Noted that +dmg includes temporary buffs, and that the last is for % based buffs/debuffs (zone buffs, misery, etc).
There's a nice post here which I could use to expand the weapon speed/cast time sections, but I assume the plan is for a separate haste section.
If haste isn't covered here is there someone writing up a haste article? The questions on haste seem to come up alot. So much so that Sky ended up putting it in the resto wiki. If no one is doing, it I could make something. I just wasn't sure if it needed its own article or if it should go here.
I was wondering... In the One Roll System, what are the components of the table when using the Shield Block ability?
If you increase the chance to block an attack and thus decrease the chance of receiving a crushing blow, would that mean that "Block" and "Crushing blow" are two components of the table? Or is "Crushing blow" considered as a Critical?
And if you activate Shield Block, does it reduce the chance of receiving a Critical AND a Normal hit, or just Criticals, or just Normal hits? Or something else?
I've been doing quite a bit of research on this topic lately via other threads in EJ, WoWwiki, Allakhazam and the native World of Warcraft forums and was unable to find much information on the subject. Thus, I thought it would be appropriate to address on this thread. I was just curious as to how various spell combat events-- such as resistance, spell reflection (although this mechanic is only present in a few encounters) and absorption-- are integrated into the spell-combat tables, if they are.
My guess is that all the events which relate to mob mitigation are accounted for simultaneously with hit in the first roll, when determining whether or not the spell makes initial contact with its target. WoWwiki proposes that resistance is rolled separately after hit. However, with a series of tests, I have proven this cannot be the case and both events must be rolled simultaneously.Take a caster who has 50% hit (yes, theoretically impossible at the moment) and whose target has a 50% chance to resist spells for example. If Hit and and binary resistance were rolled separately there would still be a 25% chance for the player to successfully hit the target (.5 x .5 = .25). While, rolled on together on a single roll, there would be a 0% chance for the spell to make contact with the target (.5 + .5 = 1), a more theoretical result.
Subsequently, after determining that the spell has made contact with the target, the server rolls a second time to determine whether the spell will score a critical strike or result in a plain a hit, depending on your hit:crit ratio. Using a different example: if a players hit chance is 95%, the players crit chance is 40%, the chance for the boss to reflect a spell is 5% and the bosses effective resistance of 3%, when a spell is cast:
If the "die" roll result is 1-5 then the spell will miss the target
If the "die" roll result is 6-8 then the spell will be fully resisted
If the "die" roll result is 9-13 then the spell will be reflected back to the player
If the "die" roll result is 14-100 then the spell will successfully contact the target and the server will proceed to its second roll:
If the "die" roll result is 1-40 then the spell will result in a critical hit
If the "die" roll result is 41-100 then the spell will result in a regular hit
Now, I'm still unsure about how non-binary spells and partial absorbs would be integrated into a simple combat event table like the one above, given that in a partial absorb or resist situation, the spell would not be completely mitigated and thus, it would not lower the effective chance to hit or crit. Please correct any mistakes if I am wrong.