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Simply put, the hit rate in WoW is how often a player hits a mob or opposing PC. This hit chance depends on several factors, not the least of which is the level difference between the attacker and the defender.
For all numbers in this article, it is assumed that both the player and the opponent have the maximum weapon skill and defense skill for their level.
The "base" hit rate for all attacks is 95%. This only applies to Two-Handed, One-Handed without dual wielding (i.e. using a shield in the offhand), Special Attacks, Ranged, or Spells. Dual wielding incurs an additional 19% penalty to hit rate. This is decreased by 0.5% per level for 2 levels, and then jumps an additional 3% per level after that.
For a level 70:
Mob Level | Hit Chance (Not Dual-Wielding) | Hit Chance (Dual-Wielding) |
---|---|---|
70 | 95% | 76% |
71 | 94.5% | 75.5% |
72 | 94% | 75% |
73 | 91% | 72% |
100% - (5% + ([Defense Skill] - [Weapon Skill]) * 0.1%)
100% - (24% + ([Defense Skill] - [Weapon Skill]) * 0.1%)
100% - (7% + ([Defense Skill] - [Weapon Skill]) * 0.4%)
100% - (26% + ([Defense Skill] - [Weapon Skill]) * 0.4%)
See also Hit Table for more detail on how combat is resolved.
Spell hit chance is a bit easier to calculate as it is based purely on the level difference of the caster and the target. There is a slight difference between PvE and PvP. There is also always a 1% chance to miss for spells, regardless of level difference or hit rating.
Level Difference | PvE | PvP |
---|---|---|
-3 | 99% | 99% |
-2 | 98% | 98% |
-1 | 97% | 97% |
0 | 96% | 96% |
1 | 95% | 95% |
2 | 94% | 94% |
3 | 83% | 87% |
4 | 72% | 80% |
5 | 61% | 73% |
Spells do have a chance to miss. These misses will always show up as a full resist. It is impossible to differentiate between a full resist due to spell miss or spell resistance check.
Melee Hit Rating Caps | |
---|---|
Druid | |
There are no talents that affect Druid melee hit rating | |
Rogue | |
Dual-Wielding | |
Precision (Talent) | 363 |
Specials | |
Precision (Talent) | 63 |
Hunter | |
Surefooted (Talent) | 95 |
Shaman | |
Dual-Wielding | |
Dual Wield Specialization (Talent) | 348 |
Nature's Guidance (Talent) | 395 |
Dual Wield Specializtion and Nature's Guidance | 300 |
Specials and non Dual-Wield | |
Nature's Guidance | 95 |
Warrior | |
Dual Wield | |
Precision (Talent) | 395 |
Specials and non Dual-Wield | |
Precision (Talent) | 95 |
Paladin | |
Precision (Talent) | 95 |
Spell Hit Rating Caps | |
---|---|
Druid | |
Balance of Power (Talent) | 152 |
Mage | |
Elemental Precision (Talent) (Fire/Frost only) | 164 |
Arcane Focus (Talent) (Arcane only) | 76 |
Paladin | |
Precision (Talent) | 164 |
Priest | |
Shadow Focus (Talent) (Shadow only) | 76 |
Focused Power (Talent) (Smite, Mind Blast, Mass Dispel only) | 152 |
Shadow Focus and Focused Power (Mind Blast Only) | 26 |
Shaman | |
Elemental Precision (Talent) | 126 |
Nature's Guidance (Talent) | 164 |
Elemental Precision and Nature's Guidance | 88 |
Warlock | |
Suppression (Talent) (Affliction Only) | 76 |
At level 60, 10 Hit Rating = 1% Hit
At level 70, 15.76 Hit Rating = 1% Hit
At level 70, 12.62 Spell Hit Rating = 1% Spell Hit
The "Hit Cap" is the point where adding extra hit rating will no longer benefit the character. The effective hit cap is altered by talents and buffs. At level 70, all raid bosses are considered level 73. This is the level of mobs that raiders seek to "cap out" for.
The base hit cap for all casters is 202. Melee is either 142 for Specials, Ranged, Two-handers, and One-hand plus shield, or 442 for Dual-Wielding.
See the table on the right for specifics regarding how certain talents affect the hit cap.
For melee, the following buffs/debuffs also have an effect on the hit cap:
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