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Hit Rating for huntersFollow

#1 May 13 2007 at 11:21 PM Rating: Decent
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Normally I don't worry about hit rating because I usually don't have that much, but after finally getting 2 piece desolation, I get the feeling that I may a little too much..

This is my armory.

For PVP, I've read that only 5% is needed.
But for PVE, I've read many times that 8.6% is needed for +3 level mobs. If that is the case, I have some extra hit so I will replace my Slayer's Mark of the Redemption for Ring of Arathi Warlords.

But for raid bosses, they are +10 levels higher from what I understand. So for these scenerios, can one really have too much hit?
My question isn't really about how important hit is, as I am using Azuarc's AEP system to evaluate stats, but whether or not there is a "hit cap" and whether hit rating beyond this point becomes nonbeneficial.
#2 May 13 2007 at 11:54 PM Rating: Decent
Boss mobs do not have a certain level. The reason for this is that game mechanics give boss mobs your level +3 for your and their attacks.
So it turns down to everyone fighting a mob with his level + 3 (so basically 73 for almost everyone).

So you'll need those 8.6% chance to hit for boss mobs of raid instances. More is quite useless.

You might collect some additional items for situations in which you have to change parts of your gear (e.g. to increase resistances or something like that).

I'm still looking for some gear with a crit rating instead of hit rating as my chance to hit is currently around 9.5%. Our gear seems to have to much hit rating on hit :-(
#3 May 14 2007 at 3:34 PM Rating: Decent
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52 posts
Thanks, that's exactly what I wanted to know.
Two piece desolation gives alot of hit, especially the shoulders, but at least it gives some more flexibility in choosing some other gear that I've had my eye on.

So for hunters that don't have surefooted, it seems that 136 hit rating is the magic number to shoot for.
Thanks again :D
#4 May 14 2007 at 7:19 PM Rating: Decent
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1,292 posts
Loonytune, you've got a BM build, 5/5 Serpent's Swiftness, 3/5 IAotH, the Abacus of Violent odds, and with Honored Consortium reputation I'll assume you've got the 15% shot speed ammo pouch.

Why are you using a speed 2.00 Wrathfire Hand Cannon?


Edited, May 14th 2007 11:22pm by Kompera
#5 May 14 2007 at 8:10 PM Rating: Decent
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52 posts
Kompera wrote:
Loonytune, you've got a BM build, 5/5 Serpent's Swiftness, 3/5 IAotH, the Abacus of Violent odds, and with Honored Consortium reputation I'll assume you've got the 15% shot speed ammo pouch.

Why are you using a speed 2.00 Wrathfire Hand Cannon?


Edited, May 14th 2007 11:22pm by Kompera


An very good question. And one that I think warrents me putting off my Stats project a little longer :p

Before I had created a /castsequence macro, with a little bit of theorycrafting and some help from this board, I tried to get my hunter to the point where it would be impossible to cancel auto shots when spamming steady shot.
Since quiver haste, Serpents Swiftness, and IAOTH (3/5 = 9% haste) all effect steady shots cast time, I tried to get its cast to be under 1 second to allow for the ~.5 sec auto shot delay and make it where the auto shot would be fired after a steady shot yet before or precicely when the 1.5 second GCD was up. I hope that made sense...

1.5 (steady shot cast time) / (1.15*1.20*1.09) = ~.997. Add .5 and its about the same as the 1.5 sec GCD.

The other thing was to get a weapon that would have an auto shot speed of about 1.5 as well, so as to minimize auto shots being cut off. I calculated that with IAOTH procced, as well as with quiver haste and serpents swiftness, the ideal base speed of a weapon would be 2.2 or 2.3.

2.2 (base weapon speed) / (1.15*1.20*1.09) = ~1.463

But out of all the weapons I saw on thottbot, the handcannon had the best damage of all weapons 2.3 or faster, so I went with that. (Blizzard really is slacking on good options for fast weapons...)

After doing some testing on a PTR a while back, it seemed to me at least that for the most part, I COULD spam steady shot without missing an auto shot once IAOTH procced, although there were occasions where I would still miss it. I figured that to be due to the ~.5 sec delay before the next auto shot after steady not being exact, but it was close enough. And once I found a suitable /castsequence macro, that rare missed auto shot problem dissapeared.
And thusly, I use the abacus and put points in rapid killing for rapid fire simply to make IAOTH proc, and let my char machinegun away.

You probably weren't looking for such a drawn out answer, but alas, I had to make it so due to my love of procrastination for big projects..
Thanks, and I truly hope I made some sense. :D
#6 May 14 2007 at 10:00 PM Rating: Decent
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52 posts
I'm sorry to kind of revive my question, but something just occured to me...

Since I'm a dwarf using a gun, with a +5 gun skill racial bonus, does that mean my hit rating would be equivalent to that of a lvl 71 char? Meaning that instead of an 8.6% hit cap, it would be 7.4%? Because if this is the case, that would make items such as Scaled Greaves of the Marksman much more useful than I previously gave them credit for...
#7 May 14 2007 at 11:26 PM Rating: Decent
Uhm, not exactly I think.
If I remember correctly weapon skill does give you 0.04% to crit and to hit per point. So your +5 gun skill racial burns down to +0.2% crit and hit.

So you'll just need 8.4% to hit when using a gun which does not make a big difference.

As for weapon speed and autoshot. Steady shot takes 1.5 seconds cast time and does not stop autoshot timer. However, an autoshot is earliest cast 0.5 seconds after firing the steady shot. So basically a weapon with speed slightly bigger than 2.0 after quiver haste and other modifiers is perfect.
As I'm using IAotH quite often I prefer weapons with a speed between 2.7 and 3.0.
#8 May 15 2007 at 12:38 AM Rating: Decent
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52 posts
Dang, I guess I have to keep my hit gear after all :p

But what you say about the 1.5 sec cast time of Steady Shot is a bit flawed. The actual cast time is also affected by hastes (like auto shot), including serpents swiftness, IAOTH, rapid fire, etc. This is most easily noticable when you pop rapid fire, but it's not too hard to tell with other hastes as well if you have a cast bar that displays the cast time in actual seconds.

Now it's true that after you fire steady shot, you can't fire another steady shot for 1.5 seconds, but thats due to the global cooldown, not necessarily due to the casting time.
To put it in another way what I am trying to do with my set up, is basically to fire two shots every 1.5 seconds. One steady shot and one auto shot, and to begin casting steady again as soon as the global cooldown is finished.

And this has worked well for me so far, but there are two things that are bad with my strategy.
1) It is too proc/item based. I can't have 2 shots per 1.5 sec unless I use rapid fire, abacus, or IAOTH procs.
2) There isn't a good choice of items. Using the handcannon is cutting off a significant portion of my auto shot damage as it is (by firing auto shots too early as opposed to the typical problem of too late), but also there isn't much choice in the fast weapon department. I was truly hoping to see a faster weapon in SSC or even Black Temple, but it seems like blizzard isn't giving us many options.

I'm sure theres a point where shooting as much as possible isn't effective due to the widening gap of raw damage being created with upgrades and new slower weapons. But for now, I'm quite happy with the DPS I put out in 5-mans/raids, and I love how even 1.5 sec casts seem too long for casters to get off when being pummeled by my barrage of bullets alongside LB after LB by CHARIZARD :)
#9 May 15 2007 at 2:36 AM Rating: Decent
looneytoon wrote:
Dang, I guess I have to keep my hit gear after all :p

But what you say about the 1.5 sec cast time of Steady Shot is a bit flawed.
[/quote}
This might be so, I'm no expert on this, however it keeps up with my observations. Cast time of steady shot is affected my haste, however the delay between steady shot and auto shots is not affected by haste as far as I'm aware of.
[quote=looneytoon]
Now it's true that after you fire steady shot, you can't fire another steady shot for 1.5 seconds, but thats due to the global cooldown, not necessarily due to the casting time.

Thats not true. The GCD starts as soon as you begin your cast, so when your steady shot goes off, you could directly start the next cast of steady shot.
You won't do it since you have to wait that tiny moment till the autoshot fires (which is a fixed 0.5seconds correct me if I'm wrong here).
If you time it you can spam steady shot every 1.5 seconds without a single autoshot in between. Try it, it works (and of course seriously gimps your DPS). With that example you can see that autoshots cannot fire while casting a steady shot, and need a little time after your steady shot to fire.
With this in mind you can come to the perfect weapon speed:
perfect weapon speed = steady shot cast time + delay to fire autoshot + reaction time + lag
This should sum up to around 2.1 - 2.3 after haste modifiers. So basically a weapon with a speed of around 2.7-3.0 is rather good.
Faster weapons waste damage by not using the full number of autoshots as more than one would fire during a steady shot cast.
Slower weapons would increase the time you have to wait between two steady shots and thus would decrease the steady shot damage.

While so very slow and very fast weapons lead to less damage. However slow weapons use less mana while doing so (less steady shots per time). So when choosing between a very fast and a very slow weapon I'd take the slow weapon if all other things are equal.
#10 May 15 2007 at 5:29 AM Rating: Decent
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52 posts
I think we are missing each other somehow ><

I know the global cooldown starts as soon as you hit the steady shot button, but I'm saying that steady shot's cast time can be decreased to 1 sec or below with the proper hastes (opposed to the 1.5 sec original cast), which allows for the ~.5 sec auto shot delay to also be fired within 1.5 seconds as the ~.5 delay starts as soon as steady shot is finished casting, not once the global cooldown is up. So 2 shots in 1.5 seconds.

So it goes like this:

Time (seconds) | Action
0.0 .................. Start Steady Shot Cast
1.0 (.997) ......... Start Steady is Fired
1.5 (+.5) .......... Auto Shot is Fired, Start another Steady Shot Cast

So spamming steady shot doesn't result in cancelling auto shots. However, due to lag and the (+.5) not being exact, once in a while an auto shot will be missed unless you use a macro, but most of the time it still works.

If you have a fast weapon (2.3 or faster), serpents swiftness, and 15% quiver, then use rapid fire and spam nothing but steady shot, and you will see that there is NO WAY to stop auto shot from firing, even if steady shot is cast as soon as it is possible (every 1.5 seconds). I'm just trying to get this scenerio to occur more often.
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