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Old 03/16/07, 8:42 AM   #31
Kirion
Don Flamenco
 
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Tauren Shaman
 
Deathwing (EU)
Originally Posted by Jayde View Post
Wonder if there is some silly longer-duration world debuff that lowers your chance to hit with spells? Can faintly remember a few tooltips here and there, but nothing coming to mind.
browsing thottbot i found this:

http://www.thottbot.com/s30130
http://www.thottbot.com/s35229

but i have no idea what mobs can cast it

42.

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Old 03/16/07, 9:32 AM   #32
Drauk
Bald Bull
 
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Drauk
Human Mage
 
No WoW Account
Distracting ash is from Nightbane. And spores i believe is what you get from meleeing sporegar NPCs. It's good, if not for 4 sec duration.

Originally Posted by zeidrich View Post
Women's breasts can be modeled as a cone and measured as V = (Db^2*h*.785)/3 and since breasts can be thought of as an amorphous fluid, you just have to worry about containing the volume of the breast.

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Old 03/22/07, 1:14 PM   #33
Ezareth
Don Flamenco
 
Goblin Mage
 
Tichondrius
I'd be interested in someone doing further testing on this as well. It is very important when determining the value of hit versus crit.

Nice to see you here as well Lhivera.

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Old 03/23/07, 1:13 PM   #34
Hozz
Don Flamenco
 
Tauren Warrior
 
Suramar
Hey I have a question that I hope someone can answer and I dont really want to start a new thread on it so this one seems like a decent spot to ask.

Is there a melee crit cap in WoW?

So like if you had crit rating above a certain threshold, its wasted? I seem to remember seeing it described as some base % like 16+your hit %.

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Old 03/23/07, 1:16 PM   #35
• Chicken
 
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Upsidazi
Gnome Monk
 
No WoW Account (EU)
Originally Posted by Hozz View Post
Hey I have a question that I hope someone can answer and I dont really want to start a new thread on it so this one seems like a decent spot to ask.

Is there a melee crit cap in WoW?

So like if you had crit rating above a certain threshold, its wasted? I seem to remember seeing it described as some base % like 16+your hit %.
While I'm not entirely certain, most one-roll theories assumed crit took precedence over hit, but was behind miss/block/parry/dodge/glance on the table. I think that puts the effective cap for white attacks at 40% or thereabouts, but the cap is obviously higher on yellow attacks due to the lack of glancing blows. For spells your crit cap is basically equal to what amount of your spells would hit the target, since unlike melee partially resisted spells can still crit.

I may be completely and utterly wrong however, especially about the number I listed.

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Old 03/23/07, 2:40 PM   #36
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
Yes, for white attacks versus a boss mob you are facing a crit cap at around 54.4% (40% glancing blows and 5.6% dodge). Everything above this percentage will actually be wasted, since there are no more hits that can be "eaten up" by crits, and glancing blows and dodge take priority over hits/crits.

For special attacks, you do not suffer from glancing blows and therefore you *could* reach 94.6% crit chance. However, to achieve this, you will also need a 94.6% hit chance, as currently it seems that your crit chance on special attacks is only a portion of your successful strikes. Therefore, to achieve this 94.6% crit chance, you would need a 100% crit chance, so that all 100% of your successful attacks will be crits.

If you are a rogue and have skilled Surprise Attacks, your finishing moves won't be dodged anymore, so theoretically you *could* reach a "true" 100% crit chance there.

Yet, this is only in theory. Somebody wants to do some Loatheb testings?

Stopped Playing

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Old 05/03/07, 2:05 PM   #37
Rouncer
Deeper Shade of Blue
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by chase View Post
I'm confused when you bring dodge and parry into caster mechanics.

The only outcomes I know of for a spell cast:
Miss
Resist (0%/25%/50%/100%)
Crit
*immune*

I unsure how comparing a melee system to a caster system will bring you closer to a solution.

Glossary of terms:
Miss: This is the chance you have to miss a target. It is ONLY based on the difference in level of you and your target. (also if the target is a player or mob)
Solution: Spell hit rating (formerly +to hit) and buffs/talents to the same effect

Resist: This is the chance you have to resist on a target. It is only based on the built in values for mobs. For players, it is the resistance to the school you are casting. (See Resistance page)
You can have your direct damage spell resisted by 0% (no resist/full damage) 25%/50% or 100% (full resist). Binary spells by name are either on or off, 100% resist (no damage) or 0% resist (full damage)
Solution: Spell penatration gear and buffs/talents or mob debuffs for the same effect. (Gonna leave out talking about caps for resistance on boss mobs)

Note: A full resist and a miss are not the same thing; although they do have the same result.

The only blue post we really have (at least on the american forums) is Tserics old post:


First of all, the binary example can confuse people. (Should never use 50%)

Take the frost example (binary)
50% resist
.89 * .5 = .445
Roll 0 - 1
if < .445 full damage
if >= .445 no damage

80% resist
.89 * .2

[top] .178
Roll 0 - 1
if < .178 full damage
if >


.178 no damage

The second problem is that he never mentions if the +hit is floored for binary spells in the resistance calculation.

e.g.
Fighting a 70 vs 70
You have +7% to hit
You have a 1% chance to miss (floor) (.96 chance to hit for equal level mob/player .96+.7=.99)

Does the resist calculation look like this though?
.96+.07=1.03
Target has 8% resistance to school
1.03*.92=.948
Roll 0-1
if < .948 full hit
if >= .947 full miss

or is the cap in the resistance check

Target has 8% resistance to school
.99 * .92 = .911
Roll 0-1
if < .911 full hit
if >= .911 full miss

This is the whole "breaking the +to hit max on mobs equals a better resist rate" for binary argument.

Anyway, this leads me to the conclusion that it is a two roll system.

Roll 1 (Using the mechanics Tseric mentioned)
Hit (Binary Spell: Include resitance check here)
Miss

Roll 2
If hit, roll crit
(Direct damage spell: Include resistance check here)

From the comment
It seems safe to assume partial resists for direct damage spells is factored in at time of impact, where binary spells get the resitance included in on roll 1.*

*This leads to the whole +to hit for frost mages is better argument. If there is no cap in roll 1 resistance check and the player beats the hit cap than a frost mage could actually beat the "innate" resistance of boss mobs that neither spell pen or CoE and the likes can break. (Although beating the 16% hit cap seems rather hard)
There actually was someone who did prove that there was no cap in roll 1 resistence check for binary spells back before TBC and the new forums (which kinda sucks since the thread was destroyed soon after the experiment was posted). It was part of a sticky thread in the Mage forums attempting to explain +hit and penetration to people.

The experiment was 2 warlocks casting CoR or CoW on each other over and over and tracking how many "misses" they got at varying levels of shadow resistence gear and varying levels of +hit. I think they had over 1000 points of data for each test and they tested the results using Standard Deviation and found them valid. The resulting miss rate proved that hit is capped in the second equation and not in the first so that if you have over the hit cap for a certain mob the additional hit will act as spell penetration. This only applies to Binary spells though.

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Old 05/03/07, 5:15 PM   #38
Zoner
Piston Honda
 
Human Warlock
 
Kalecgos
Originally Posted by Rounced View Post
There actually was someone who did prove that there was no cap in roll 1 resistence check for binary spells back before TBC and the new forums (which kinda sucks since the thread was destroyed soon after the experiment was posted). It was part of a sticky thread in the Mage forums attempting to explain +hit and penetration to people.

The experiment was 2 warlocks casting CoR or CoW on each other over and over and tracking how many "misses" they got at varying levels of shadow resistence gear and varying levels of +hit. I think they had over 1000 points of data for each test and they tested the results using Standard Deviation and found them valid. The resulting miss rate proved that hit is capped in the second equation and not in the first so that if you have over the hit cap for a certain mob the additional hit will act as spell penetration. This only applies to Binary spells though.
I wonder who that could have been . . .


The bigger issue that I discovered was that a lot of spells were having to filter through two resistance checks, making magical mitigation way good against those spells. Since then some have been fixed (drain life and all dots resist as non-binary nukes now), but others havent namely CC spells. But in the case of CC spells you don't see the resisted durations much because of the PVP caps on the duration.

I do need to revisit the spell hit vs resist gear test again since my original tests showed the blizzard's explanation of how spell hit gear works implies that if you have say 50% resistances, spell hit is effectively half strength. My original round of tests showed this was untrue, but the gear (due to itemization of the BWL level 60 game) at the time didn't have enough hit to make it easy to tell if it was really true or not, or just sampling errors.

Last edited by Zoner : 05/03/07 at 5:21 PM.

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