Assuming you have the 9% soft hit cap then you would need to have over 50% crit chance for the crit stacking to be wasted. Feel free to reply with any further comments though – any discussion that results in changes will be summarized again at a later date. Unless private servers messed up tables that massively and overturned everything to ridiculous degrees Classic might just be harder. Getting 1% more hit on your gear so that you are “capped” would still leave you having 6% of your Bloodthirsts avoided by the boss. This does mean that as a dual-wielding fury warrior, you will miss auto attacks, but all of your special abilities that consume rage will hit. If anything Beta is more exciting because of GMs spawning Ragnaros and other bosses in main cities. This will affect BiS setups players were creating, as reaching hit cap is very important. Level 63 mob: 9.0% / dual-wield: 28% Thus if you are a Level 60 character with a Weapon Skill of 300, you need +9% chance to hit to never miss a shot against a Level 63 boss (or skull mob). Autos still can) and reduces the damage penalty from glancing blows. Note: It is possible and even likely that even yellow attacks use a one roll table, as the white attacks explain above. Simply browse for your screenshot using the form below. Dual wield auto attacking a raid boss from behind results in a loss of 8.6% critical strike: Increase chance to hit to 10% and decrease chance to critical strike to 45% results in no loss of critical strike: Each melee special attack made by characters against mobs will result in one of the following in order of precedence: If the result is block or hit, then a second roll occurs to determine critical strike as follows: Increased hit chance can result in increased critical strike results from special attacks upon exceeding the base 9% chance to miss. So, your Bloodthirst will be avoided 6.0 + 1.0 = 7.0% of the time. In PvP hit-crit works same way, just hit cap is 5% (+19% for dual wielding auto-attacks). It seems very challenging to use that in a way that would actually benefit you, if it cancels your whole swing timer you’d be setting yourself back an entire attack wouldn’t you? There are great resources. For average John Smith it’s extra hits, when spamming hs/cleave. Auto attacks use a one roll table and special attacks use a two roll table. There is nothing magical about the hit cap in classic! For example: maximum weapon skill (300 at level 60), chance to hit 0% and chance to critical strike 25%. Here are the two formulas: If the difference between the mob's Defense Skill (level * 5) and your Weapon Skill ([level * 5] + additional bonuses) is less than or equal to 10 then the formula for calculating your base miss rate against that mob is: If the difference between the mob's Defense Skill and your Weapon Skill is greater than 10, then the formula for calculating your base miss rate against that mob is: Applying these formulas gives the following base miss rate for a Level 60 character with a 300 Weapon Skill: Thus if you are a Level 60 character with a Weapon Skill of 300, you need +9% chance to hit to never miss a shot against a Level 63 boss (or skull mob). Ok, so pimping extra hits not goign to hurt me at all with the edgemasters. Miss * 0.8 + 0.2 Further, the effect is not linear. Dodge Chance = (5+(Boss Level*5-Weapon Skill)*0.1)/100 https://github.com/magey/classic-warrior/wiki/Attack-table. You’re still going to be unlucky sometimes and have your attacks avoided. Hit refers to physical damage that occurs as a result of an attack made with melee or ranged weapons. Streamers are ruining the game. A few days ago, they wrote a post stating it was 8% but have now clarified it should be 9% in 1.12 instead. While technically true in extremes I believe you are misunderstanding how the hit roll works for auto attacks. Technically it looks like: I keep hearing about how Classic WoW is going to be so much easier than current private servers and that is possible, but with changes like raiding without stacking all the world buffs (like on private servers) not being possible, 1% higher hit caps and other changes on private servers to make raiding easier. For example: maximum dual wielding weapon skill, 0% chance to hit, and chance to critical strike 50%. Here are all the ways your attacks can do nothing in WoW Classic: Against a level 63 mob (raid boss) In your case your auto attack hit breakdown would look something like this: 14% miss Dodge Chance = 6.0%. I haven’t played a dual wielding class or spec in literally 14 years. still 80 ish days away meh even streamers are starting to die down on beta. We are using the current most popular theory about how hit, miss, dodge, etc. A few notes on these sources: That said, most people are reasonably confident that this is how it works, so we’re gonna roll with it. This is why it is “important” to get to 305 weapon skill if possible. With 305 weapon skill, miss is 24.8% 8%* chance to miss with melee auto (and auto shots) “white” attacks when not dual wielding Yes, we are aware of that nuance to warriors. with the Hemo build i had in mind - making better use of the Combopoints in terms of enforcing stronger Eviscerates.I mean - 0.1% hit from 2 talent points doesn't seem worth it, neither doesthe like - 2% reduced Glancing blow output.I'd be willing to wager that the Evis is better then, i think the increase is ataround Evis being 15% of your dmg output. Instead, using Heroic Strike as your primary rage dump over Hamstring means that naturally you have higher windows of time where your offhand can’t miss. TLDR: If the optimizer doesn’t take you to the hit cap, that’s ok! You lose 1% hit. pservers were using 8% hitcaps, so some bis setups might need to be adjusted for an extra 1%. The exact wording of the 1.8 patch note was: 2 points in Impale will increase the damage of critical strikes … So, what are you waiting for? This refers to how much hit on gear you would need to overcome the 8% chance to miss. D: Perculia: Are you going to play Classic WoW? Does that even... change a single thing? How exactly are streamers ruining the game for others? A hit that misses can’t crit anyway, so all that crit stacking is wasted. Mr. I’d think there wasn’t a specific cap, just a recommended. Check some of the top warrior DPS parses. 30.4% Hit. Might have to construct a model from this. Is the system outdated and thinks the hitcap is still 8? However, after getting to 295, increasing your Weapon Skill the next 5 levels, to 300, only reduces your chance to miss by an additional .5% (or 3.5% in total). More weapon skill doesn’t reduce glance chance, just the damage penalty. For example, by improving your Weapon Skill from 290 to 295, you effectively reduce your chance to miss against Level 61 mobs by 3%! They don't use weapons while shapeshifted. With 315 weapon skill, dodge is 5.0%, As an example, if you are a dual-wield fury warrior with 305 weapon skill and 5% hit on your gear: For white it's somewhere from 24-27%. Powered by Discourse, best viewed with JavaScript enabled. With 300 weapon skill, dodge is 6.5% I did some digging and discovered /stopcasting will de-queue your HS without canceling your attacks! This brings the yellow hit cap from 9% to 6% (basically your abilities can never miss. Mathematically, once your special abilities cannot miss, crit is better. 26.4% chance to miss with melee auto “white” attacks when dual wielding Our advice is to not stress out about a couple % of hit and trust in the math. You might want to proof-read your comments before posting them. Here’s one: 16% chance to miss with spells. The exact wording of the 1.8 patch note was: And thats minimum required not cap , ppl tend to mix that stuff up , so yea if u want cap u should aim for 21% as dual wield , but that will be nonsense in pvp. Judging by what is said in this thread. How exactly are streamers ruining the game for others? Chance to miss in PvE is determined solely by the difference in the defending mob's Defense Skill and the player's Weapon Skill. **There is a “thing” where warriors’ off-hand will use the “yellow” hit chance while a heroic strike is queued up. Blizzard has confirmed that the hit cap in Classic WoW is effectively 9% for a player with 300 Weapon Skill, fighting a level 63 monster with a Defense Skill of 315. On a side note, queueing up a HS or cleave gives your OH auto attack the hit penalty (6% or 9%) of your special attacks. A video game is meant to be played by yourself, just watching others play can never "ruine" it for someone who is not actually playing it. WoW Classic. With 315 weapon skill, miss is 24.0%. 8%* chance to miss with special or “yellow” attacks like bloodthirst, backstab, etc. Thanks in advance! Raid bosses have 315 defense In version 1.8, this hard cap was removed. Rextroy Battlegrounds - 40 Death Knights vs 40 Hunters, Shadowlands Leatherworking Armor Kits Nerfed - Less Stamina Granted, Shadowlands Beta Build 36512 Spell and Class Changes - Pelagos Soulbind Nerfed, Blizzard's Torghast Focused Testing on the Shadowlands Beta, Hotfixes for November 4 - Players Stuck in Chromie Time, Zidormi in Tirisfal Glades, Blizzard on Shadowlands Priests - Unholy Nova and Shadow Crash Changes, Blizzard Comments on Demon Hunter Covenant Ability Rework to Fodder to the Flame, Blizzard on Shaman Changes in Shadowlands Beta Build 36512, Blizzard Comments on Hunter's Trueshot Change on Shadowlands Beta, Old Tomes and Codexes Used for Changing Talents Are Level Capped in Shadowlands, https://user-images.githubusercontent.com/51063082/58592248-0a0d4f00-8236-11e9-83a8-eeccc624b8ca.jpg, https://classic.wowhead.com/news=291996/not-a-bug-combat-table-values-in-classic-wow. Milking the little content Vanilla has to offer. So... what about druids then? Special attacking a raid boss (level 63 and 315 defense) from behind results 21.35% critical strike (25% of 85.4%). Increase chance to hit to 10% results in 23.6% critical strike (25% of 94.4%). You can't realistically hope to reach the hit cap for white attacks in dual wield. Download the client and get started. Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed. But you can cap the yellow attacks, which is 8%. What this means is that there is a big +hit benefit to keeping your Weapon Skill as high as possible for your class/race. This cap increases along with your hit chance and weapon skill, because those reduce your chance to miss, get dodged, parried, or blocked (does not affect glancing blows, though). Evis instead.Esp. However, you still want to stack hit even after hitting the cap as a majority of your damage comes from auto attack. Racial bonuses provided +Weapon Skill, and thus turned out to be pretty valuable for improving your +hit capability. If your wep skill is >=10 below your targets defense cap. I have seen a number of questions regarding how the optimizer handles hit rating in classic. Very fascinating. Because glancing blows by themselves are always 40% of your hits against boss level enemies, it is possible to gain enough extra critical strike chance to make all normal hits critical strike, thus hitting the crit cap. Does that even... change a single thing? Furthermore, queuing a Heroic Strike eliminates the miss penalty for your attacks (not sure if this is a bug or intended), so Hit isn’t very useful past the special ability cap. Each melee auto attack made by characters against mobs will result in one of the following in order of precedence: Increased hit chance can result in increased critical strike results from auto attacks. Robot is aware of all the math and did it on purpose. The tests on the github page seem to confirm the theory about weapon skill reasonably well, but it lacks any tests for the idea that the first 1% of hit from gear is ignored. Calculating Miss Rate for Physical Damage Attacks. If so, how in-depth do you think you will play it in order to stay on top of relevant topics related to Classic, as you currently do? pservers were using 8% hitcaps, so some bis setups might need to be adjusted for an extra 1%. What this means is that there is a big +hit benefit to keeping your Weapon Skill as high as possible for your class/race. I’m worried that information could be outdated, given they cited an 8% special miss chance when we now know it is 9%. Hit chance decreases chance to miss rather than increases chance to hit.