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03/05/08, 2:23 AM
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#16
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Happy October 19th!
Night Elf Druid
Dragonblight
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Originally Posted by Muphrid
It would stand to reason that rogues and cats would have a 1/1.5 = .667 sec. GCD cap. However, if we're already considering haste affecting the melee GCD (as it should), you might as well go the whole nine yards and impose uniform time compression.
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Okay, so the cap for Rogues and Cats is .667 sec. How do they get it? Melee haste reduces swing time by the same amount for all classes, does it do the same for GCD reduction? If so, Rogues cap out earlier than Warriors. If not, it has less effect for a Rogue than a Warrior point for point.
Also, I like the idea of uniform time compression, but I doubt Blizzard would ever make it happen.
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03/05/08, 2:40 AM
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#17
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Don Flamenco
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Well, in this purely hypothetical scenario, even haste as it is increases swing speed (though we often say that weapons have a speed in terms of time, I'm speaking of speed as swings or effects per unit time; e.g. speed of a car = miles per hour, distance per unit time) by a uniform percentage.
In short, I said .667 sec. because, for a rogue or a cat, it would take the same amount of haste to reduce the GCD from 1 to .667 sec. as it does for anyone else to reduce their GCD from 1.5 to 1 second.
Again, just so we don't give somebody somewhere who doesn't read very closely the wrong impression, this is all purely hypothetical. I'm hoping the bold letters will be enough, but you never know.
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03/05/08, 5:57 AM
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#18
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Bald Bull
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Originally Posted by Nezralix
You're exaggerating for an unnecessary point. The current mechanics, at least for hit chance, are requiring two separate stats to do exactly the same thing, which generally just means that one type of hit is totally excluded from itemization (except for paladins, who awkwardly get stuck with both spell and melee hit on their tanking gear).
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Right there is exactly what the issue is. Protection and Retribution Paladins are caught in a nebulous world between being a melee class and a caster class, and our abilities have some wonky stat feeds as a result. Just to throw a few examples out there: - Judgement of Righteousness is subject to spell-based resists, but Seal of Righteousness only works if your melee attack hits.
- Righteous Defense has melee-based failure, but appears to be subject to the spell hit cap like Warrior Taunt.
- Judgement of Command crits based on your melee crit chance, but hits based on your spell hit chance.
- Hammer of Wrath is only improved via your spell damage, but crits based on your melee crit chance.
It's rather buggered up, to say the least. Of course, I don't necessarily think that merging stat feeds is the correct answer; rectifying the core issues that cause these inconsistencies is the proper solution. It would certainly fix the problem, but it would probably create other unintended problems in the process.
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03/05/08, 6:57 AM
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#19
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Bald Bull
Roywyn
Gnome Mage
No WoW Account (EU)
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Originally Posted by Nezralix
As I see it, merging melee and spell hit is a no-brainer. The only thing that's up in the air is whether to apply it to crit, and to other stats.
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You see the root of he issue that spell and melee hit are separate stats.
I see the root of the issues that some abilities use the wrong type of check.
Guess we'll just have to agree that we disagree there
Hm, Theras? Is spell hit any good for protection paladins? Does it affect anything else than Judgement of Righteousness?
Been wondering that since I saw the 2.4 Shattered Sun shield.
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03/05/08, 7:35 AM
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#20
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Glass Joe
Blood Elf Paladin
Maelstrom
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Originally Posted by Theras
* Righteous Defense has melee-based failure, but appears to be subject to the spell hit cap like Warrior Taunt.
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Righteous Defense was formerly based on spell hit, however, like the Warrior and Druid taunts it now relies on melee hit.
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Originally Posted by Roywyn
Hm, Theras? Is spell hit any good for protection paladins? Does it affect anything else than Judgement of Righteousness?
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It is rather poor as a threat stat. Of the frequent abilities a Protection Paladin might make use of, only the JoV 5-stack hit, JoR/JoV, possibly the 1st Consecration tick, and possibly Holy Shield rely on spell hit. I say possibly Holy Shield, because it is difficult to track due to its peculiar language in the Combat Log and the consequential effect on WWS parses. It should also be noted that resists of Consecration are currently under debate on the maintankadin forums. It would seem the resist messages are in fact a remnant of old coding, and that Consecration may not be miss-resisted at all (though it is subject to partial resists.) Here is the thread in question if you are interested in pursuing it further: Maintankadin :: View topic - Consecration first tick resist in question?
It's hard to pinpoint am objective value for spell hit until these issues have been clarified, but for most Protection Paladins, it's not something worth going out of the way to stack. Unfortunately, Blizzard loves to put spell hit on Paladin-oriented tanking gear. In most cases, these itemization points would be better spent on pure Spell Damage or Avoidance/Tank-oriented stats.
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03/05/08, 7:42 AM
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#21
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Bald Bull
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Originally Posted by Roywyn
Hm, Theras? Is spell hit any good for protection paladins? Does it affect anything else than Judgement of Righteousness?
Been wondering that since I saw the 2.4 Shattered Sun shield.
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Any WWS report I pull shows no full resists for anything but the first tick of Consecration, Exorcism, and Judgement of Righteousness. Holy Shield is pretty enigmatic because it doesn't log properly, but I've never noticed any full resists. Even if spell hit does affect Holy Shield, it's still beyond worthless; you'd need to be doing something ridiculous like 1850 TPS before it even starts to compare to spell damage, and expertise and melee hit are still both better.
And that is why I refuse to buy the new badge gear for my tanking kit.
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03/05/08, 9:34 AM
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#22
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Glass Joe
Dwarf Hunter
Der Abyssische Rat (EU)
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Actually, from a purely mechanical point of view, merging the two might make sense.
The thing is, to me at least, it doesn't when going beyond mere mechanics.
Hit rating is physical, it's about accuracy, skill at arms, superior eyesight and the like.
Spell hit, however, is some rather undefined mystical property that, in my mind, doesn't fit into a generic hit rating, especially since spells do not miss, but are resisted.
I suppose you could consider fireball, frostbolt and other single target spells to be similar enough to ranged attacks that the same principles might apply, but what about arcane explosion or frost nova?
How does that go together with, say, improving one's chance to hit an enemy in melee oder to put an arrow through somebody?
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03/05/08, 10:33 AM
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#23
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Bald Bull
Orc Warrior
Burning Blade
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Originally Posted by Merlin
Actually, from a purely mechanical point of view, merging the two might make sense.
The thing is, to me at least, it doesn't when going beyond mere mechanics.
Hit rating is physical, it's about accuracy, skill at arms, superior eyesight and the like.
Spell hit, however, is some rather undefined mystical property that, in my mind, doesn't fit into a generic hit rating, especially since spells do not miss, but are resisted.
I suppose you could consider fireball, frostbolt and other single target spells to be similar enough to ranged attacks that the same principles might apply, but what about arcane explosion or frost nova?
How does that go together with, say, improving one's chance to hit an enemy in melee oder to put an arrow through somebody?
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If you want to be completely role-player about it, then melee hit and ranged physical hit should be two different stats, because the ability to swing a sword effectively is very different then the ability to shoot an arrow accurately over long distances.
And you could certainly make the argument that greater coordination and sense of space dictates whether a caster can accurately shoot a fireball at something.
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03/05/08, 10:33 AM
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#24
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Banned
jd
Blood Elf Druid
No WoW Account
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It's all about concentrating and focusing, in my opinion. Interpreted like that it works for physical and magical abilities alike.
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03/05/08, 10:59 AM
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#25
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Bald Bull
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Originally Posted by Trickykid
How would that match up? Would the hit rating needed for spell hit-cap be the same for DW hit cap or non-DW?
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Why would merging spell/melee hit into one stat have any effect on the rating required to cap?
Originally Posted by Adoriele
Okay, so the cap for Rogues and Cats is .667 sec. How do they get it? Melee haste reduces swing time by the same amount for all classes, does it do the same for GCD reduction? If so, Rogues cap out earlier than Warriors. If not, it has less effect for a Rogue than a Warrior point for point.
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No, they would cap at the exact same point. The initial GCD speed has no effect on the amount of haste rating needed to hit 50% haste.
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03/05/08, 2:53 PM
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#26
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Don Flamenco
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Originally Posted by Merlin
Actually, from a purely mechanical point of view, merging the two might make sense.
The thing is, to me at least, it doesn't when going beyond mere mechanics.
Hit rating is physical, it's about accuracy, skill at arms, superior eyesight and the like.
Spell hit, however, is some rather undefined mystical property that, in my mind, doesn't fit into a generic hit rating, especially since spells do not miss, but are resisted.
I suppose you could consider fireball, frostbolt and other single target spells to be similar enough to ranged attacks that the same principles might apply, but what about arcane explosion or frost nova?
How does that go together with, say, improving one's chance to hit an enemy in melee oder to put an arrow through somebody?
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Well, you're getting into the plausibility argument, which really only has so much meaning given the other implausible things that happen and work in this game.
From a mechanical standpoint, because the two stats work on completely different abilities, it would be balance-preserving if they were both present in equal quantities on items (or that they were the same) of a given item level. In short, the combination of the two affects 100% of abilities. If one is more valuable than the other, we can conclude one uses more melee or more spells, which devalues the other, but combined, they have, if you will, 100% value.
Now that's an argument for combining them, but I think the dichotomy is important to keep strange circumstances like competition over a hit item spreading to even more classes. Yes, as it stands now, items have other stats that are more suited to a role--+spell damage and attack power, for example, but they too follow the same logic as hit. It's an all-or-nothing proposition, really.
I think the better solution is to ensure that all classes use only one hit mechanic for the same role. Paladins should, I think, use only spell hit or melee hit to increase the hit chance of their abilities.
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