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Poster: Cryinfreeman at 2007-07-31 11:37:08
Subject: Hit Rating Theorycraft
  
Lately, i've seen many posts in which ppl ask things about HIT so i thought to make a post in order to clear up the things about hit. In the next lines i'll try to analyze what exactly the hit rating does. Keep in mind that assumptions and numbers refer to fights against raid bosses since they are the most important thing in raids and refer only to the current situation since things may change a bit after the patch due to glancing blow reduction.

NOTES:
1) Raid bosses from what we know so far seem to be 73 lvl so their defence is 365. Recently, Wowwiki added the next information:
* If the monster's defense is 1 to 10 points greater than your weapon skill, you suffer 0.1% chance to miss per point.
* If the difference is more than 10, the penalty is doubled to 0.2% per point.
Note that this creates a "sweet spot" when attacking a mob 3 levels above the player (including "skull" bosses). Equipping an item that grants 5 extra weapon skill will effectively increase the player's chance to hit by a full 2%. 4 weapon skill would only grant 0.8% to hit, while 6 skill would give 2.1%.
Link: http://www.wowwiki.com/Formulas:Weapon_Skill

This means that against a raid boss and assuming that your weapon skill is maxed out for your lvl, 350@70 lvl, your miss chance is 8% if you are a 2hander or 27% if you are dual wielder. However, dodge/parry/block don't seem to have such a "sweet" point. You get 0.04% per point of difference between attack and defence rating. Against a raid boss, Dodge=Parry=Block=5.6%

2) Attacking a mob from behind can remove only parry and block from the table since direction doesn't affect dodge. Also note that there is a 0.5 yard penalty in which direction doesn't count.

3) Attacks divide in 2 categories: Auto ( white) attacks and Special attacks ( Mortal Strike, Sinister Strike etc). Auto attacks use the 1 roll theory while special attacks use the 2 roll theory. However, BASE miss chance seems to be the same for auto and special attacks. Special attacks don't suffer the DW penalty.

4) 1 Roll theory: The basic idea on which the 1 roll system relies is that every melee (auto) attack made by players against mobs can have only one of the next possible results:
Miss
Dodge
Parry
Glancing Blow
Block
Critical Hit
Ordinary Hit

The following tables are laid out in descending order of the precedence of one attack result over another. In simple words, the entries at the top of the table take precedence over the entries below them. The precedence order is given from Blizzard so we can safely consider it accurate.

2 Roll theory: The basic idea of the 2 roll theory is that every melee (special) attack made by players against mobs can have only one of the next possible results:
Miss
Dodge
Parry
Block
Ordinary Hit

After the roll for the attack is performed the server performs another internal action/roll which seems something like this:

"If value rolled is block then
roll for blocked hit or blocked crit
If value rolled is hit then
roll for ordinary hit or critical hit".

The next images prove that special attacks are more likely to be based on a 2 roll theory:
http://www.layoutsource.net/uploads/images/2007-05-11/3rWAsQqlof.jpg
http://www.layoutsource.net/uploads/images/2007-05-11/PqHUlIw1YM.jpg

These were some important notes that we must keep in mind in order to continue. Now, what does exactly hit does? The answer is not what most ppl think and it's a bit complicated. Stacking hit doesn't directly increase your chance to hit!
HIT DECREASES YOUR CHANCE TO MISS. So, how HIT interacts with auto attacks??

Let's take an example: Let's assume that you are a dual wielder and you fight against a raid boss, your hit is 0% and your crit is 50%. Also assume that your weapon skill is maxed out for your lvl, 350@70 lvl and you're fighting the boss from the back. Since you are a dual wielder the game will regenerate the next table :
Miss: 27%
Dodge: 5.6%
Glancing Blow: 25%
Critical Hit: 42.4%
Ordinary Hit: 0%

This table shows that 7.6% of your crit was wasted. Now, Increase your hit by 10% and decrease your crit by 5% for example. Your new hit is 10% and overall crit is 45%. The new table will look like this one:
Miss: 17%
Dodge: 5.6%
Glancing Blow: 25%
Critical Hit: 45%
Ordinary Hit: 7.4%

As you notice, even if you lowered your overall crit rate for to add some hit, your actual crit rate was increased and no crit was wasted. In other words, HIT also increases your crit capacity. This example though, was refering only in auto attacks. However, the crit cap was much lower before the reduce of glancing blows and the difference was way much more obvious than now.

SPECIAL ATTACKS: Special attacks use a 2 roll system so the crit cap appears to be 100% making Hit less important for them and no important at all after covering the base miss chance which is 8%( no matter if you are a 2hander or dw). Now, let's say you mouseover your crit chance and it says you have 25% crit chance and you also don't have any %hit on you. Your special attacks crit chance against a raid boss (from the back) will be 25% of your hit which makes it to be 25% of 86.4%=21.6% since you don't have any %hit. Increase your hit by 10%. With +10% hit you have covered the base miss chance which is 8% so the rest 2% will be wasted. Your new special attacks crit chance will be 25% out of 94.4%=23.6%. So basically, HIT INCREASES YOUR CRIT CAP FOR AUTO ATTACKS AND UNTIL YOU COVER THE BASE MISS CHANCE IT WILL INCREASE YOUR CRIT CHANCE OF SPECIAL ATTACKS TOO.

Hit appears to be the most important stat till you reach a point where no crit will be wasted. After this point it's not so clear whether hit crit or ap benefits more. More hit will always increase your dps till you reach the hit cap. Crit and ap will also boost your dmg. So, when it comes to choose, it's always about the ammounts that you have to compare. 60 AP will probably offer more dps than 5 hit and 5 hit will probably offer more dps than 10 ap.

I hope i covered some questions about hit and it's role, however feel free to provide more infos if you think that i missed something or if something from the things mentioned above is wrong.

EDIT: I changed the first image since it was pvp related and it could lead to wrong results. I went in Ulda, tried it myself and captured 2 screenshots. Now example is pve based as it should be. More infos about the test on post #25, page 2. Also, i changed the miss chances according to the new Wowwiki information. Previous miss chance was 6.5% for 2h and 25.5% for dw. Glancing blow chance is changed since tests and spreadsheets indicate a new rate of 25%

[ Post edited by Cryinfreeman ]



  http://forums.wow-europe.com/thread.html?topicId=286849843&pageNo=1&sid=1#0
 
Poster: Vaneras at 2007-07-31 11:37:08
Subject: Re: Hit Rating Theorycraft
  
This thread has been added to the “Informative and useful Warrior threads” compilations sticky: http://forums.wow-europe.com/thread.html?topicId=305841020&sid=1

Behold! Witness the glory of my epic beer container... More commonly known as The epic Mug of Vaneras : http://epicmug.ytmnd.com/

  http://forums.wow-europe.com/thread.html?topicId=286849843&pageNo=5&sid=1#96
Poster: Cryinfreeman at 0000-00-00 00:00:00
Subject: Hit Rating Theorycraft
  
Lately, i've seen many posts in which ppl ask things about HIT so i thought to make a post in order to clear up the things about hit. In the next lines i'll try to analyze what exactly the hit rating does. Keep in mind that assumptions and numbers refer to fights against raid bosses since they are the most important thing in raids and refer only to the current situation since things may change a bit after the patch due to glancing blow reduction.

NOTES:
1) Raid bosses from what we know so far seem to be 73 lvl so their defence is 365.
After several tests, it has been proven that the current miss chance against raid bosses is most likely to be 9% if you use 2H or 28% if you dual wield. Also, it's pretty much confirmed that when the difference between attacker's weapon skill and mob's defence is equal or lower than 10, then you have a 0.1% increased chance to miss for each point of difference. What is not proven yet, is how much hit you gain per point of weapon skill when the difference is 11 or greater. In simple words, when you go from 350 to 355 weapon skill.

2) Attacking a mob from behind can remove only parry and block from the table since direction doesn't affect dodge. Also note that there is a 0.5 yard penalty in which direction doesn't count.

3) Attacks divide in 2 categories: Auto ( white) attacks and Special attacks ( Mortal Strike, Sinister Strike etc). Auto attacks use the 1 roll theory while special attacks use the 2 roll theory. However, BASE miss chance seems to be the same for auto and special attacks. Special attacks don't suffer the DW penalty.

4) 1 Roll theory: The basic idea on which the 1 roll system relies is that every melee (auto) attack made by players against mobs can have only one of the next possible results:
Miss
Dodge
Parry
Glancing Blow
Block
Critical Hit
Ordinary Hit

The following tables are laid out in descending order of the precedence of one attack result over another. In simple words, the entries at the top of the table take precedence over the entries below them. The precedence order is given from Blizzard so we can safely consider it accurate.

2 Roll theory: The basic idea of the 2 roll theory is that every melee (special) attack made by players against mobs can have only one of the next possible results:
Miss
Dodge
Parry
Block
Ordinary Hit

After the roll for the attack is performed the server performs another internal action/roll which seems something like this:

"If value rolled is block then
roll for blocked hit or blocked crit
If value rolled is hit then
roll for ordinary hit or critical hit".

The next images prove that special attacks are more likely to be based on a 2 roll theory:
http://www.layoutsource.net/uploads/images/2007-05-11/3rWAsQqlof.jpg
http://www.layoutsource.net/uploads/images/2007-05-11/PqHUlIw1YM.jpg

These were some important notes that we must keep in mind in order to continue. Now, what does exactly hit does? The answer is not what most ppl think and it's a bit complicated. Stacking hit doesn't directly increase your chance to hit!
HIT DECREASES YOUR CHANCE TO MISS. So, how HIT interacts with auto attacks??

Let's take an example: Let's assume that you are a dual wielder and you fight against a raid boss, your hit is 0% and your crit is 50%. Also assume that your weapon skill is maxed out for your lvl, 350@70 lvl and you're fighting the boss from the back. Since you are a dual wielder the game will regenerate the next table :
Miss: 28%
Dodge: 5.6%
Glancing Blow: 25%
Critical Hit: 41.4%
Ordinary Hit: 0%

This table shows that 8.6% of your crit was wasted. Now, Increase your hit by 10% and decrease your crit by 5% for example. Your new hit is 10% and overall crit is 45%. The new table will look like this one:
Miss: 18%
Dodge: 5.6%
Glancing Blow: 25%
Critical Hit: 45%
Ordinary Hit: 6.4%

As you notice, even if you lowered your overall crit rate for to add some hit, your actual crit rate was increased and no crit was wasted. In other words, HIT also increases your crit capacity. This example though, was refering only in auto attacks. However, the crit cap was much lower before the reduction of glancing blows and the difference was way much more obvious than now.

SPECIAL ATTACKS: Special attacks use a 2 roll system so the crit cap appears to be 100% making Hit less important for them and no important at all after covering the base miss chance which is 9%( no matter if you are a 2hander or dw). Now, let's say you mouseover your crit chance and it says you have 25% crit chance and you also don't have any %hit on you. Your special attacks crit chance against a raid boss (from the back) will be 25% of your hit which makes it to be 25% of 85.4%=21.35% since you don't have any %hit. Increase your hit by 10%. With +10% hit you have covered the base miss chance which is 9% so the rest 1% will be wasted. Your new special attacks crit chance will be 25% out of 94.4%=23.6%. So basically, HIT INCREASES YOUR CRIT CAP FOR AUTO ATTACKS AND UNTIL YOU COVER THE BASE MISS CHANCE IT WILL INCREASE YOUR CRIT CHANCE OF SPECIAL ATTACKS TOO.

Hit appears to be the most important stat till you reach a point where no crit will be wasted. After this point it's not so clear whether hit crit or ap benefits more. More hit will always increase your dps till you reach the hit cap. Crit and ap will also boost your dmg. So, when it comes to choose, it's always about the ammounts that you have to compare. 60 AP will probably offer more dps than 5 hit rating and 5 hit rating will probably offer more dps than 10 ap.

I hope i covered some questions about hit and it's role, however feel free to provide more infos if you think that i missed something or if something from the things mentioned above is wrong.

EDIT: I changed the first image since it was pvp related and it could lead to wrong results. I went in Ulda, tried it myself and captured 2 screenshots. Now example is pve based as it should be. More infos about the test on post #25, page 2. Also, i changed the miss chances according to the new tests that were done and posted in the EJ forums. Glancing blow chance is changed since tests and spreadsheets indicate a new rate of 25%. Link for Miss chance calculations and weapon skill assumptions:
http://elitistjerks.com/f31/t11885-rogue_warrior_weapon_skill_adjustment_discussion/p16/

[ Post edited by Cryinfreeman ]



  http://forums.wow-europe.com/thread.html?topicId=286849843&pageNo=1&sid=1#0
 
Poster: Cryinfreeman at 0000-00-00 00:00:00
Subject: Hit Rating Theorycraft
  
Lately, i've seen many posts in which ppl ask things about HIT so i thought to make a post in order to clear up the things about hit. In the next lines i'll try to analyze what exactly the hit rating does. Keep in mind that assumptions and numbers refer to fights against raid bosses since they are the most important thing in raids and refer only to the current situation since things may change a bit after the patch due to glancing blow reduction.

NOTES:
1) Raid bosses from what we know so far seem to be 73 lvl so their defence is 365.
After several tests, it has been proven that the current miss chance against raid bosses is most likely to be 9% if you use 2H or 28% if you dual wield. Here is where the weapon skill comes. According to the latest tests, 2 formulas have been created to determine the role of weapon skill in missing. The formulas are the following ones:

* If the difference between weapon skill and mob's defence is equal or lower than 10 then the formula for calculating the miss chance against a mob is: 5% + 0.1%*X where X is the difference between weapon skill and defence and therefore takes values 1-10. If you are dw, the 5% is replaced by 24%

* If the difference between weapon skill and mob's defence is greater than 10 then the formula to calculate the miss chance against a mob is: 7% + 0.4%*(Mob's defence - weapon skill - 10). If you are dw, 7% is replaced by 26%.

Why 7% in the second formula and not 5%?. A small example:
You fight against a boss. The boss has 365 defence and you have 350 weapon skill. The base miss chance is 5%. However, you get 1% miss penalty which rises it to 6% because the difference is greater than 10. Now, since you have 15 points of difference, the first 10 points increase your miss chance by 0.1% per each point giving you a total of 1% miss chance so the 6% becomes 7%. The rest 5 points increase your miss chance by 0.4% per point.
You add 2 points of weapon skill. Now the difference is 365-352=13 which is obviously greater than 10. Again, you have the 5% + 1% (10*0.1 for the first 10 points) + 1% miss penalty + 3*0.4%.

Summarizing these 2 above examples we see how the 2nd formula results.
**SWEET POINT**: Looking at the above formulas, we see that there is a sweet point. This is when you reduce the difference between weapon skill and defence to 10 ( assuming it's 11 or more). At this point, you get the 1% hit jump. In a few words, if you have 354 weapon skill, your miss chance against a boss is 7.4%. If you add 1 more point of weapon skill rising it up to 355 your new miss chance will be 6%. This makes the racial bonuses very important in terms of missing. An Orc will wielding axe will have 3% less miss chance than a tauren wielding the same axe due to the Orc racial.
Also, weapon skill lvls are dropped and not rounded. That said, if you have +15% mace skill rating this equals to 3.8% weapon skill but it's dropped down to 3% and not rounded up to 4%.

2) Attacking a mob from behind can remove only parry and block from the table since direction doesn't affect dodge. Also note that there is a 0.5 yard penalty in which direction doesn't count.

3) Attacks divide in 2 categories: Auto ( white) attacks and Special attacks ( Mortal Strike, Sinister Strike etc). Auto attacks use the 1 roll theory while special attacks use the 2 roll theory. However, BASE miss chance seems to be the same for auto and special attacks. Special attacks don't suffer the DW penalty.

4) 1 Roll theory: The basic idea on which the 1 roll system relies is that every melee (auto) attack made by players against mobs can have only one of the next possible results:
Miss
Dodge
Parry
Glancing Blow
Block
Critical Hit
Ordinary Hit
The following tables are laid out in descending order of the precedence of one attack result over another. In simple words, the entries at the top of the table take precedence over the entries below them. The precedence order is given from Blizzard so we can safely consider it accurate.

2 Roll theory: The basic idea of the 2 roll theory is that every melee (special) attack made by players against mobs can have only one of the next possible results:
Miss
Dodge
Parry
Block
Ordinary Hit

After the roll for the attack is performed the server performs another internal action/roll which seems something like this:

"If value rolled is block then
roll for blocked hit or blocked crit
If value rolled is hit then
roll for ordinary hit or critical hit".

The next images prove that special attacks are more likely to be based on a 2 roll theory:
http://www.layoutsource.net/uploads/images/2007-05-11/3rWAsQqlof.jpg
http://www.layoutsource.net/uploads/images/2007-05-11/PqHUlIw1YM.jpg
These were some important notes that we must keep in mind in order to continue. Now, what does exactly hit does? The answer is not what most ppl think and it's a bit complicated. Stacking hit doesn't directly increase your chance to hit!
HIT DECREASES YOUR CHANCE TO MISS. So, how HIT interacts with auto attacks??
Let's take an example: Let's assume that you are a dual wielder and you fight against a raid boss, your hit is 0% and your crit is 50%. Also assume that your weapon skill is maxed out for your lvl, 350@70 lvl and you're fighting the boss from the back. Since you are a dual wielder the game will regenerate the next table :
Miss: 28%
Dodge: 5.6%
Glancing Blow: 25%
Critical Hit: 41.4%
Ordinary Hit: 0%
This table shows that 8.6% of your crit was wasted. Now, Increase your hit by 10% and decrease your crit by 5% for example. Your new hit is 10% and overall crit is 45%. The new table will look like this one:
Miss: 18%
Dodge: 5.6%
Glancing Blow: 25%
Critical Hit: 45%
Ordinary Hit: 6.4%
As you notice, even if you lowered your overall crit rate for to add some hit, your actual crit rate was increased and no crit was wasted. In other words, HIT also increases your crit capacity. This example though, was refering only in auto attacks. However, the crit cap was much lower before the reduction of glancing blows and the difference was way much more obvious than now.

SPECIAL ATTACKS: Special attacks use a 2 roll system so the crit cap appears to be 100% making Hit less important for them and no important at all after covering the base miss chance which is 9%( no matter if you are a 2hander or dw). Now, let's say you mouseover your crit chance and it says you have 25% crit chance and you also don't have any %hit on you. Your special attacks crit chance against a raid boss (from the back) will be 25% of your hit which makes it to be 25% of 85.4%=21.35% since you don't have any %hit. Increase your hit by 10%. With +10% hit you have covered the base miss chance which is 9% so the rest 1% will be wasted. Your new special attacks crit chance will be 25% out of 94.4%=23.6%. So basically, HIT INCREASES YOUR CRIT CAP FOR AUTO ATTACKS AND UNTIL YOU COVER THE BASE MISS CHANCE IT WILL INCREASE YOUR CRIT CHANCE OF SPECIAL ATTACKS TOO.

Hit appears to be the most important stat till you reach a point where no crit will be wasted. After this point it's not so clear whether hit crit or ap benefits more. More hit will always increase your dps till you reach the hit cap. Crit and ap will also boost your dmg. So, when it comes to choose, it's always about the ammounts that you have to compare. 60 AP will probably offer more dps than 5 hit rating and 5 hit rating will probably offer more dps than 10 ap.

I hope i covered some questions about hit and it's role, however feel free to provide more infos if you think that i missed something or if something from the things mentioned above is wrong.

EDIT: I changed the first image since it was pvp related and it could lead to wrong results. I went in Ulda, tried it myself and captured 2 screenshots. Now example is pve based as it should be. More infos about the test on post #25, page 2. Also, i changed the miss chances according to the new tests that were done and posted in the EJ forums. Glancing blow chance is changed since tests and spreadsheets indicate a new rate of 25%. Link for Miss chance calculations and weapon skill assumptions:
http://elitistjerks.com/f31/t11885-rogue_warrior_weapon_skill_adjustment_discussion/p16/

[ Post edited by Cryinfreeman ]



  http://forums.wow-europe.com/thread.html?topicId=286849843&pageNo=1&sid=1#0
 
Poster: Cryinfreeman at 2008-02-12 16:03:59
Subject: Hit Rating Theorycraft
  
Lately, i've seen many posts in which ppl ask things about HIT so i thought to make a post in order to clear up the things about hit. In the next lines i'll try to analyze what exactly the hit rating does. Keep in mind that assumptions and numbers refer to fights against raid bosses since they are the most important thing in raids and refer only to the current situation since things may change a bit after the patch due to glancing blow reduction.

NOTES:
1) Raid bosses from what we know so far seem to be 73 lvl so their defence is 365.
After several tests, it has been proven that the current miss chance against raid bosses is most likely to be 9% if you use 2H or 28% if you dual wield. Here is where the weapon skill comes. According to the latest tests, 2 formulas have been created to determine the role of weapon skill in missing. The formulas are the following ones:

* If the difference between weapon skill and mob's defence is equal or lower than 10 then the formula for calculating the miss chance against a mob is: 5% + 0.1%*X where X is the difference between weapon skill and defence and therefore takes values 1-10. If you are dw, the 5% is replaced by 24%

* If the difference between weapon skill and mob's defence is greater than 10 then the formula to calculate the miss chance against a mob is: 7% + 0.4%*(Mob's defence - weapon skill - 10). If you are dw, 7% is replaced by 26%.

Why 7% in the second formula and not 5%?. A small example:
You fight against a boss. The boss has 365 defence and you have 350 weapon skill. The base miss chance is 5%. However, you get 1% miss penalty which rises it to 6% because the difference is greater than 10. Now, since you have 15 points of difference, the first 10 points increase your miss chance by 0.1% per each point giving you a total of 1% miss chance so the 6% becomes 7%. The rest 5 points increase your miss chance by 0.4% per point.
You add 2 points of weapon skill. Now the difference is 365-352=13 which is obviously greater than 10. Again, you have the 5% + 1% (10*0.1 for the first 10 points) + 1% miss penalty + 3*0.4%.

Summarizing these 2 above examples we see how the 2nd formula results.
**SWEET POINT**: Looking at the above formulas, we see that there is a sweet point. This is when you reduce the difference between weapon skill and defence to 10 ( assuming it's 11 or more). At this point, you get the 1% hit jump. In a few words, if you have 354 weapon skill, your miss chance against a boss is 7.4%. If you add 1 more point of weapon skill rising it up to 355 your new miss chance will be 6%. This makes the racial bonuses very important in terms of missing. An Orc will wielding axe will have 3% less miss chance than a tauren wielding the same axe due to the Orc racial.
Also, weapon skill lvls are dropped and not rounded. That said, if you have +15% mace skill rating this equals to 3.8% weapon skill but it's dropped down to 3% and not rounded up to 4%.

***As of 2.3, Weapon Skill no longer exists and it's replaced by Weapon Expertise which actually reduces the chance that your attacks will be dodged or parried.***

2) Attacking a mob from behind can remove only parry and block from the table since direction doesn't affect dodge. Also note that there is a 0.5 yard penalty in which direction doesn't count.

3) Attacks divide in 2 categories: Auto ( white) attacks and Special attacks ( Mortal Strike, Sinister Strike etc). Auto attacks use the 1 roll theory while special attacks use the 2 roll theory. However, BASE miss chance seems to be the same for auto and special attacks. Special attacks don't suffer the DW penalty.

4) 1 Roll theory: The basic idea on which the 1 roll system relies is that every melee (auto) attack made by players against mobs can have only one of the next possible results:
Miss
Dodge
Parry
Glancing Blow
Block
Critical Hit
Ordinary Hit
The following tables are laid out in descending order of the precedence of one attack result over another. In simple words, the entries at the top of the table take precedence over the entries below them. The precedence order is given from Blizzard so we can safely consider it accurate.

2 Roll theory: The basic idea of the 2 roll theory is that every melee (special) attack made by players against mobs can have only one of the next possible results:
Miss
Dodge
Parry
Block
Ordinary Hit

After the roll for the attack is performed the server performs another internal action/roll which seems something like this:

"If value rolled is block then
roll for blocked hit or blocked crit
If value rolled is hit then
roll for ordinary hit or critical hit".

The next images prove that special attacks are more likely to be based on a 2 roll theory:
http://www.layoutsource.net/uploads/images/2007-05-11/3rWAsQqlof.jpg
http://www.layoutsource.net/uploads/images/2007-05-11/PqHUlIw1YM.jpg
These were some important notes that we must keep in mind in order to continue. Now, what does exactly hit does? The answer is not what most ppl think and it's a bit complicated. Stacking hit doesn't directly increase your chance to hit!
HIT DECREASES YOUR CHANCE TO MISS. So, how HIT interacts with auto attacks??
Let's take an example: Let's assume that you are a dual wielder and you fight against a raid boss, your hit is 0% and your crit is 50%. Also assume that your weapon skill is maxed out for your lvl, 350@70 lvl and you're fighting the boss from the back. Since you are a dual wielder the game will regenerate the next table :
Miss: 28%
Dodge: 5.6%
Glancing Blow: 25%
Critical Hit: 41.4%
Ordinary Hit: 0%
This table shows that 8.6% of your crit was wasted. Now, Increase your hit by 10% and decrease your crit by 5% for example. Your new hit is 10% and overall crit is 45%. The new table will look like this one:
Miss: 18%
Dodge: 5.6%
Glancing Blow: 25%
Critical Hit: 45%
Ordinary Hit: 6.4%
As you notice, even if you lowered your overall crit rate for to add some hit, your actual crit rate was increased and no crit was wasted. In other words, HIT also increases your crit capacity. This example though, was refering only in auto attacks. However, the crit cap was much lower before the reduction of glancing blows and the difference was way much more obvious than now.

SPECIAL ATTACKS: Special attacks use a 2 roll system so the crit cap appears to be 100% making Hit less important for them and no important at all after covering the base miss chance which is 9%( no matter if you are a 2hander or dw). Now, let's say you mouseover your crit chance and it says you have 25% crit chance and you also don't have any %hit on you. Your special attacks crit chance against a raid boss (from the back) will be 25% of your hit which makes it to be 25% of 85.4%=21.35% since you don't have any %hit. Increase your hit by 10%. With +10% hit you have covered the base miss chance which is 9% so the rest 1% will be wasted. Your new special attacks crit chance will be 25% out of 94.4%=23.6%. So basically, HIT INCREASES YOUR CRIT CAP FOR AUTO ATTACKS AND UNTIL YOU COVER THE BASE MISS CHANCE IT WILL INCREASE YOUR CRIT CHANCE OF SPECIAL ATTACKS TOO.

Hit appears to be the most important stat till you reach a point where no crit will be wasted. After this point it's not so clear whether hit crit or ap benefits more. More hit will always increase your dps till you reach the hit cap. Crit and ap will also boost your dmg. So, when it comes to choose, it's always about the ammounts that you have to compare. 60 AP will probably offer more dps than 5 hit rating and 5 hit rating will probably offer more dps than 10 ap.

I hope i covered some questions about hit and it's role, however feel free to provide more infos if you think that i missed something or if something from the things mentioned above is wrong.

EDIT: I changed the first image since it was pvp related and it could lead to wrong results. I went in Ulda, tried it myself and captured 2 screenshots. Now example is pve based as it should be. More infos about the test on post #25, page 2. Also, i changed the miss chances according to the new tests that were done and posted in the EJ forums. Glancing blow chance is changed since tests and spreadsheets indicate a new rate of 25%. Link for Miss chance calculations and weapon skill assumptions:
http://elitistjerks.com/f31/t11885-rogue_warrior_weapon_skill_adjustment_discussion/p16/

[ Post edited by Cryinfreeman ]



  http://forums.wow-europe.com/thread.html?topicId=286849843&pageNo=1&sid=1#0
 
Poster: Cryinfreeman at 2007-10-05 18:53:57
Subject: Hit Rating Theorycraft
  
Lately, i've seen many posts in which ppl ask things about HIT so i thought to make a post in order to clear up the things about hit. In the next lines i'll try to analyze what exactly the hit rating does. Keep in mind that assumptions and numbers refer to fights against raid bosses since they are the most important thing in raids and refer only to the current situation since things may change a bit after the patch due to glancing blow reduction.

NOTES:
1) Raid bosses from what we know so far seem to be 73 lvl so their defence is 365.
After several tests, it has been proven that the current miss chance against raid bosses is most likely to be 9% if you use 2H or 28% if you dual wield. Here is where the weapon skill comes. According to the latest tests, 2 formulas have been created to determine the role of weapon skill in missing. The formulas are the following ones:

* If the difference between weapon skill and mob's defence is equal or lower than 10 then the formula for calculating the miss chance against a mob is: 5% + 0.1%*X where X is the difference between weapon skill and defence and therefore takes values 1-10. If you are dw, the 5% is replaced by 24%

* If the difference between weapon skill and mob's defence is greater than 10 then the formula to calculate the miss chance against a mob is: 7% + 0.4%*(Mob's defence - weapon skill - 10). If you are dw, 7% is replaced by 26%.

Why 7% in the second formula and not 5%?. A small example:
You fight against a boss. The boss has 365 defence and you have 350 weapon skill. The base miss chance is 5%. However, you get 1% miss penalty which rises it to 6% because the difference is greater than 10. Now, since you have 15 points of difference, the first 10 points increase your miss chance by 0.1% per each point giving you a total of 1% miss chance so the 6% becomes 7%. The rest 5 points increase your miss chance by 0.4% per point.
You add 2 points of weapon skill. Now the difference is 365-352=13 which is obviously greater than 10. Again, you have the 5% + 1% (10*0.1 for the first 10 points) + 1% miss penalty + 3*0.4%.

Summarizing these 2 above examples we see how the 2nd formula results.
**SWEET POINT**: Looking at the above formulas, we see that there is a sweet point. This is when you reduce the difference between weapon skill and defence to 10 ( assuming it's 11 or more). At this point, you get the 1% hit jump. In a few words, if you have 354 weapon skill, your miss chance against a boss is 7.4%. If you add 1 more point of weapon skill rising it up to 355 your new miss chance will be 6%. This makes the racial bonuses very important in terms of missing. An Orc will wielding axe will have 3% less miss chance than a tauren wielding the same axe due to the Orc racial.
Also, weapon skill lvls are dropped and not rounded. That said, if you have +15 mace skill rating this equals to 3.8% weapon skill but it's dropped down to 3% and not rounded up to 4%.

***As of 2.3, Weapon Skill no longer exists and it's replaced by Weapon Expertise which actually reduces the chance that your attacks will be dodged or parried.***

2) Attacking a mob from behind can remove only parry and block from the table since direction doesn't affect dodge. Also note that there is a 0.5 yard penalty in which direction doesn't count.

3) Attacks divide in 2 categories: Auto ( white) attacks and Special attacks ( Mortal Strike, Sinister Strike etc). Auto attacks use the 1 roll theory while special attacks use the 2 roll theory. However, BASE miss chance seems to be the same for auto and special attacks. Special attacks don't suffer the DW penalty.

4) 1 Roll theory: The basic idea on which the 1 roll system relies is that every melee (auto) attack made by players against mobs can have only one of the next possible results:
Miss
Dodge
Parry
Glancing Blow
Block
Critical Hit
Ordinary Hit
The following tables are laid out in descending order of the precedence of one attack result over another. In simple words, the entries at the top of the table take precedence over the entries below them. The precedence order is given from Blizzard so we can safely consider it accurate.

2 Roll theory: The basic idea of the 2 roll theory is that every melee (special) attack made by players against mobs can have only one of the next possible results:
Miss
Dodge
Parry
Block
Ordinary Hit

After the roll for the attack is performed the server performs another internal action/roll which seems something like this:

"If value rolled is block then
roll for blocked hit or blocked crit
If value rolled is hit then
roll for ordinary hit or critical hit".

The next images prove that special attacks are more likely to be based on a 2 roll theory:
http://www.layoutsource.net/uploads/images/2007-05-11/3rWAsQqlof.jpg
http://www.layoutsource.net/uploads/images/2007-05-11/PqHUlIw1YM.jpg
These were some important notes that we must keep in mind in order to continue. Now, what does exactly hit does? The answer is not what most ppl think and it's a bit complicated. Stacking hit doesn't directly increase your chance to hit!
HIT DECREASES YOUR CHANCE TO MISS. So, how HIT interacts with auto attacks??
Let's take an example: Let's assume that you are a dual wielder and you fight against a raid boss, your hit is 0% and your crit is 50%. Also assume that your weapon skill is maxed out for your lvl, 350@70 lvl and you're fighting the boss from the back. Since you are a dual wielder the game will regenerate the next table :
Miss: 28%
Dodge: 5.6%
Glancing Blow: 25%
Critical Hit: 41.4%
Ordinary Hit: 0%
This table shows that 8.6% of your crit was wasted. Now, Increase your hit by 10% and decrease your crit by 5% for example. Your new hit is 10% and overall crit is 45%. The new table will look like this one:
Miss: 18%
Dodge: 5.6%
Glancing Blow: 25%
Critical Hit: 45%
Ordinary Hit: 6.4%
As you notice, even if you lowered your overall crit rate for to add some hit, your actual crit rate was increased and no crit was wasted. In other words, HIT also increases your crit capacity. This example though, was refering only in auto attacks. However, the crit cap was much lower before the reduction of glancing blows and the difference was way much more obvious than now.

SPECIAL ATTACKS: Special attacks use a 2 roll system so the crit cap appears to be 100% making Hit less important for them and no important at all after covering the base miss chance which is 9%( no matter if you are a 2hander or dw). Now, let's say you mouseover your crit chance and it says you have 25% crit chance and you also don't have any %hit on you. Your special attacks crit chance against a raid boss (from the back) will be 25% of your hit which makes it to be 25% of 85.4%=21.35% since you don't have any %hit. Increase your hit by 10%. With +10% hit you have covered the base miss chance which is 9% so the rest 1% will be wasted. Your new special attacks crit chance will be 25% out of 94.4%=23.6%. So basically, HIT INCREASES YOUR CRIT CAP FOR AUTO ATTACKS AND UNTIL YOU COVER THE BASE MISS CHANCE IT WILL INCREASE YOUR CRIT CHANCE OF SPECIAL ATTACKS TOO.

Hit appears to be the most important stat till you reach a point where no crit will be wasted. After this point it's not so clear whether hit crit or ap benefits more. More hit will always increase your dps till you reach the hit cap. Crit and ap will also boost your dmg. So, when it comes to choose, it's always about the ammounts that you have to compare. 60 AP will probably offer more dps than 5 hit rating and 5 hit rating will probably offer more dps than 10 ap.

I hope i covered some questions about hit and it's role, however feel free to provide more infos if you think that i missed something or if something from the things mentioned above is wrong.

EDIT: I changed the first image since it was pvp related and it could lead to wrong results. I went in Ulda, tried it myself and captured 2 screenshots. Now example is pve based as it should be. More infos about the test on post #25, page 2. Also, i changed the miss chances according to the new tests that were done and posted in the EJ forums. Glancing blow chance is changed since tests and spreadsheets indicate a new rate of 25%. Link for Miss chance calculations and weapon skill assumptions:
http://elitistjerks.com/f31/t11885-rogue_warrior_weapon_skill_adjustment_discussion/p16/

[ Post edited by Cryinfreeman ]



  http://forums.wow-europe.com/thread.html?topicId=286849843&pageNo=1&sid=1#0
 
Poster: Vaneras at 0000-00-00 00:00:00
Subject: Re: Hit Rating Theorycraft
  
This thread has been added to the “Informative and useful Warrior threads” compilations sticky: http://forums.wow-europe.com/thread.html?topicId=305841020&sid=1

Behold! Witness the glory of my epic beer container... More commonly known as The epic Mug of Vaneras : http://epicmug.ytmnd.com/

  http://forums.wow-europe.com/thread.html?topicId=286849843&pageNo=5&sid=1#96
 

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