Originally Posted by ruro,April 23rd, 2006 @ 9:11AM
This being the case, why is it affected by +melee/ranged hit gear? I don't think it's a nature spell in the same way wrath is, for example.
Could be be related somehow to "Cast Time Instant (Bow/Gun Shot)"? Perhaps anything that is delivered using a ranged weapon uses that weapon's chance to hit?
Also Nature/Arcane, and Instant (Bow/Gun Shot). When I'm kiting things 5+ levels higher than me, I still rarely have them miss, but Serpent Sting will do very little damage, as most of the ticks of it are 75% resisted. Killing Stone Guardians (who are 7-8 levels higher than my hunter), I had very few conc shots fail to hit, but if they used spell chance to hit, at least half of them would have been resisted.
Some time ago (shortly after 1.9?), a shaman did some testing with Purge, and came to the conclusion that +hit helped it twice: it reduced the chance of the purge being resisted, and it also reduced the chance of the purge simply failing to do anything (the buff resisting it?). If Tranq shot is similar, that means +hit gear would reduce the chance of it missing, while +spell hit gear would reduce the chance of it failing.
i use +8 and still miss on very rare occasions. but yeah, we just use a rotation with one patch shooter in case anyone does miss (or if we have enough hunters, just have 2 firing every frenzy) and never have problems.
From all the info I've been told and read no one can get a 100% chance to hit outside of pvp. That even with +10 to hit its till 99%. Just with the whole die thing that choses how your actions happen the chance of it rolling a hit when your at 99% to hit are so slim that most never miss or rarely due. I have +8 now and am trying to get back to +9, but can't get an upgrade right now with +hit. I was hoping for the zg enchant on my legs to solve that problem, but with rapidity books going for 1.2k on my server and me only having 250g+ I'm pretty much out of luck.
Originally Posted by diospadre,April 25th, 2006 @ 1:07AM
you could do dme
Oh I do. I've gone in and spents hours solo farming the satyrs and pigmib and got nothing. No luck in the LFG channel for east and guild never wants to do east. So that puts me out of luck yet again.
Originally Posted by Praetorian,April 25th, 2006 @ 1:26AM
Well, you won't need Rapidity in 1.11....
I want that to be a good thing I realy do, but my guild rarely runs zg and the guild I raid with has just about stopped doing anything thats not 40man. So it may in turn actually get worse after patch 1.11. So I'm hoping to get lucky with a libram before then and be done with all this.
i think you'll see a lot of guild rerunning zg even if just for mandokir, piles and jin'do in 1.11. That'd take around an hour for a tier 2 guild that doesn't need to do the instance for gear but only for the enchants.
Still preferable to multiple DM runs or gold famrer financing
Copied from an earlier post I made about this on the European hunter forums:
This is a very debated subject.
There has been no official post regarding how hit calculations are made for ranged, so people are forced to do their own research, and come to conclusions based on them (shocking, I know).
I think everyone agrees with you needing +5% hit to hit a equal level target.
However, when a mob is higher level than you, you'll see different theories.
Some say 1% per level (Basically level difference).
Some say 0.2% per level (0.04% hit modifier per skill difference, 1 level gives 5 skill levels)
Some say it's not a flat increase.
So what we have here is a spread, if you ask how much +hit is needed to always (barring the slight chance to miss you never can remove) hit, you can get multiple answers.
8% (5% + 1% per level difference)
5.6% (5% + 0.04% per skill difference)
8.6% (5% + 1% per level + 0.04% per skill difference)
13% (non-linear)
17% (non-linear)
That's a pretty big difference.
Personally, I think it's 5.6%, based mostly on my own hits / misses and a post from allakhazam, which might be an interesting read (see end of post). I might be wrong though, which is why I'm still looking for better proof than what I currently have. This is mostly due to my spreadsheet, which, I'm guessing, some of you know by now :P
However, using only tests, you can get very different results, even after a long period of time, since it's a random system. We do not have access to a controlled environment to test as accurately as would be preferred.
However, I've been hearing a lot of people claiming to never (or once every blue moon) miss with ~9% hit, which would support the 8.6% thingy. I'm planning to test this myself later when I get my hands on the +3% hit scope.
I don't think I can give you a better answer than this :P
This is discussion I'm pretty interested in, so please share any information you might have, including links and tests =)
Originally Posted by Z-Factor,April 25th, 2006 @ 3:56AM
i think you'll see a lot of guild rerunning zg even if just for mandokir, piles and jin'do in 1.11. That'd take around an hour for a tier 2 guild that doesn't need to do the instance for gear but only for the enchants.
Still preferable to multiple DM runs or gold famrer financing
I have no doubt other guilds will be running zg after the patch just as they are now. The problem is my guild and the guild I raid with don't run zg and I don't see them starting in 1.11. That is my delimma. My guild and the guild I raid with are slowly falling to pieces and look to in the near future just break up leaving me and lots of others guildless and raidless. I'm just gonna stick with it and hope for the best while it last.
There's a guy by the name of Shiro on the warrior forums who is going a ton of testing with +hit (and a lot of glancing blow research, but that's a topic for the other thread).
His findings add a new perspective to the +hit discussion: he says the missrate on level 63s is indeed 5.6%, however each point of +hit you add is worth slightly less than the last.
I have to say, I'm not sure I believe him - I've tracked something like 15 *thousand* specials, wearing 9% +hit, with zero misses. All of these on mobs level 60 or higher.
That implies a very, very small difference between his putative cap and a "no missing ever" cap.
Obviously, I haven't tested it with enough +hit gear to kill the DW miss rate off entirely.
Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Originally Posted by Kalman,April 25th, 2006 @ 1:12PM
I have to say, I'm not sure I believe him - I've tracked something like 15 *thousand* specials, wearing 9% +hit, with zero misses. All of these on mobs level 60 or higher.
That implies a very, very small difference between his putative cap and a "no missing ever" cap.
Obviously, I haven't tested it with enough +hit gear to kill the DW miss rate off entirely.
9% should be able to cover the 5.6% missrate of specials on 63s even factoring in supposed diminishing returns.
Try equipping 6 or 7%. You're going to find yourself missing (albeit very rarely), which gives some credit to his idea.
My DPS set has +6% to hit (warrior, 2h weapon), and I still get misses every once in a very long while on bosses.
edit: By "once in a very long while" I mean after a several days of raiding I'll see a single yellow "Miss" pop up on a boss out of the blue.
Originally Posted by sekdar,April 25th, 2006 @ 2:09PM
Originally Posted by Kalman,April 25th, 2006 @ 1:12PM
I have to say, I'm not sure I believe him - I've tracked something like 15 *thousand* specials, wearing 9% +hit, with zero misses. All of these on mobs level 60 or higher.
That implies a very, very small difference between his putative cap and a "no missing ever" cap.
Obviously, I haven't tested it with enough +hit gear to kill the DW miss rate off entirely.
9% should be able to cover the 5.6% missrate of specials on 63s even factoring in supposed diminishing returns.
Try equipping 6 or 7%. You're going to find yourself missing (albeit very rarely), which gives some credit to his idea.
My DPS set has +6% to hit (warrior, 2h weapon), and I still get misses every once in a very long while on bosses.
edit: By "once in a very long while" I mean after a several days of raiding I'll see a single yellow "Miss" pop up on a boss out of the blue.
His claim is that the diminishing returns imply you can never get to 0% miss, though.
Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Originally Posted by Elendril,April 25th, 2006 @ 1:26PM
wtf i missed two tranqs on flamegor last night BACK TO BACK with 8% hit.
QQ
Stuff like this leads me to agree with the idea that you can never get enough % to hit to not miss, ever. Personally, with 6% to hit, I have never missed a tranq shot, and can't remember the last time I missed on anything else.
We just did our first Chromaggus kill the other night, and it got our hunters looking into their miss rates et al.
We have a couple of guys on +9 or more to hit, but the only one reporting no misses (and other fights such as Ragnaros) was a Troll hunter. It's got me kind of curious as to if the +5 bows is making the difference for our guys here.