We're talking about white damage on a one roll table. You don't have to hit before being able to be dodged, those two outcomes should be totally equal.
That's making me a bit supicious, although "immune" could just be on a higher priority than dodge and fill up the whole table left.
See, Immune filling up the table as a higher priority to Dodge doesn't make much sense to me.
Well specifically having a higher priority than Dodge but NOT Miss.
Why do it that way?
That seems a half and half measure. Either immune trumping the entire hit table (no miss just 100% immune) or merely replacing all damage with immune (still block/parry/dodge - hit/crit/glancing to immune) would make more sense to me.
They were worried about Warrior's overpowering immune mobs and didn't want to give rogues partial energy returns?
I don't buy it.
See, Immune filling up the table as a higher priority to Dodge doesn't make much sense to me.
Well specifically having a higher priority than Dodge but NOT Miss.
Why do it that way?
That seems a half and half measure. Either immune trumping the entire hit table (no miss just 100% immune) or merely replacing all damage with immune (still block/parry/dodge - hit/crit/glancing to immune) would make more sense to me.
They were worried about Warrior's overpowering immune mobs and didn't want to give rogues partial energy returns?
I don't buy it.
Well there's always the "realistic" explanation that if you miss, obviously you don't even touch him. But if you attack an immune mob... why would he need to bother dodging?
We’re also reducing the Glancing Blow damage penalty for creatures 1-3 levels higher than the player. This will have a significant effect on melee DPS as it relates to endgame melee dps. More details on this at a later time.
They could have left weapon expertise alone in the first place and then they wouldn't have had to do that.
Er, they deleted the thread on accident I guess, but here is the entire post as I still had it open in a browser tab window:
Lately, I’ve been seeing a lot of posts about the same subjects – subjects that have been addressed in an upcoming patch – so I wanted to let you guys know where things stood.
The Rogue Situation
We’ve done a tuning pass of many of our dungeons/bosses/encounters to ensure that nothing overly punishing occurs to “melee DPS’ that would lead people to favor ranged DPS over Rogues/DPS Warriors etc.
Also, we’ve changed the NPC cleave mechanic so that it’s now a frontal cone ability rather than a 360 degree chain attack. Sweeping Strikes has been removed from all Burning Crusade NPC’s.
We’re also reducing the Glancing Blow damage penalty for creatures 1-3 levels higher than the player. This will have a significant effect on melee DPS as it relates to endgame melee dps. More details on this at a later time.
End Game Itemization
As we’ve stated before, we made a lot of improvements to endgame gear progression. To put it in perspective, take a look at this Warrior Tanking Breastplate from before and after.
Destroyer Chestguard – Currently
+24 Strength
+22 Agility
+39 Stamina
Blue Socket
Yellow Socket
Red Socket
Socket Bonus +6 Stamina
Equip: Increases Defense Rating by 23
Equip: Increases your dodge rating by 16
Equip: Improves hit rating by 18
Destroyer Chestguard – Patch 2.1.0
+21 Strength
+22 Agility
+51 Stamina
Blue Socket
Yellow Socket
Red Socket
Socket Bonus +6 Stamina
Equip: Increases Defense Rating by 23
Equip: Increases your dodge rating by 20
Equip: Improved hit rating by 20
”Trash” Concerns
Equally interesting yet non-epic-dropping non-bosses (or “Trash” as he community likes to call it) has been of concern lately on these forums. In all of our 25 person raid zones we’ve made a number of bug fixes and tuning adjustments. For example, the trash should be significantly easier to clear in most cases – and take less time. Also, we’ve lengthened the time between respawn on a lot of the trash. Yes, trash will respawn in some cases. It’s a pacing mechanic and one that works well when tuned correctly. For example, the trash before the Prophet Skeram or the trash before Attumen the Huntsmen or the Maiden of Virtue works well. You get a couple of tries on the boss, and if you fail, you spend a short time re-clearing. Yes, there are cases of the trash respawning too fast or the trash being too difficult or too lengthy. Those are the cases we hope to fix. We’ve also fixed some bugs that were allowing the trash to respawn after the boss for a certain area was dead.
Consumables
We’re making substantial changes to the way certain consumables work . In particular, Flasks and Elixirs are going to undergo major changes. More information will be available later on. We want Flasks and Elixirs to be a part of the game. We want alchemy to be a cool, needed profession. But we want to remove the tedium and cost from the massive consumable farming that’s going on for endgame raiding. We’ll provide more information soon – but for now, expect big changes to Flasks and Elixirs.
Boss Tuning
We’re looking at the boss tuning from dungeons to heroics to raids. Your feedback is being listened to.
To Summarize
We’re making big improvements to the game. Whenever possible, we hotfix changes to get them to you as quickly as possible. Unfortunately, there are many changes that require a patch and cannot be hotfixed. Many of these changes are coming in Patch 2.1.0. The patch will be on PTR’s in the upcoming weeks. You’ll be able to see them there and try them out for yourselves. You’ll also be able to test Black Temple. We’re also looking into ways of making Hyjal accessible on the PTR as well to get more testing on that zone.
I can assure you that we’re aware of the issues you guys are discussing on the boards and we’re listening closely. We’re also dedicated fans of the game ourselves. We play it every day =D We will affect change as quickly as we can. Patch 2.1.0 will be on the PTR soon enough and you’ll all have the opportunity to comment and make suggestions on the changes.
2) This was all done vs level 70s. We need some numbers versus a level 73 opponent at some point. Under the theory that weapon skill gives .1% hit and the base miss rate against a level 73 is 24.6%, it would take 294 hit rating to eliminate your miss chance entirely. Anyone want to test this? I can't get 294 without gimping other stats pretty hard.
I used some 294 HR gear with Precision/WeExp/Latro's (Screenshot), should add up to something like 24.94% hit if you count Latro's as 3 skill. Doing Prince/Illhoof/Maiden I got 5 misses over Prince + Illhoof, none on Maiden, over a total of roughly 1151 swings (~0.43%) from what a quick scan reveals (Combat Log).
I used some 294 HR gear with Precision/WeExp/Latro's (Screenshot), should add up to something like 24.94% hit if you count Latro's as 3 skill. Doing Prince/Illhoof/Maiden I got 5 misses over Prince + Illhoof, none on Maiden, over a total of roughly 1151 swings (~0.43%) from what a quick scan reveals (Combat Log).
This would mesh with possibly needing 16.3 HR for 1% hit (according to the formula on wowwiki.com) against a level 73 target, assuming hit rating scales up the same way it scales down.
I'm curious where that number came from - I don't see any evidence anywhere to support the formula for levels over 70.
Anyway: the numbers are also consistant with a mob 3 levels higher requiring 1.5% extra hit rather than .6%, the logic being that 3 levels higher = 15 extra defense, and since +skill gives .1% hit per point, one could hypothesize that +defense gives an extra .1% miss rate rather than .04%. Seems to be a certain logic to that, at least to me.
Fortunately, there's an easy enough way to see which of these theories might be correct. If it takes 16.3 hit rating to go up a hit but you only need 24.6% total, miss chance will zero out at 305 hit rating (or 300, with Latro's). However, if you need 25.5% but it's still 15.77 hit rating per hit, then it'll take 308 hit rating to cap out (or 303 with Latro's). So, if someone could test with 305 hit rating (or 300 + latro's) against a level 73, we'd learn something - if they ever miss, we know the 16.3 hit rating per hit theory is incorrect. If they always hit, we'll know that the base 25.5% miss rate vs a 73 is wrong.
I'm curious where that number came from - I don't see any evidence anywhere to support the formula for levels over 70.
Anyway: the numbers are also consistant with a mob 3 levels higher requiring 1.5% extra hit rather than .6%, the logic being that 3 levels higher = 15 extra defense, and since +skill gives .1% hit per point, one could hypothesize that +defense gives an extra .1% miss rate rather than .04%. Seems to be a certain logic to that, at least to me.
Fortunately, there's an easy enough way to see which of these theories might be correct. If it takes 16.3 hit rating to go up a hit but you only need 24.6% total, miss chance will zero out at 305 hit rating (or 300, with Latro's). However, if you need 25.5% but it's still 15.77 hit rating per hit, then it'll take 308 hit rating to cap out (or 303 with Latro's). So, if someone could test with 305 hit rating (or 300 + latro's) against a level 73, we'd learn something - if they ever miss, we know the 16.3 hit rating per hit theory is incorrect. If they always hit, we'll know that the base 25.5% miss rate vs a 73 is wrong.
Ald
With your scenarios listed in the last paragraph, you are making assumptions about +skill vs +3 mobs which may or may not be correct. Since you cannot assume what +skill does vs a +3 mob, for solid testing of the hit rating/hit vs a 73, one must use a 350 skill until the true value of +skill/hit against a 73 is determined. Remember, when setting up tests, always be careful of your known/unknown variables.
It's true. That test wouldn't prove that it was correct by itself. But coming up with enough hit rating to test that could be hard. And, honestly? If it could be shown that the breakpoint where you can't miss anymore is 308 or 305 w/WEx, that'd be pretty convincing, IMO. But if you can come up with 321 hit rating + precision to test it without WEx, by all means do so. I'd be curious to see the results.
It's true. That test wouldn't prove that it was correct by itself. But coming up with enough hit rating to test that could be hard. And, honestly? If it could be shown that the breakpoint where you can't miss anymore is 308 or 305 w/WEx, that'd be pretty convincing, IMO. But if you can come up with 321 hit rating + precision to test it without WEx, by all means do so. I'd be curious to see the results.
Ald
Well, you could also run some tests assuming +skill gives .2% hit and that would mean that using 360 skill + precision would start you off at 7% hit and only needing 292 hit to cap assuming 25.5 base miss vs a 73 and 15.77 hitrating/hit. I do not think it would take much testing to find out how much hit skill gives vs a +3 given that you can find the hit caps and slide up/down them using +skill/hit. However, I dont have much access to +3's now as noone runs old instances anymore.
Well, you could also run some tests assuming +skill gives .2% hit and that would mean that using 360 skill + precision would start you off at 7% hit and only needing 292 hit to cap assuming 25.5 base miss vs a 73 and 15.77 hitrating/hit. I do not think it would take much testing to find out how much hit skill gives vs a +3 given that you can find the hit caps and slide up/down them using +skill/hit. However, I dont have much access to +3's now as noone runs old instances anymore.
...except that's already been disproved by Gogge's numbers. If weapon skill gives .2% hit, with his +13 weapon skill, even if it takes 16.3 hit rating for 1% hit, *and* the base miss chance is 25.5%, you still only need 293 hit rating to cap out. And he had 294, and was still missing. So regardless of what we have or haven't proved, we can be pretty darn sure that +1 skill doesn't give +.2% hit against level 73s.
As for determining the hit number - it takes a *lot* of data to get the sort of accuracy we'd need - we're talking 10k attacks against level 73s only, which is hard to come by. Looking for the breakpoint where hit caps out is a lot more efficient in pinning down the conversions. Hence: if some people have the ability to test with 300+ hit rating, that would be very interesting to see.
...except that's already been disproved by Gogge's numbers. If weapon skill gives .2% hit, with his +13 weapon skill, even if it takes 16.3 hit rating for 1% hit, *and* the base miss chance is 25.5%, you still only need 293 hit rating to cap out. And he had 294, and was still missing. So regardless of what we have or haven't proved, we can be pretty darn sure that +1 skill doesn't give +.2% hit against level 73s.
As for determining the hit number - it takes a *lot* of data to get the sort of accuracy we'd need - we're talking 10k attacks against level 73s only, which is hard to come by. Looking for the breakpoint where hit caps out is a lot more efficient in pinning down the conversions. Hence: if some people have the ability to test with 300+ hit rating, that would be very interesting to see.
Ald
But you are saying +1 skill doesnt give +.2% hit based on data you do not even know is correct (ie base miss is 25.5% which is complete conjecture at this point, and a hitrating/hit vs a 73 of 15.77 which you are trying to prove or disprove that now). If you just change the assumption of hitrating/hit to 16.3 or whatever, then you need over 300 hit rating to cap out vs a 73.
dont know if you guys know Ippon on the WoW Us forums, but he is currently running with a hit rating of 315 and didint miss a single attack on a full kara run... One can maybe work backwards from this and see what happens or where this boundry is....
I just wish Blizzard can confirm exaclty how +skill works
Quick question, as an alliance rogue I was always under the impression that for sword/fist spec rogues Windfury was better then Deadly Poison MH, however right now for a Combat build the spreadsheet is showing that I am better off with MH Deadly/OH Instant or Deadly, then I am with MH Windfury/OH Deadly or Instant. Did Deadly Poison end up scaling up better then Windfury? Should I just ask the Shaman to drop Grace of Air instead and just use Deadly? Thanks in advance!
Quick question, as an alliance rogue I was always under the impression that for sword/fist spec rogues Windfury was better then Deadly Poison MH, however right now for a Combat build the spreadsheet is showing that I am better off with MH Deadly/OH Instant or Deadly, then I am with MH Windfury/OH Deadly or Instant. Did Deadly Poison end up scaling up better then Windfury? Should I just ask the Shaman to drop Grace of Air instead and just use Deadly? Thanks in advance!
This threw me for a loop at first as well, but the difference is that windfury buff on your weapon will only affect the "buffed dps" number. See if that's changing...I bet it is
This threw me for a loop at first as well, but the difference is that windfury buff on your weapon will only affect the "buffed dps" number. See if that's changing...I bet it is
Thanks, I was getting concerned that I was having the Shaman drop WF for no reason... now I don't feel like a complete idiot.
But you are saying +1 skill doesnt give +.2% hit based on data you do not even know is correct (ie base miss is 25.5% which is complete conjecture at this point, and a hitrating/hit vs a 73 of 15.77 which you are trying to prove or disprove that now). If you just change the assumption of hitrating/hit to 16.3 or whatever, then you need over 300 hit rating to cap out vs a 73.
Okay, let me spell this out.
Lets assume for the moment that +skill gives .2% hit rating, as you assert.
Gogge was wearing Latro's, and had 5/5 Precision and WEx. Thus he had a base +5% hit, and +13 weapon skill, which, according to your theory, would grant 2.6% hit.
The highest base miss rate that anyone has conjectured in this thread is 25.5%. Thus, if he's getting 5% from precision and 2.6% from skill, it would require 17.9% from hit rating to min out your miss chance.
The highest number put forward for the amount of hit rating needed to gain 1% hit is 16.3.
Thus, according to this theory, the most hit rating you could possibly need to min out your miss chance is 17.9 time 16.3.
17.9 times 16.3 is 292.
Thus, even assuming the *highest* base miss rate anyone has proposed, and the *most* hit rating required for 1% hit, 292 is *still* enough to max out your hit rating if weapon skill gives .2% hit.
Gogge had 294, and was missing.
Thus, we can conclude:
1) the base miss chance is higher than 25.5%
2) It requires more than 16.3 hit rating for 1% hit
or
3) Weapon Skill does not give .2% hit.
As I've heard absolutely no reasonable theories that would support the first two, my inclination is to accept the third as the most likely conclusion. You're welcome to disagree with me, of course, but it seems most likely to me. Hence, when I devise experiments to further test what's going on, I'm going to assume that weapon skill does not, in fact, give .2% hit. If you'd like to propose a theory that would explain what's going on and includes .2% hit per weapon skill, by all means, do so. But as it seems pretty likely that that's not the case, I'm proposing tests for what seem to me to be the more likely cases first.
Last edited by Aldriana : 04/03/07 at 5:27 PM.
Reason: correction of typo
Just started killing lvl 73 mobs in Blades Edge Mountain.
With 305 hit rating, Precision and 360 weapon skill from WEx.
Edit: After 1 hour of killing lvl 73 mobs:
1662 hits
304 crits
130 dodges
349 parries
2 miss
So, it appears that it is possible to miss at 305 hit rating. What can we conclude?
Well, lets assume for the moment that weapon skill gives .1% hit like it does vs 70s. This isn't necessarily true, but for the reasons I just descibed I think it's more likely than any other theory I've heard. Thus precision and WEx are giving 6% hit.
Under the theory that it takes 16.3 hit rating for 1% hit, 305 hit rating would contribute another 18.66% hit, for a total +hit% of 24.66%.
Under the theory that it takes 15.77 hit rating for 1% hit, 305 hit rating would contribute another 19.34% hit, for a total of 25.34%.
In either case, if the base miss chance were 24.6%, it would be impossible to miss. Therefore, it seems likely that the base miss rate is higher.
Since we're assuming that +skill gives +.1% hit, it seems reasonable to conjecture that +defense might give +.1% miss. If so, then the base miss rate would be 25.5%.
Under this theory, the miss chances would be .84% (if it's 16.3 hit rating per hit) or .16% (if it's 15.77).
Zito launched 2447 attacks all told. With a base miss chance of .84%, he'd expect to miss 20.6 times, with a standard deviation of 4.5. His data would thus be 4 standard deviations from the mean... hence this theory is incorrect.
If the miss chance were .16%, he'd expect to miss 3.9 times, with a standard deviation of 2. Under this theory, his data is 1 std deviation from the mean - well within acceptted statistical bounds.
So, the conclusion? Zito's data is totally consistant with weapon skill giving .1% hit, 15.77 hit rating needed for 1% hit, and a base miss chance of 25.5%. That is: the amount of hit rating needed does not depend on opponent's level, each point of skill gives .1% hit, and each point of +defense gives +.1% miss.
We have not proved this theory is correct, but it seems reasonable and fits all known data.
Next steps:
Under this theory the hit cap with WEx and precision would be 308, or 303 with Latro's. Hence, if one ever missed with hit rating above this level, that would disprove the theory. Running 10k attacks or so at this level without a miss would be nice evidence to support the theory.
Testing at 307 (or 302 w/Latro's) to confirm that a miss could occur might also be worthwhile. Note, however, that the miss chance is on the order of 1 in 3000 for this... even if you don't miss in the first 5k attacks, that doesn't prove much. This test should be run for at least 10k attacks, or until a miss occurrs.
Ideally, these tests should be run at at least 2 different levels of weapon skill, to provide confirmation to the assumption that +1 weapon skill gives .1% hit. If you'd like to know the proposed hit cap for an amount of +skill other than 10 or 13, let me know and I will compute it for you.
The other test that could be performed is confirmation of the theory regarding defense. Theoretically, this should apply to bosses hitting tanks as well as rogues hitting bosses. Hence, a log of attacks directed at tanks by bosses might be instructive.
For instance, on a Gruul attempt the other night, Gruul attacked the MT 123 times, and missed 21, for a miss rate of 17.1%. The tank had just over 500 defense rating (I didn't check which gear set he was using, he varies between 500 and 510 defense depending on gear). Under the old +.04%/-.04% theory, the predicted miss rate would be about 10.6%. Under the new +.1/-.1% theory, it would be about 19%. Unfortunately, the data set is too small to say conclusively what's going on, but with an observed miss rate of 17%, a theoretical value of 19% looks somewhat more plausible than a theoretical value of 10.6%. If someone could provide a parse of their tank getting hit a thousand times or so by bosses, and the defense rating of that tank, that would also give some insight into the validity of this theory.
Since we're assuming that +skill gives +.1% hit, it seems reasonable to conjecture that +defense might give +.1% miss. If so, then the base miss rate would be 25.5%.
Very solid post Aldriana. I had neglected to take into account the use of latro's before so you are correct on that matter.
If the info you are assuming is correct, then we can no longer assume everything in the blue post about +skill and further testing on parry/dodge/crit would need to be done. Considering it is reported that +3's parry at about a 12% rate (this came from a thread on EJ a while back, it might have been a crushing blow or glancing blow thread, but the subject was not about parry rate, it was only brought up as odd), this would mean that a default 5% +.6%*15 = 14%. This number seems to fall in line with what was told to us. Also, of note is that +skill has been associated as a tank stat (Maladath/THC) by blizzard even before the nerfing of skill, so this is probably not something new, but existed all the time. Dodge most likely follows the .1% rule as well. Could it simply be that the "blue" poster was simply misinformed and the person telling them meant that +1 skill is effectively +.2% hit from .1% miss and .1% dodge? I do not know, and the "blue" poster in question is no longer a blizzard employee and the information source of the post was never determined and interestingly enough, the thread itself was short lived. The problem I see with the blue post in question and the numbers that seem to be popping up through testing disagreeing is that the post could not have been made whimsically. Imo, either the poster was A) misinformed/miscommunication or B) posted the wrong numbers.
Anyway, I cannot reach the lvl 60 hitcap with the gear I have and cannot perform tests on 63s that would provide relevant results(I have about 2 weeks left on my account now), so it is up to others to prove/disprove the conjectures placed forth in this thread.
Testing at 307 (or 302 w/Latro's) to confirm that a miss could occur might also be worthwhile. Note, however, that the miss chance is on the order of 1 in 3000 for this... even if you don't miss in the first 5k attacks, that doesn't prove much. This test should be run for at least 10k attacks, or until a miss occurrs.
Ideally, these tests should be run at at least 2 different levels of weapon skill, to provide confirmation to the assumption that +1 weapon skill gives .1% hit. If you'd like to know the proposed hit cap for an amount of +skill other than 10 or 13, let me know and I will compute it for you.
The other test that could be performed is confirmation of the theory regarding defense. Theoretically, this should apply to bosses hitting tanks as well as rogues hitting bosses. Hence, a log of attacks directed at tanks by bosses might be instructive.
*wall of text hits Daemona critically for 1337 hitrating*
Ok, I am baffled... but i still want to help you
I have access to gear that goes up to 341 hitrating (including weapons15+18 rating). If i remove the weapons, its 308 hitrating, to which i could add up to 2 latros and/or a weapon without hit-rating. Specced precision and WEx and would like to avoid respeccing as i am in a major raiding guild and would have to do the tests in off-times only which would require me to respecc for testing without precision or WEx
give me something like "208 hit, 1 latros, mob lvl70, hit amount" and i see how fast i can deliver a result