
Originally Posted by Fimbo
I've looked through both spreadsheets and this thread but i can't find any maths which calculated the difference +to hit makes on bosses.
Lactose's sheet includes to hit up to a 5% cap (so presumably 70 vs 70) but also notes that it isn't integrated correctly.
I’ve got these results so far:
Using Lactose’s sheets everything else at default:
RAP 1800 at 0% versus 5% to hit gives: 641 vs 668 DPS (difference of 27)
RAP 1900 0/5 gives: 661 vs 689 (28)
RAP 2000 0/5 gives: 680/709 (29)
Basically i'm trying to convince our hunters of the import of running with the 8.6%/126 to hit rating on bosses. But people are arguing anecdotally that they aren’t missing on bosses etc.
What I’d like to calculate is actually the value of “to hit” versus RAP.
I’ve always ran under the impression it’s vital to max out to hit (probably a throw back to tranq shotting) but I’ve really no idea what it’s exact value is now.
So what difference in DPS against a lvl 73 mob is there between 5% and 8.6% to hit at 2k RAP against the difference in DPS between 1900 and 2000 RAP.
Is this in the sheets and I’m being a user?
Or can someone point me at some maths on this somewhere?
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If you look at the Calculations tab in my spreadsheet you can see how hit rating and mob level work together to generate a chance to hit. Against level 73 mobs with typical Defense you need 8.6% hit to not miss. And 136 (not 126) rating is needed for non-Survival Hunters to get +8.6% ranged hit.
You can hand code in different levels of RAP and hit on the gear page (blue section) and see how that changes overall DPS. It is not going to be a linear relationship.
Without running a tool like WWS or Recap it's very hard to tell if you miss a few shots on a long boss fight.