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11/26/08, 4:13 AM
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#101
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Divine Protector
Blood Elf Paladin
Mal'Ganis
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Yes, even when you are in the 30 second cooldown, you can HoP others in the next patch. Nice of him to clarify.
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11/26/08, 6:41 AM
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#102
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Glass Joe
Blood Elf Paladin
Nera'thor (EU)
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Bloodvalors set is a bit better than Katadins.
With enchants and gems i get 4884.24 dps for SoB.
Last edited by Bucki : 11/26/08 at 10:59 AM.
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11/26/08, 11:51 AM
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#103
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Glass Joe
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Why is everyone gunning for unbuffed hitcap so hard? Am i the only one that raids with a draeni in 25mans? I understand if 10 man content is your focus this buff may not be available, but all the "ideal" compilations of items are based in 25 man gear where at the very least heroic presence should drop the hit cap by 1%.
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11/26/08, 12:01 PM
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#104
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Von Kaiser
Blood Elf Paladin
Jaedenar (EU)
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Most people posting are blood elves
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11/26/08, 12:18 PM
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#105
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Von Kaiser
Blood Elf Paladin
Jaedenar (EU)
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Originally Posted by Bucki
Bloodvalors set is a bit better than Katadins.
With enchants and gems i get 4884.24 dps for SoB.
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Bucki, what dps did you have down for Katadins sets?
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11/26/08, 12:48 PM
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#106
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Von Kaiser
Dwarf Paladin
Alonsus (EU)
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Originally Posted by pinepepe
Why is everyone gunning for unbuffed hitcap so hard? Am i the only one that raids with a draeni in 25mans? I understand if 10 man content is your focus this buff may not be available, but all the "ideal" compilations of items are based in 25 man gear where at the very least heroic presence should drop the hit cap by 1%.
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As Rukiija said - most of ret paladins are blood elves, as those were favoured ret race (faction pre-TBC). Even though our MT is Draenai, which means that the only case I could loose the 1% of hit is wipe due to dead main tank, I would consider it slacking counting on other peoples buffs on such important matter as hit. You know, people tend to die. Last time I checked our raid group roster had around 8 Draenais. So I can count on being pretty much covered there. But still, I will have set / gems ready to stand up for the 1% difference if needs be.
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Save the dolphins or something please. They are in more danger than Ret pallies
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-Golden quote from those wild days around 3.03 release-
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11/26/08, 12:50 PM
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#107
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Glass Joe
Blood Elf Paladin
Nera'thor (EU)
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about 30 less
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11/26/08, 12:54 PM
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#108
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Von Kaiser
Blood Elf Paladin
Jaedenar (EU)
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Originally Posted by Bucki
about 30 less
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Hmm well its a pretty "ok" trade off with Kat's set being i guess "easier" to obtain.
- Helm is crafted
- Boots are emblems
Also remember when we are going for the hit cap. Its 12 less from icewalker and 8 from a 8 str/8hit gem for meta requirements. So, ideally the magic number is 275. (My math has not shown to be perfect so please correct me if i am miscalculating ... again)
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11/26/08, 1:24 PM
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#109
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Von Kaiser
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Is anyone else finding that getting hit capped is completely trivial pre-naxx? If you check my armory I'm .22 away from being hit capped not considering raid buffs or "ghost hit". This is with still wearing some old pvp gear from pre-wotlk. Even removing hit rating from the calculus it seems most of the "best in slot" pre-raid gear is soaked in hit rating.
Another issue I've found is that tank rings are often very competitive as dps rings due to the raw strength.
In my specific case, i intend to farm [Gauntlets of Dragon Wrath]
and then use [Titanium Impact Band] and [Titanium Earthguard Ring]
[Hemorrhaging Circle] actually comes out ahead of each but I've no info thus far where it actually drops.
This combo will still have me well over what would be ideal from a hit rating standpoint and I'll be the nub wearing the tank ring because it scales the best with our abilities.
This analysis is based off of Armor - Items - World of Warcraft as a filter, which is the proposed weights minus hit rating.
*********
This edit is somewhat unrelated but after a bit of testing it seems that alternating your judgments between wisdom and justice will keep the judgment bug from happening. I'm not going to theorycraft the mana impact it will cause but excluding mana problems rotating judgments should give you the published dps instead of 1 out of 4 judgments bugging.
Last edited by zenos : 11/26/08 at 4:14 PM.
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11/26/08, 1:47 PM
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#110
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Divine Protector
Blood Elf Paladin
Mal'Ganis
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Hit is pretty easy to get and that is intended since it is a important stat (You do not want to miss a judgement).
Just some data, with 4% hit (from the Holy talent) and attacking level 80s I got a few misses with devo aura up. So Precision may be banked in with some Ret talent (I am pretty sure Ret Aura's 3% damage talent has a banked in 1% hit for yourself) or I lost Precision while some other people didn't since 3.0.1.
[Hemorrhaging Circle] says where it comes from on the page, iirc it is Heroic Gun'drak.
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11/26/08, 2:49 PM
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#112
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Piston Honda
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Originally Posted by Chmur
As Rukiija said - most of ret paladins are blood elves, as those were favoured ret race (faction pre-TBC).
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Saying that his point is less relevant because many blood elves are ret does not hold water. In general, alliance guilds fielding 25 mans will always have at least 1 draenei alive.
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11/26/08, 3:03 PM
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#113
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Divine Protector
Blood Elf Paladin
Mal'Ganis
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Originally Posted by Rasputin
When you're planning out your hit sets, keep in mind that the 8str/8hit gem [Etched Monarch Topaz] is not currently in the game for whatever reason. Neither is the 8str/8crit gem.
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However, there are perfect gems of those types in game with 7/7 stats. Since str is our main stat, those green gems are better than the blue gem counterparts using AP/agility type stats.
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11/26/08, 5:00 PM
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#114
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Von Kaiser
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Could someone please explain why [Betrayer of Humanity] would be preferred over [The Jawbone] as a Human? This is in regards to Kat's equipment list. Wouldn't the STR and slower speed be preferred over the AGI and AP? I guess it could be the obvious higher DPS and top-end that is natural of 2H axes.
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11/26/08, 5:37 PM
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#115
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Glass Joe
Blood Elf Paladin
Skywall
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Originally Posted by Alarius
Could someone please explain why [Betrayer of Humanity] would be preferred over [The Jawbone] as a Human? This is in regards to Kat's equipment list. Wouldn't the STR and slower speed be preferred over the AGI and AP? I guess it could be the obvious higher DPS and top-end that is natural of 2H axes.
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While weapon speed does have an effect on our DPS, the weapon max damage is what matters when using all of our instant casts such as Crusader Strike and Divine Storm. Those skills are all normalized to a weapon speed of 3.3
Because of this, a weapon that has a higher max damage will provide more DPS. BoH's max damage is 910. Max damage on Jawbone is 880.
**I also forgot to mention that the BoH's item level is 226, while Jawbone is 213. That means statistically BoH should be better. That's not ALWAYS true though. I'm currently using [Sword of Justice] which is only ilvl 200. This weapon is sooooo slow and has a high max damage range that it easily beats many of the ilvl 200 epic weapons.
With all that being said. If there was an ilvl 226 2handed weapon that was 3.6speed or slower it would almost definitely be better than BoH.
All in all Jawbone is only a few points behind BoH according to Ret paladin stat weight scales. I would be just as happy with Jawbone as I would with BoH.
Last edited by Bloodvalor : 11/26/08 at 5:50 PM.
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11/26/08, 10:26 PM
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#116
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Von Kaiser
Human Paladin
Tichondrius
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Originally Posted by Bloodvalor
/snip
All in all Jawbone is only a few points behind BoH according to Ret paladin stat weight scales. I would be just as happy with Jawbone as I would with BoH.
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I believe he is refering to mace expertise which is +3 now for humans as the deciding factor.
I'd be nice to know a static face value for how much +3 expertise is for humans to assist in weapon choosing.
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11/26/08, 11:30 PM
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#117
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Glass Joe
Tauren Hunter
Ravencrest (EU)
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With: Exp rating 79.55 - Shouldn't it be easy to just add convert 3 expertise to rating, calc it according to value and add that number to any mace and sword?
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11/27/08, 4:19 AM
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#118
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Don Flamenco
Blood Elf Paladin
Argent Dawn (EU)
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Originally Posted by frmorrison
However, there are perfect gems of those types in game with 7/7 stats. Since str is our main stat, those green gems are better than the blue gem counterparts using AP/agility type stats.
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There is also Accurate Monarch Topaz as a possible alternative if you are not expertise-capped. The design for it is easily obtainable too so most JCers will have it.
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11/27/08, 5:16 AM
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#119
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Von Kaiser
Blood Elf Paladin
Jaedenar (EU)
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Originally Posted by Har
Saying that his point is less relevant because many blood elves are ret does not hold water. In general, alliance guilds fielding 25 mans will always have at least 1 draenei alive.
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This is a fair point, maybe alliance pallys could make an 8% list. However, i am sure there will be times you do not have the dranei bonus, probably not in 25 man raid instances but it is still possible. Not gearing to the "cap" would be your own choice.
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11/27/08, 6:54 AM
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#120
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Von Kaiser
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I would say that gearing assuming a draenei is no different than caster gearing assuming misery or similar in terms of hit cap, if you're min/maxing to this point it is safe to assume your guild min/maxes raids in which case these basic requirements will be met.
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11/27/08, 8:21 AM
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#121
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Glass Joe
Gnome Rogue
Saurfang (EU)
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Originally Posted by Milou
I would say that gearing assuming a draenei is no different than caster gearing assuming misery or similar in terms of hit cap, if you're min/maxing to this point it is safe to assume your guild min/maxes raids in which case these basic requirements will be met.
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I still think Misery is affecting generic +hit, unless its been confirmed/proven otherwise. I always raid with a shadow priest and a draenei, which helps explain why with sub 200 hit I never missed. Could be this "ghost" hit still, but haven't seen any recent conclusive tests to make me believe its that.
I got a buttload of +hit gear in last night's naxx25 so I'm not really worried about +hit right now. There are a lot of combinations for the "ideal" set based around 4pc bonus so hopefully I can pick and choose a bit more whilst keeping my +hit up.
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11/27/08, 10:07 AM
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#122
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Von Kaiser
Blood Elf Paladin
Jaedenar (EU)
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I still think your original set is pretty good, but there are always going to be minor changes to that list. At the end of the day, if you did complete either of the lists suggested you would not be complaining 
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11/27/08, 12:43 PM
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#123
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Glass Joe
Blood Elf Paladin
Skywall
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Did a little +hit testing last night. I removed all my gear that had any +hit so that I had absolutely NO +hit from anywhere. No outside buffs either. The only thing I had running was Retribution Aura. I attacked the dummy in Orgrimmar for awhile using most of my skills, then after doing that for awhile I just let my character attack the dummy all night until I got logged out automatically. (I assume it logged me out after the dummy eventually died and I was no longer attacking)
As you can see, out of 5204 melee attacks I missed 249 which ends up 4.8%
This means that there does seem to be an actual ghost hit of ~4% as people have reported experiencing.
My Seal of Blood, Crusader Strike and Divine Storm were also all around 5% miss chance, but there are significantly less attacks from those sources so I decided that they are not good testing platforms. Still interesting information to have to further help prove whats up with +hit.
Currently I'm attacking the dummy again in Orgrimmar without Retribution Aura up for more testing. I'll follow up with that information later.
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11/27/08, 12:50 PM
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#124
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King Hippo
Blood Elf Paladin
Magtheridon
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I'm curious how and if people are going about making use of this bug(and a bug it must certainly be). On the one hand, it seems foolish to not make use of 4% hit worth of item points, approximately 130 item points in other stats to maximize your DPS right now. On the other hand, it seems at least equally foolish to assume this bug will stay forever and to not get gear which will put you at the full 9% hitcap once it does. It's mostly a loot system issue I suppose, but I can't imagine most of us can work out 2 good sets of gear, one matching 5% hit and one supplying 9%, at least not without rampantly screwing our guildmates. I'm sticking with 9% on the assumption that this will be fixed, and that the artificial DPS increase from this ghost hit is not worth the loss in DPS once the bug is fixed, and not worth trying to collect a second set of gear to provide 4% more hit.
Of course if you CAN manage to grab enough good gear to provide yourself with a backup 9% hit set and still roll around in a 5% set for now, that's the best, but I don't think this would be very common. I'll try to make up a 5% hit set after my 9% set is complete, but it's not a priority to me. Is anyone else a little leery of purposefully putting yourself below the hit cap like this?
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11/27/08, 1:20 PM
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#125
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Von Kaiser
Blood Elf Paladin
Mal'Ganis
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For all of these people doing the hit tests can you please confirm or not if you had prec. talent pre-WotLK?
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