a Warrior with Deep Wounds and Impale (DW causes a nice DoT whenever you crit, Impale increases the crit damage bonus of your abilities by 20%).
Since I'm a Rogue, lets try our comparison again with Lethality 5/5 and just look at a sample of 100 Backstab ability swings. With the talent, my critical backstabs deal +130% instead of the normal +100% (so 2.3x damage instead of 2.0x).
1.) -If the damage from 1 critical BS = the damage of 2.3 normal BS's. -Than 1 extra critical BS out of 100 swings = the same damage as 1.3 extra BS out of 100 swings. (because 2.3+0 = 1.3+1)
2.) -We know that +1 % increased chance to hit = (-1) missed BS out of 100 swings = 1.0 extra BS out of 100 swings.
3.) -Therefore +1 % crit = 1.3 extra BS's out of 100 swings -While +1 % to hit = 1.0 extra BS's out of 100 swings
For most people, +1% crit is exactly as good as +1% to hit since they add the same exact theoretical damage over the same sample (and therefore time).
However, if you are a Rogue who has the Lethality talent or a Warrior with Deep Wounds and Impale, +1% crit will give you more of a damage bonus over the same sample of swings (time) than +1% to hit because when one of your abilities crits it deals more than twice it would as a non-crit.
Math isn't that hard, hope everyone sees how it works now.
----------------------------
Robots, 70 Troll Rogue, 31-23-7 Co-GM of <Beatdwon Brigade> on Bleeding Hollow Horde PvP
Read carefully what that CM said. I'm not stating anything here, most like asking.
"The way WoW calculates crit rate is over ALL attacks. Crit rate is not based on hits only. In other words, if you have a 5% crit rate, that 5% chance includes misses. "
So, ignoring all defensive actions (Block/Parry/Dodge/etc..) if I have 20% crit chance, 20% miss chance, and 60% hit chance and I equip an item that gives me +5% toHit and +5% crit, my stats become 25% crit, 15% miss chance, 60% hit chance.
New hit chance = (Original hit%) + (toHit modifiers) - (crit modifiers) 60% + 5% - 5% = 60%
I can only assume from this that if I put on item that only has +5% crit, this happens
60% + 0% - 5% = 55% to hit.
I dont know, but that becomes couter productive because as said earlier you can miss on a crit.
In this game, your "chance to hit" ACTUALLY means your "chance to score a non-critical, non-miss hit."
It does NOT mean your "chance to score a non-miss that could then end up being a crit."
The dev post says that "hit chance" (aka non-crit hit chance out of 100 swings) and "crit chance" (aka critical hit chance out of 100 swings) are calculated SEPARATELY. Your chance to hit and your chance to crit are COMPLETELY INDEPENDANT of each other! One does not affect the other, except in one way - +crit% lowers your hit%, which is what the above poster is worried about.
What you have to realize is that your MISS chance STAYS THE SAME. +1% crit means one more swing out of 100 will be a critical hit, and one less swing out of 100 will be a non-critical hit. You will still have the same number of misses out of 100.
So, +crit replaces normal hits with crits +hit replaces misses with NORMAL HITS
----------------------------
Robots, 70 Troll Rogue, 31-23-7 Co-GM of <Beatdwon Brigade> on Bleeding Hollow Horde PvP
But what you're missing is that the "extra" hit granted from +to hit can crit, effectively meaning that +to hit is better. And what would you rather have, hamstring missing 1 time less out of every 100 tries or hamstring criting 1 extra time out of every 100?
*sigh* no. The entire point of my previous post was that the recent developer post shows very clearly that that extra hit CANNOT crit. If you put on an item that gives you +1% to hit, all it does is decrease your chance to miss by 1%.
What you are saying is that if I equip an item that does nothing but give me +1% to hit, then my % chance to crit will also go up very slightly, right? Wrong. The developer said:
"+toHit items subtract from your miss%. So, ignoring all defensive actions (Block/Parry/Dodge/etc..) if I have 20% crit chance, 20% miss chance, and 60% hit chance and I equip an item that gives me +5% toHit and +5% crit, my stats become 25% crit, 15% miss chance, 60% hit chance. New hit chance = (Original hit%) + (toHit modifiers) - (crit modifiers) 60% + 5% - 5% = 60% New crit chance = (Original crit%) + (crit modifiers) 20% + 5% = 25% New miss chance - (Original miss%) - (toHit modifiers) 20% - 5% = 15%"
Look at what I bolded. If +toHit also increased your crit chance, then he would have said: "New Crit chance = (Original crit%) + (crit modifiers) + (slight increase from hit modifiers) = 20% + 5% + ?% = greater than 25%"
Let's take the +hit out of this formula. If +hit alters crit chance (like you say) then my final crit chance will be different for an item that gives +5% crit AND +5% hit than it would be for an item that JUST gave +5% crit, right? You are saying the +5% crit AND +5% hit will increase my crit chance MORE than an item with JUST +5% crit. SO:
"if I have 20% crit chance, 20% miss chance, and 60% hit chance and I equip an item that gives me JUST +5% crit, my stats become 25% crit, 20% miss chance, 55% hit chance. New hit chance = (Original hit%) + (toHit modifiers) - (crit modifiers) 60% - 5% = 55% New crit chance = (Original crit%) + (crit modifiers) 20% + 5% = 25% New miss chance - (Original miss%) - (toHit modifiers) 20% = 20%"
So, using the exact formula supplied by a developer: Item 1 = +5% to hit AND +5% to crit Final chance to crit = 25% Item 2 = JUST +5% to crit Final chance to crit = 25%
Get it now? +1% to hit does one thing; it replaces one "miss" out of 100 swings with 1 "NON-CRITICAL hit." +1% to crit does one thing; it replaces one "non-critical hit or miss" out of 100 swings with one "critical hit."
So, like I said in my previous post, if you look only at normal melee attacks, +1% crit = 1 extra non-critical hit worth of damage out of 100 swings. +1% to hit = 1 extra non-critical hit worth of damage out of 100 swings.
But if you account for the talents of rogues and warriors that increase special abilities' crit damage significantly, then +1% crit is much better than +1% to hit.
Do the math. Use the exact developer-supplied formula. Put on a +1% to hit item (with no +agil) in game and weep as your crit chance stays exactly the same to the hundredth. The "extra" hit from +hit items can NOT crit, so says the developers of the game.
Edited, Tue Jun 28 14:04:26 2005
----------------------------
Robots, 70 Troll Rogue, 31-23-7 Co-GM of <Beatdwon Brigade> on Bleeding Hollow Horde PvP
Even if that's the case 1% hit is worth more than 1% crit because of the fact that they're equivelent in dmg, but a crit doesn't double the effect of a skill while a hit adds the effect instead of not adding the effect.
hunters...meleeing? unless your getting your skill up the only reason to melee is to run past, and do a wing clip+raptor strike. Thats it. If a hunter is trying to melee in freaken pvp, go re-roll a warrior nub.
so you say, that hunters should roll on 2handers more than warriors? would it be okay that a warrior would roll on a DHC if a hunter would be in the party. warriors need guns for pulling too.
Hunters melee ALOT more than warriors use a ranged weapon to pull.
So throw out the "WAAAAAAAH he rolled a weapon, so I'll roll his gun" arguement.
Wraithsblade, Warrior.
----------------------------
It is by caffeine alone I set my mind in motion, It is by the beans of Java that thoughts acquire speed, The hands acquire shaking, the shaking becomes a warning, It is by caffeine alone I set my mind in motion.
finally, something great that hunter has NO right on it
got fed up of frigging hunters stealing my 2handers
Well , aren't hunters allowed to use 2 handed weapons by you? We got as much right to use 2 handed weapons as you do , and a roll for needed items is fair. Not stealing. We can't use mail before lvl 40 and all classes have their strength and weakness. So all in all! Stop complaining when a person rolls on an item that you so eagerly longs for. It is nothing but fair.
Ragnaros-Eu, level 60 undead priest Burning Blade-Eu, level 60 undead rogue Trollbane-Eu, level 3 orc warlock "Who needs a healer when you could have a priest"
LoL, seems somebody doesn't like to play nice, that is what rolling is for. I have never complained when somebody else fairly won something I needed. Remember it's a game, if you are not having fun plying with others you might want to try solo outings.
"Rend adds about 8 dps if you spec imp rend. Therefore, if you put it on 100 mobs, thats an additional 800 dps. HOW IS 800 extra DPS BAD?"
Love the look of it, even if it is just a belt. :P
swing = random 100
if swing <= miss_chance
then miss; end
swing = swing - miss_chance
if swing <= parry_chance
then parry; end
swing = swing - parry_chance
if swing <= dodge_chance
then dodge; end
swing = swing - dodge_chance
if swing <= block_chance
then block; end
swing = swing - block_chance
if swing <= glancing_blow_chance
then glancing_blow; end
swing = swing - glancing blow chance
if swing <= crit_chance
then crit; end
hit
In English:
I have a miss chance of 20%
My opponent has a parry chance of 5%
- Dodge chance of 7%
- Block chance of 8%
My opponent has a glancing blow chance of 0%
I have a crit chance of 20%
I roll 85
85 <= 20 is FALSE, not a miss, remove 20 from 85 and keep going.
65 <= 5 is FALSE, not a parry, remove 5 from 65 and keep going
60 <= 7 is FALSE, not a dodge, remove 7 from 60 and keep going
53 <= 8 is FALSE, not a block, remove 8 from 53 and keep going
45 <= 0 is FALSE, not a glance, remove 0 from 45 and keep going
45 <= 20 is FALSE, not a crit.
Stuff it, hit.
In this example, out of a random roll 1 to 100...
1 to 20: Miss
21 to 25: parry
26 to 32: dodge (32% chance that you won't do damage)
33 to 40: block
(no glance)
41 to 60: crit (20% of swings crit)
61 to 100: hit (33% of crit+hit is made of crits)
Consequences
If the miss + parry + dodge + block + glance + crit chances add up to more than 100, you can't land a standard hit - only crits.
if miss/parry/dodge/block/glance add up to 100 or more, you can't crit a white swing, and all swings will be mitigated.
If miss/parry/dodge add up to 100 or more, you can't land a hit at all. (thus: Rogues can't parry)
Increasing your parry/dodge/block will not decrease the number of crits you take over a given time period, unless the combined chance is more than 95%
For an ability, block is a seperate roll, so you can both crit and be blocked at the same time. For white damage, a block prevents a crit.
Shield block spam + improved shield block can make you virtually immune to crits.
Gruelius 60 Human Warrior Proudmoore
Adding any of those in the equation makes the math totally off.
Crushing and Glancing blows are total PvE hits and they dont belong in the math either, since they are calculated after miss/hit/crit.
Its simple really, first table: hit, crit and miss
Then the dodge/block/parry applies...(a block is a regular blocked hit, if you or the enemy scores a block, you or he will receive a hit minus your total block value)
whatever your score is on the hit,crit and miss tables, dodge/block/parry overrides whatever you may have scored, be it hit, crit or even miss. Same goes for glancing blows in PvE.
You cant go above 100 on the table, you pass the hit, crit miss, then move on to dodge/block/parry/glance table. Remember, whatever you may score on the first table, the second table can override anything you've rolled.
It may sound like the same thing, but it really isnt. They are not calculated together, as it makes the math totally silly and unreliable.
Blizzard has developped an intelligent combat engine that does not require 7 different datas from each swing. only 2.
Its a common school of thought that a Crit must be a Hit first. Not in this game actually.
The swing chances table is divided into 3:
Hit
Crit (A crit is an auto-hit)
Miss
They are 3 seperate tables, adding to any one of those means substracting to the opposite.
so..lets say i have 70% Hit, 20% Crit, 10% Miss (Imaginary numbers) BASE.
I get +5% Hit and +10% crit from items, heres what happens:
Miss % becomes 5% (Miss - Hit bonus)
Hit % becomes 65% (Hit + Hit Bonus - Crit Bonus)
Crit % becomes 30% (Crit + Crit bonus)
Since your whole swing chances equal 100%. the percentage from each bonus is distributed.
The only thing to understand here is that a Crit is NOT a Hit! A crit is an auto-hit. A Hit is just a regular Hit.
Hope you understand.[quote]
................................... An crit does need to hit, nuub -.-, ever heard of rogues missin' full point evis with coldblood? :)
Edited, Sun Feb 19 10:31:21 2006
Lightnings blade
Please for the community mod ImmortalGunde's post down to spare the rest of the people who come to this thread another kewl dude b'net kiddie
Please, this is going to sound aweful but, learn to play.
Its a common school of thought that a Crit must be a Hit first. Not in this game actually.
The swing chances table is divided into 3:
Hit
Crit (A crit is an auto-hit)
Miss
They are 3 seperate tables, adding to any one of those means substracting to the opposite.
so..lets say i have 70% Hit, 20% Crit, 10% Miss (Imaginary numbers) BASE.
I get +5% Hit and +10% crit from items, heres what happens:
Miss % becomes 5% (Miss - Hit bonus)
Hit % becomes 65% (Hit + Hit Bonus - Crit Bonus)
Crit % becomes 30% (Crit + Crit bonus)
Since your whole swing chances equal 100%. the percentage from each bonus is distributed.
The only thing to understand here is that a Crit is NOT a Hit! A crit is an auto-hit. A Hit is just a regular Hit.
Hope you understand.
nice item 4 pvp
pala frostmoure
Fact 1: Crit affects all actions including misses, this stated from Blizzard
Fact 2: +Hit Items take away from miss default totals
Fact 3: +5 Chance to Hit = 5 extra hits from the miss total.
Fact 4: Crit will affect those 5 extra hits from the miss total because of FACT 1.
Fact 5: +Crit will not take away from Hit rate, otherwise Rogues would be missing like a mofo and doing nerfed damage with their 30%+ Crit rate subtracting Directly from Hit Rate. Also, warriors would then miss Overpower almost always due to 75% or so Crit chance of Overpower with gear.
Fact 6: Crit has no limit and can increase more than +HIT due to your Miss cap, so its POSSIBLE that your crit rate COULD one day be 100% if Blizzard implemented such gear but you can never get less than 0% miss because then you'd be getting extra attacks.
Fact 7: You can add more +Crit stuff than +Hit stuff in game via Potions, Elemental Stones, Gear etc. than +Hit. (EVENTUALLY higher (100% or so) crit would greatly outweigh 100% hit. 100% hit is way more feasable though with the right gear and Blizz helping on the Miss Caps.)
Thank you.
C'Thun Here We Come!!
the whole fight laster 4.5 minutes, raggy @ 29% before first wave of the sons of flame, then WTFPWNED raggy with only 6 people dead...
16 debuff slots FTW :p
31/5/15, 33.80crit chance unbuffed :)
Do the math , ur head will explode.
Besides that whichever warrior or pally wants to spend the most points gets it.
Defiant - Tauren Druid - Blackwing Lair. PvP
Was a joke, but in all seriousness if a pally rolled on this his/her head would be thrown in molten lava.
Slightly disappointed there is not agil on this belt, and also bit disappointed the ac is lower than the belt off the master smith guy in ubrs. personally i like 1% parry, but 1% hit isnt so bad. But it should dam hell be 2% crit considering its off ragnaros. I would much rather the stats be;
530armor
21str
10agil
11stam
2%crit
1%parry
Edited, Sat Jun 18 21:40:30 2005
-=End=-
Info on crit and hit chances
It shows that your crit chance is applied separately from your hit chance. If you put on an item giving +5% chance to hit, your crit chance will not change one bit (out of 100 melee attacks you will miss ~5 less, but since crit chance doesn't count misses it will stay exactly the same).
People used to argue that not only would more of your attacks hit, but also that would cause you to get more crits out of every 100 swings. Now that is disproven, and we can directly compare +crit and +hit knowing that neither statistic alters the other one at all.
Lets use some basic argumental math to compare them.
1.) -If the damage from 1 critical hit
= the damage of 2.0 normal hits.
-Than 1 extra critical hit out of 100 swings
= the same damage as 1.0 extra hit out of
100 swings. (because 2+0 = 1+1)
2.) -We know that +1 % increased chance to hit
= (-1) missed attack out of 100 swings
= 1.0 extra hit out of 100 swings.
3.) -Therefore the additional damage from +1 %
chance to crit
= the additional damage from +1 % chance to
hit.
So +1% crit = +1% to hit, right? It does unless you are a Rogue with Lethality (increases your special abilities' crit damage bonus by 30%), or a Warrior with Deep Wounds and Impale (DW causes a nice DoT whenever you crit, Impale increases the crit damage bonus of your abilities by 20%).
Since I'm a Rogue, lets try our comparison again with Lethality 5/5 and just look at a sample of 100 Backstab ability swings. With the talent, my critical backstabs deal +130% instead of the normal +100% (so 2.3x damage instead of 2.0x).
1.) -If the damage from 1 critical BS
= the damage of 2.3 normal BS's.
-Than 1 extra critical BS out of 100 swings
= the same damage as 1.3 extra BS out of
100 swings. (because 2.3+0 = 1.3+1)
2.) -We know that +1 % increased chance to hit
= (-1) missed BS out of 100 swings
= 1.0 extra BS out of 100 swings.
3.) -Therefore +1 % crit
= 1.3 extra BS's out of 100 swings
-While +1 % to hit
= 1.0 extra BS's out of 100 swings
For most people, +1% crit is exactly as good as +1% to hit since they add the same exact theoretical damage over the same sample (and therefore time).
However, if you are a Rogue who has the Lethality talent or a Warrior with Deep Wounds and Impale, +1% crit will give you more of a damage bonus over the same sample of swings (time) than +1% to hit because when one of your abilities crits it deals more than twice it would as a non-crit.
Math isn't that hard, hope everyone sees how it works now.
Co-GM of <Beatdwon Brigade> on Bleeding Hollow Horde PvP
"The way WoW calculates crit rate is over ALL attacks. Crit rate is not based on hits only. In other words, if you have a 5% crit rate, that 5% chance includes misses. "
So, ignoring all defensive actions (Block/Parry/Dodge/etc..) if I have 20% crit chance, 20% miss chance, and 60% hit chance and I equip an item that gives me +5% toHit and +5% crit, my stats become 25% crit, 15% miss chance, 60% hit chance.
New hit chance = (Original hit%) + (toHit modifiers) - (crit modifiers)
60% + 5% - 5% = 60%
I can only assume from this that if I put on item that only has +5% crit, this happens
60% + 0% - 5% = 55% to hit.
I dont know, but that becomes couter productive because as said earlier you can miss on a crit.
In this game, your "chance to hit" ACTUALLY means your "chance to score a non-critical, non-miss hit."
It does NOT mean your "chance to score a non-miss that could then end up being a crit."
The dev post says that "hit chance" (aka non-crit hit chance out of 100 swings) and "crit chance" (aka critical hit chance out of 100 swings) are calculated SEPARATELY. Your chance to hit and your chance to crit are COMPLETELY INDEPENDANT of each other! One does not affect the other, except in one way - +crit% lowers your hit%, which is what the above poster is worried about.
What you have to realize is that your MISS chance STAYS THE SAME. +1% crit means one more swing out of 100 will be a critical hit, and one less swing out of 100 will be a non-critical hit. You will still have the same number of misses out of 100.
So,
+crit replaces normal hits with crits
+hit replaces misses with NORMAL HITS
Co-GM of <Beatdwon Brigade> on Bleeding Hollow Horde PvP
What you are saying is that if I equip an item that does nothing but give me +1% to hit, then my % chance to crit will also go up very slightly, right? Wrong. The developer said:
"+toHit items subtract from your miss%.
So, ignoring all defensive actions (Block/Parry/Dodge/etc..) if I have 20% crit chance, 20% miss chance, and 60% hit chance and I equip an item that gives me +5% toHit and +5% crit, my stats become 25% crit, 15% miss chance, 60% hit chance.
New hit chance = (Original hit%) + (toHit modifiers) - (crit modifiers)
60% + 5% - 5% = 60%
New crit chance = (Original crit%) + (crit modifiers)
20% + 5% = 25%
New miss chance - (Original miss%) - (toHit modifiers)
20% - 5% = 15%"
Look at what I bolded. If +toHit also increased your crit chance, then he would have said:
"New Crit chance = (Original crit%) + (crit modifiers) + (slight increase from hit modifiers) = 20% + 5% + ?% = greater than 25%"
Let's take the +hit out of this formula. If +hit alters crit chance (like you say) then my final crit chance will be different for an item that gives +5% crit AND +5% hit than it would be for an item that JUST gave +5% crit, right? You are saying the +5% crit AND +5% hit will increase my crit chance MORE than an item with JUST +5% crit. SO:
"if I have 20% crit chance, 20% miss chance, and 60% hit chance and I equip an item that gives me JUST +5% crit, my stats become 25% crit, 20% miss chance, 55% hit chance.
New hit chance = (Original hit%) + (toHit modifiers) - (crit modifiers)
60% - 5% = 55%
New crit chance = (Original crit%) + (crit modifiers)
20% + 5% = 25%
New miss chance - (Original miss%) - (toHit modifiers)
20% = 20%"
So, using the exact formula supplied by a developer:
Item 1 = +5% to hit AND +5% to crit
Final chance to crit = 25%
Item 2 = JUST +5% to crit
Final chance to crit = 25%
Get it now?
+1% to hit does one thing; it replaces one "miss" out of 100 swings with 1 "NON-CRITICAL hit."
+1% to crit does one thing; it replaces one "non-critical hit or miss" out of 100 swings with one "critical hit."
So, like I said in my previous post, if you look only at normal melee attacks,
+1% crit = 1 extra non-critical hit worth of damage out of 100 swings.
+1% to hit = 1 extra non-critical hit worth of damage out of 100 swings.
But if you account for the talents of rogues and warriors that increase special abilities' crit damage significantly, then +1% crit is much better than +1% to hit.
Do the math. Use the exact developer-supplied formula. Put on a +1% to hit item (with no +agil) in game and weep as your crit chance stays exactly the same to the hundredth. The "extra" hit from +hit items can NOT crit, so says the developers of the game.
Edited, Tue Jun 28 14:04:26 2005
Co-GM of <Beatdwon Brigade> on Bleeding Hollow Horde PvP
Edited, Mon Jul 4 17:05:27 2005
Hunters melee ALOT more than warriors use a ranged weapon to pull.
So throw out the "WAAAAAAAH he rolled a weapon, so I'll roll his gun" arguement.
Wraithsblade, Warrior.
It is by the beans of Java that thoughts acquire speed,
The hands acquire shaking, the shaking becomes a warning,
It is by caffeine alone I set my mind in motion.
got fed up of frigging hunters stealing my 2handers
Well , aren't hunters allowed to use 2 handed weapons by you? We got as much right to use 2 handed weapons as you do , and a roll for needed items is fair. Not stealing. We can't use mail before lvl 40 and all classes have their strength and weakness. So all in all! Stop complaining when a person rolls on an item that you so eagerly longs for. It is nothing but fair.
THNX
http://wow.allakhazam.com/profile.html?55180
Was that a put down or just trying to sound intellegent. opps failure.
Eh Hunters do get 2 handers think you reconfirmed what he just said.
the warriors/palas that get this one can feel pretty darn lucky!
add this to a warrior/pally pvp set ftw
Burning Blade-Eu, level 60 undead rogue
Trollbane-Eu, level 3 orc warlock
"Who needs a healer when you could have a priest"
Lorune from Inner Sanctum guild on Silvermoon got it
:)
finally, something great that hunter has NO right on it
got fed up of frigging hunters stealing my 2handers
jk
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