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**Warsaw****Guild Member**- From: Poland
- Registered: 2007-03-24
- Posts: 1287

Interesting.

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First the basics, relativity;

Your main “dps stats,” hit, crit, dmg, and haste, all come to you the same way, but with different values. Further, while the amount of hit/crit/dmg/haste gained per rating point is linear, their relative worth is NOT linear. If you have 0 haste/crit/hit but 1000+dmg, and you gain 1 spell dmg, that +1dmg has no additional chance to hit/crit/cast faster. The point is that no matter what I say about the importance of these things, they are relative, and your own personal gear can, and will, affect the importance of each stat.

+Hit.

The hit ratings displayed on items in the wowhead database are not correct for casters. Melee and spell hit has been rolled together into one stat, but it affects us differently. We need 26.2 hit rating for 1% of plus hit, considerably less than the ~33 hit rating needed by melee.

We still have a 17% chance to miss against bosses, but we now need to stack 17% +hit as opposed the the 16% we needed in TBC – blizz has removed the 1% miss requirement allowing us to achieve a 100% hit chance. This gives us a 446 hit rating hard cap.

There are considerably more +hit raid bonuses available than there were in TBC, and in addition all the buffs that used to be party only are now raid wide. This means that the majority of players won’t need to stack anywhere near the 446 hard cap.

You get a 1% buff from the Drainei Racial (alliance only).

You get a 3% debuff on the mob from either spriest misery, or doomkin faerie fire (these do NOT stack).

You get +3% from talents (although you may drop the talents as you get the hit rating on gear).

So the “soft cap” for raiding locks is;

Alliance (talented) = 262 hit rating

Alliance (untalented) = 341 hit rating

Horde (talented) = 289 hit rating

Horde (untalented) = 368 hit rating

+Crit.

edit - due to some confusion regarding the one roll and two roll system, I should clarify that blizzard has not formally announced that when they rolled spell hit/crit in the same stat as melee hit/crit with the release of 3.0, they rolled it into the one roll system. I am virtually certain they have, but a disclaimer is needed. Please see posts below for an explanation of one roll/two roll systems

We need 45.8 crit rating per 1% crit. As of 22 November (time of posting) the ratios displayed on wowhead items are still all over the show, so ignore the conversions they display.

Probably the most important thing about crit that most people don’t realize, is that the old adage of “stack hit first, if it doesn’t hit, it can’t crit,” is completely and utterly misleading. Your crit chance is independent of you hit chance – i.e., if you have a 10% hit chance, and a 5% crit chance, 5% of your shots will crit, meaning that 50% of the shots that connect with your target, result in crits.

For Example, lets say you are an entrance raider at level 80, and you have 0 hit, and 25% crit.

If you have 0 hit, you will have a 17% miss chance against "boss mobs" so your hit table will look like,

17% of your spells will miss

25% of your spells will crit

58% of your spells will hit

The sole reason for stacking hit before stacking crit is the conversion – you get more bang for your buck from hit rating than you do from crit.

+Haste.

We need 32.8 haste rating per 1% haste. Haste was widely regarded in TBC as the bees knees – it was the stat you stacked above all others. Its still a good stat in Wrath, but do not stack it above other stats – its not all its cracked up to be. When haste started showing up in TBC, it was available on the top end of gear only. Anotherwords, by time you were able to start stacking it, you had a bucketload of the other dps stats. Remember what I said at the top – the more you have of every other stat, the more a stat is worth. Consequently it skewed the value of haste a lot, and left a lot of players valuing more highly than it warranted.

+Dmg.

Usually the stat you want to stack above all others, and completely self explanatory.

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Source:

http://www.wowhead.com/?forums&topi … p;p=551910

*Last edited by Warsaw (2008-11-25 12:38:11)*

Dwight:

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**Firenzia****Guild Friend**- From: Maui, Hawaii
- Registered: 2008-09-09
- Posts: 110

You forgot spirit which is now useful too.

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**Warsaw****Guild Member**- From: Poland
- Registered: 2007-03-24
- Posts: 1287

As for spirit...... it used to be worth 3/5 of FA to us. It's now worth 4/5. Look at what it gives you - 30% of the spirit you stack comes back in +dmg. Its not worth taking for that reason, the ratio is too poor to warrant stacking it. It does help Life Tap - Life tap returns mana based on spirit, with the formula being,

life tap Basically life tap gives you 710 mana + 3x spirit.

So take spirit where you can, follow the same idea as you applied to intellect in TBC. Don't prioritise it, take it where you can. It wwill become more important later, but right now its just not worth it.

Dwight:

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**Bols****Guild Friend**- From: Bergen, Norge
- Registered: 2008-03-07
- Posts: 441

Found a nice link about hitcap with talents etc:

http://wowmb.net/forums/f22/30669-whats … p_mr_wolf/

"OMG Rock is so OP NERF NERF NERF, paper is fine though" - Scissors

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