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.
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.
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
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.
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?
On the subject of Major Glyphs, I've been using Consecration along with Judgement and Crusader Strike since I hit 80 and noticed almost no difference in my DPS over time. I did, however, observe myself running oom rapidly on several fights where mana should not have been a problem while using the correct rotation, popping a mana potion, and even using a dark rune to stay above water. It seems to me that the glyph of Blood might be more useful for the mana returns. That or the Spiritual Attunement Glyph. I know there was some talk about it in another thread but I can't recall which turned out to be better for mana returns. Any thoughts?
Last edited by Musclebound : 11/27/08 at 12:44 PM.
My thoughts are that you are likely a victim of the Judgement Bug. It's happened to me several times. You get a few Judgements in a row gobbled and you're sitting on 2k mana and have to minimize your rotation to maintain DPS. All our mana regen is tied to Judgement, so it failing will drop your mana really really fast. Not much to do about it until they fix it unfortunately. I wouldn't suggest glyphing either SoB or SA.
As I posted in the Q&A, 4% ghost hit over a few 1k auto-attack tests on the boss level target dummy. I did have precision pre-3.0 but I'm not sure that is the correct assumption since one would expect the ghost hit to be 3% and not 4%.
But if this bug has been in place during Blizzards so-called "balancing", then it does bring up an interesting question about how they wanted Ret to scale. Most other dps classes scale very well with hit rating, tests should have shown us not scaling nearly as well since we would hit cap at 5% and how this was not noticed is curious as well.
on a side note, is the 4pc T7 bonus (reduces cooldown of judgments by 1second) really that good? the 25man T7 shoulders/pants are pretty good but the gloves are horrendous, and i'm thinking of using the [Undiminished Battleplate] because of the tons of hit and decent expertise it has. is it worth scrapping the 4set bonus for some of the more useful non-set epics?
I just ran more +hit testing. This time I auto attacked the dummy in Orgrimmar WITHOUT Retribution Aura up to test if something in the aura was giving us the ghost +hit.
At around 6,000 melee attacks my miss % was right at 5%. I then left for Thanksgiving stuff and left it attacking until I got home. This is what I came back to.
13,370 melee attacks at 6.9% miss chance. There is a caveat to this though. My 2handed sword had broke at some point and I was just attacking unarmed. Would this effect my +hit chance at all? My unarmed attack skill is 399/400, so only 1 point away from max. If it did effect it in some way the 5% miss chance at around 6,000 melee attacks is still a good mark to notice.
From here I'll probably end up respecing my talents but not assign a single talent point. From there I'll attack the dummy and see what my miss % is . If it ends up that I still have around 5% miss after a significant amount of attacks then we can pretty much be certain there is no talent that somehow has 4% hit baked into it that we don't know about.
Comments, suggestions and feedback please. Thank you.
I think i remember when we first noticed the extra hit at the start of 3.0 people where testing it unarmed and noticed they were not getting the extra hit where as everyone who tested it with a weapon was. Which may explain the jump in misses after your weapon broke.
Going back to trinkets. I picked up [Fury of the Five Flights] last night and my initial impression is disappointment. It takes a long time to stack and feels like it falls off all too easily. Yes, it will be very nice for things like patchwerk etc but overall i would say it's fairly average for a ret pally.