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+ hit/crit/ect rating on gearFollow

#1 Dec 17 2006 at 9:54 AM Rating: Decent
for casters (lvl 60) it requres 8 hitrating for 1% to hit with spells and 14 crit raiting think it's 8hirtrating for melee and no clue what critrating is needed for physical damage dealers

what I was wondering is why they made the gear scale based on diffrent numbers and I think I have the aswer, but I'd like to have it confermed

Blizzard has a item lvl formular, fx 1 inteligece is valued on equal terms as 1 spirit or any other atribuet (pre burning crusade where stamina will be worth "½" the other stats), now I'd like to asume that 1 hit raiting is on even terms with 1 crit raiting... however if that's the case then it's understandable for melle dps where they (if not dual wielding) 5% miss chance vs lvl 60 and on raid have 5% + 0.05 x 15 = 5.75% miss chance vs lvl 60, but for us casters who have like 16% chance to be resisted vs raiding targets 1% hit totaly owns 1% crit (especialy cos + hit also works on messes like sheep/banish and on dots), and now that I don't have ruin (I am a lock) +crit is ver very usless... anyway if they scale the items like that then +crit will be statisticaly much more usless than + hit items (wich destroys the idea of a item lvl system as a guid for creating evenly good items)

can sombody confirm is this is how it works?, and if posible can sombody post the formular for calcuation item lvl?
#2 Dec 17 2006 at 2:40 PM Rating: Good
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3,801 posts
Azorius wrote:
what I was wondering is why they made the gear scale based on diffrent numbers and I think I have the aswer, but I'd like to have it confermed


I'm not entirely sure what your question is.

If you're asking why they moved to a rating system instead of the old +x hit/crit system, it's because +hit and +crit weren't scaling like every other stat on armor. They changed it to a rating system so that items that give, say, +2 crit (eye of the beast trinket) won't still give +2 crit at 70, so you'll still have to upgrade your gear as you level. Another big benefit of this is they can do fractions. It's now possible to make an item with, say, +1.5% to crit.

However, if you're asking why +8 spell hit rating = +1 to hit, and why +14 spell crit rating = +1 crit, I don't know, and honestly have never thought about it.
#3 Dec 18 2006 at 12:05 AM Rating: Decent
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2,588 posts
i don't have it official, but i presume your're right azorius. i don't have the formula for ilvl, but they are listed on the items here.

on the hit versus crit for casters: i don't know any caster that doesn't have his crit bonus talent (ruin, ignite, ice shards). if you don't have it, then +hit is about twice as powerful as +crit. if your crits do double damage (instead of 1.5), then they are about equal. also, after a certain amount of +hit, it becomes useless because you hit the 17% cap. in pvp, after 5% it's wasted. crit can be stacked "endlessly" to improve your damage output. not that 17 is easy to get, but you get my point. especially because most classes have some talent to give you a good head start.

for some classes, crits have other benefits. it used to be rolling ignites, and there are things like getting back mana for fire mages.

+hit makes damage output smoother, +crit makes it more spiky. so for pve, the first may be considered better for aggro reasons. for pvp, the latter is definitely superior. not only is more than 5% +hit wasted, the spike damage is harder to heal (or survive, if you're a low-hp class).
#4 Dec 18 2006 at 3:19 AM Rating: Decent
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1,287 posts
IIRC, you have a 96% chance to hit with spells against your own level, or to be more exact, a 4% miss chance, as anything that says "+ to hit" actually means "- to miss". A hit simply occured when something is not a crit or miss (or with melee, a dodge, parry, block or crushing blow).

More details: http://forums.worldofwarcraft.com/thread.html?topicId=10271182
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