Post by Merelinaus on Apr 22, 2008 2:52:18 GMT -5
Okay...at the request of Raid management, I've compiled (with ample help of the internet) a list of the various (spell) hit caps as you talent for the various classes.
Under each class you will find the various talents that modify your chance to hit an enemy (sorted into the appropriate area depending on whether it affects melee, spells, or both). In parentheses, you will find the PERCENTAGE modification the talent gives. This is there because we have a new expansion with a new level cap coming the end of this year. You will also find the modified hit cap if you MAX OUT that talent, these values are subject to change with the upcoming expansion and patches. Here goes:
Spell Hit caps: Base (no talent modification) is 202 to provide a 16% increased chance to hit out of the natural 17% (the last one percent is impossible to account for).
Mage-
Elemental Precision(+3% to hit): 164 (Frost and Fire only)
Arcane Focus(+10% to hit): 76 (Arcane only)
Warlock-
Suppression(+10% to hit): 76 (Affliction only)
NOTE: Suppression does not affect Shadowbolt, so you may want to forgo it and just cap out at 202
Priest-
Shadow Focus (+10% to hit): 76 (for shadow only)
Focused Power(+4% to hit): 152 (For Smite, Mind Blast, and Mass Dispell only)
Both: 26 (for Mind Blast only)
Druid-
Balance of Power(+4% to hit): 152
Shaman-
Elemental Precision(+6% to hit): 126
Nature's Guidance(+3% to hit): 164 (Fire, Frost, and Nature only)
Both: 88
Paladin-
Precision(+3% to hit):164
Misc: Draenei Mage/Priest/Shaman in your party lets you remove another 12.5 spell hit rating from what you need to cap out
Shaman's Totem of Wrath lets you remove 38 hit rating from what you need to cap out
However, given that these can be unreliable additions to your party, it's best not to count on them
Melee: Melee gets a little hairy, so I'll do a little explaining:
While dual wielding, you have a base 28% chance to miss. While wielding one weapon (sword and shield, 2-handed weapon, ranged) your miss chance is only 9%. 9% is also the base chance to miss with special attacks (the redeeming factor for Rogues). Melee characters are able to guarantee that they will never miss with melee attacks, though they can be dodged (at all times) and parried (from the front). So, with that in mind, here goes:
Base: Dual Wield 442
Single Weapon/ranged/special attacks 142
Druid-
No talents to improve melee chance to hit. Note, however, that Druids are considered to be single-wielding while shape-shifted, thus using the 142 cap
Rogue-
Precision(+5% to hit): 363
Hunter-
Surefooted(+3% to hit):95
Shaman-
(Dual wielding)
Dual Wield Specialization(+6% to hit): 348
Nature's Guidance(+3% to hit): 395
Both: 300
(2-handed weapon, weapon+shield, etc.)
Nature's Guidance(+3% to hit): 95
Warrior-
(Dual Wielding)
Precision(+3% to hit): 395
(2-handed weapon, weapon+shield, etc.)
Precision(+3% to hit): 95
Paladin-
Precision(+3% to hit): 95
Misc: Draenei Hunter, Paladin, Warrior in your party lets you remove another 15.8 hit rating from what you need to cap out
Druid Improved Faerie Fire allows you to remove another 47 hit rating from what you need to cap out
Spicy Hot Talbuk (food buff) lets you remove another 20 hit rating from what you need to cap out
As with casters, these are sometimes unreliable depending on raid group composition, so it is best not to gear yourself planning to have an Imp. FF Druid and a Draenei in your party. The food buff is slightly more reliable.
Current thoughts for melee classes are that Rogues should strive to cap out while dual wielding (hard, I know), Warriors and Shamen need only get 9%.
An issue has been raised concerning how miss breaks down between the main and off-hand weapon while dual wielding. Information regarding this seems scant and I'm not sure if there's a difference. If someone finds more specific information, feel free to reply. Also, if you take issue with any strategy presented, feel free to reply as well. Enjoy, and go cap your +hit stat!
Under each class you will find the various talents that modify your chance to hit an enemy (sorted into the appropriate area depending on whether it affects melee, spells, or both). In parentheses, you will find the PERCENTAGE modification the talent gives. This is there because we have a new expansion with a new level cap coming the end of this year. You will also find the modified hit cap if you MAX OUT that talent, these values are subject to change with the upcoming expansion and patches. Here goes:
Spell Hit caps: Base (no talent modification) is 202 to provide a 16% increased chance to hit out of the natural 17% (the last one percent is impossible to account for).
Mage-
Elemental Precision(+3% to hit): 164 (Frost and Fire only)
Arcane Focus(+10% to hit): 76 (Arcane only)
Warlock-
Suppression(+10% to hit): 76 (Affliction only)
NOTE: Suppression does not affect Shadowbolt, so you may want to forgo it and just cap out at 202
Priest-
Shadow Focus (+10% to hit): 76 (for shadow only)
Focused Power(+4% to hit): 152 (For Smite, Mind Blast, and Mass Dispell only)
Both: 26 (for Mind Blast only)
Druid-
Balance of Power(+4% to hit): 152
Shaman-
Elemental Precision(+6% to hit): 126
Nature's Guidance(+3% to hit): 164 (Fire, Frost, and Nature only)
Both: 88
Paladin-
Precision(+3% to hit):164
Misc: Draenei Mage/Priest/Shaman in your party lets you remove another 12.5 spell hit rating from what you need to cap out
Shaman's Totem of Wrath lets you remove 38 hit rating from what you need to cap out
However, given that these can be unreliable additions to your party, it's best not to count on them
Melee: Melee gets a little hairy, so I'll do a little explaining:
While dual wielding, you have a base 28% chance to miss. While wielding one weapon (sword and shield, 2-handed weapon, ranged) your miss chance is only 9%. 9% is also the base chance to miss with special attacks (the redeeming factor for Rogues). Melee characters are able to guarantee that they will never miss with melee attacks, though they can be dodged (at all times) and parried (from the front). So, with that in mind, here goes:
Base: Dual Wield 442
Single Weapon/ranged/special attacks 142
Druid-
No talents to improve melee chance to hit. Note, however, that Druids are considered to be single-wielding while shape-shifted, thus using the 142 cap
Rogue-
Precision(+5% to hit): 363
Hunter-
Surefooted(+3% to hit):95
Shaman-
(Dual wielding)
Dual Wield Specialization(+6% to hit): 348
Nature's Guidance(+3% to hit): 395
Both: 300
(2-handed weapon, weapon+shield, etc.)
Nature's Guidance(+3% to hit): 95
Warrior-
(Dual Wielding)
Precision(+3% to hit): 395
(2-handed weapon, weapon+shield, etc.)
Precision(+3% to hit): 95
Paladin-
Precision(+3% to hit): 95
Misc: Draenei Hunter, Paladin, Warrior in your party lets you remove another 15.8 hit rating from what you need to cap out
Druid Improved Faerie Fire allows you to remove another 47 hit rating from what you need to cap out
Spicy Hot Talbuk (food buff) lets you remove another 20 hit rating from what you need to cap out
As with casters, these are sometimes unreliable depending on raid group composition, so it is best not to gear yourself planning to have an Imp. FF Druid and a Draenei in your party. The food buff is slightly more reliable.
Current thoughts for melee classes are that Rogues should strive to cap out while dual wielding (hard, I know), Warriors and Shamen need only get 9%.
An issue has been raised concerning how miss breaks down between the main and off-hand weapon while dual wielding. Information regarding this seems scant and I'm not sure if there's a difference. If someone finds more specific information, feel free to reply. Also, if you take issue with any strategy presented, feel free to reply as well. Enjoy, and go cap your +hit stat!