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+Hit and Arcane SubtletyFollow

#1 Apr 28 2008 at 12:06 PM Rating: Decent
Good afternoon and thanks in advance

My question today has to do with Arcane Subtlety. I have been reading a bit and i can not find any good info on it more than just to say put 2 points into it. Arcane Subtlety "Reduces your targets resistance to all your spells by 5 (10 with 2 points)and threat by....." My question has to do with the reduction in resistance as Elemental Precision states a % and this states a number. How does this number effect my hit rating. I am currently sitting at +140 hit with 2 points in Arcane Subtlety and 3 in Elemental Precision. Am i Hit Capped?

Any other comments on Build and Gear would be appreciated. Thank You again

http://www.wowarmory.com/character-sheet.xml?r=Rexxar&n=Smp
#2 Apr 28 2008 at 12:50 PM Rating: Decent
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My understanding of arcane subtlety is this, and could be wrong.
Reduces all resitances by 10:
When your spell hits a target for 100dmg. But the player has resist's. and resists 30 of it. making the spell only hit for 70. Those 10 lower resistances kick's in. Lowering the targets resistance to 20 and making your spell hit for 80. It has nothing to do with your chance to hit.
Reduce's arcane threat by 40%: is a lot better than it seems, if your riding the tanks agro line real close, you can spam arcane missles, to still do damage but letting the tank get some agro lead back.
as for hit caps.
With elementel precision:
Fire - 164
Frost - 126
arcane- 80ish? *with arcane focus*
Frost gets an additional 3% for whatever reason, so hit cap is lower because it has a 6% increase instead of 3%.

So you can actualy afford to lose a little bit of your +hit while being frost.

Also your spec, it is hard to critique it not knowing what it is in the game you are trying to do. Since you are worried about your +hit i'm assuming you are interested in raiding and instances.

In a heart beat i would take the points out of improved blizzard and frost ward. And top off your shatter. Though shatter isn't too usefull in raids, in solo'ing and 5mans it can save lives. Permafrost is nice, but not needed i would take them out of there and put remaining points into the arcane tree to get clearcasting. Having mana is great. Here is the frost spec i usualy use while raiding. *currently fire for a while*

http://www.worldofwarcraft.com/info/classes/mage/talents.html?tal=2300040000000000000000000000000000000000000000535320310235010251551

Ice Floe's is a talent often left with 1 point in so you can get 5/5 clearcast. but i find that the extra 10% gives enough time to make coldsnap usuable in that many more boss encounters. So i go 2 icy floe. 4/5 clearcast.

For frost, you definetly want to be look at +hit till capped, then +haste and +dmg. Make sure you have a solid dmg base before sacrificing it for haste. but Crit is your least important stat to worry about.

And your gear is hit and miss. You have some great gear that wont be replaced in a long time, and some gear that hurts the eyes to look at. Get yourself into kara's. There are a lot of upgrades in that instance for you, as well as badges. which can be used to get you the icon of silver crescent trinket. and a new pair of pants.

Hope i helped in this long box of text. If i missed something or you have any other questions just ask.



Edited, Apr 28th 2008 4:54pm by CalenciaBlue

Edited, Apr 28th 2008 4:56pm by CalenciaBlue
#3 Apr 28 2008 at 1:01 PM Rating: Good
At level 70, 12.6 spell hit rating is equivalent to 1% spell hit. Because the highest level mob currently present is level 73 (all BC raid bosses, for instance), a level 70 caster has an effective spell hit rating cap of 202, assuming no other spell hit sources.

Current
% Hit Hit rating needed (per target lvl.) Notes
70 71 72 73
0% 38 51 63 202 No talent bonuses or buffs (Destruction Warlocks)
3% 0 13 26 164 Fire and frost mages with Elemental Precision, paladins with Precision, shamans with Nature's Guidance. Frost mages may currently be benefiting from a bug giving double benefit on frostbolts (sometimes called "Ghost hit"), reducing this to 126 for level 73.
10% 0 0 0 76 Arcane mages with Arcane Focus, shadow priests with Shadow Focus, affliction warlocks with Suppression


Talents and gear combined, chance to hit with spells cannot exceed 99%. Casters should keep this cap in mind when considering their gear. In PvP at level 70, anything more than +3% chance to hit is excessive. For PvE raiding, bosses are considered to be 3 levels higher than the caster, meaning +16% is the most that will be effective.
(straight from wowwiki)

that being said you need to get 24 more hit ppoints to be capped in all schools of magic

#4 Apr 28 2008 at 3:02 PM Rating: Excellent
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1,245 posts
Arcane Subtlety does NOT affect your Spell Hit chance.
Arcane Subtlety gives you 10 Spell Penetration.

Spell Penetration subtracts from the enemy's resistances, those 5 schools of resistance which you can see on the right of your character model in your character window when you press the "C" button ingame.

Elemental Precision adds to Spell Hit, not Spell Penetration.

Here's the explanation between the two:


Whenever a spell is cast, there are TWO checks by the game on whether the spell will hit or not. The FIRST one is based upon level difference and Spell Hit chance. Put simply, with NPCs, your character has a base 96% chance to hit a same-level NPC with a spell. If the NPC is a level higher, it is a 95% chance. 2 levels higher? 94% chance. 3 levels higher? 83% chance. (And something like 72% for 4 levels higher than you).

Spell Hit increases your chance to hit on this scale. So, you need enough Spell Hit Rating to bring your Spell Hit chance to its maximum, which is 99%. At level 70, to bring your Spell Hit chance to 99% on boss targets, who are always treated as 3 levels higher than max player level, you need at most 202 Spell Hit Rating, brought down to 164 Spell Hit Rating after taking three points in Elemental Precision. For PvP, you won't need more than 3% Spell Hit chance on same-level targets.

The SECOND check by the game is based on the target's Resistance. Unlike the level-based resist check, the Resistance-based resist check can yield results of partial damage. Direct damage spells that are NOT binary spells (binary spells are spells that have non-damage effects from them) have a chance to do 100% damage, 75% damage, 50%, 25%, and 0% damage. At level 70, if you have 210 resistance in a school of magic, spells cast at you from that school will have around a 50% chance of doing 50% damage to you, like a 20% chance to do 25% damage, a 20% chance to do 75% damage, stuff like that.

Spell Penetration's value is simply how much of your enemy's resistance values you ignore. If your enemy had 40 Arcane Resist, 9 Fire Resist, and 0 Frost Resist, and you had 2 points in Arcane Subtlety, your spells would hit and have its second resistance check as if the enemy had 30 Arcane Resist, 0 Fire Resist, and 0 Frost Resist.

I used colors to try to show distinctions with consistencies.

Edited, Apr 29th 2008 9:08pm by Raglu

Replaced the painful purple with light coral.

Edited, Apr 29th 2008 9:08pm by Raglu
#5 Apr 28 2008 at 5:43 PM Rating: Good
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139 posts
Great explanation.

*Note to self - Purple hurts to read*
#6 Apr 29 2008 at 7:21 AM Rating: Good
Thanks for educmacating me in the advanced art of confusion called +hit.
#7 Apr 29 2008 at 9:08 AM Rating: Excellent
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Luvstoburn wrote:
Thanks for educmacating me in the advanced art of confusion called +hit.


Just wait til it's time to calculate the benefits from Spell Haste.
#8 Apr 29 2008 at 5:11 PM Rating: Good
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1,245 posts
Luvstoburn wrote:
Thanks for educmacating me in the advanced art of confusion called +hit.


Sorry. Maybe now the colors aren't distracting and it'll be easier on people's minds?
#9 May 06 2008 at 6:42 AM Rating: Decent
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101 posts
Raglu Wrote:
Quote:
Spell Hit increases your chance to hit on this scale. So, you need enough Spell Hit Rating to bring your Spell Hit chance to its maximum, which is 99%. At level 70, to bring your Spell Hit chance to 99% on boss targets, who are always treated as 3 levels higher than max player level, you need at most 202 Spell Hit Rating, brought down to 164 Spell Hit Rating after taking three points in Elemental Precision. For PvP, you won't need more than 3% Spell Hit chance on same-level targets.


I just stumbled upon this when reading the wiki on spell Hit that is referred to here in this post. As a fire Mage I went for the cap value of 164 as I have Elemental Precision, however I'm a Draenei so does that mean I only have to reach 152 due to Inspiring Presence?

If so, I'm over capped! argh!!!
#10 May 06 2008 at 11:58 AM Rating: Good
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ssgrif wrote:
I just stumbled upon this when reading the wiki on spell Hit that is referred to here in this post. As a fire Mage I went for the cap value of 164 as I have Elemental Precision, however I'm a Draenei so does that mean I only have to reach 152 due to Inspiring Presence?

If so, I'm over capped! argh!!!


Yep.

12.6 Spell Hit Rating = 1% Spell Hit Chance.

Draenei have 1% more than other mages.

164 - 12.6 = 151.4 (and always gets rounded up).

So, 152. If you have too much spell hit, look at where you're getting it from. If it's from a gem or something, you know what to replace.
#11 May 07 2008 at 2:04 AM Rating: Good
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101 posts
Awesome! I've been scratching my head trying to figure out how to juggle my gems as I'm currently at 163 so 1 short of what I thought my cap was. Now I know I'm actually 12 over! this will help a great deal as I can swap out some of my gems (Great Dawnstone for instance) with the +DMG alternative, probably either Runed living Ruby or Potent noble Topaz.

thanks for the clarification on this fellow mages, a great help as always.

Edited, May 7th 2008 6:07am by ssgrif
#12 May 09 2008 at 1:38 AM Rating: Good
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1,180 posts
Sticking a +hit question here to avoid making a new thread about it.

I'm a frost mage with elemental precision and 139 spell hit (over I know, but I'm not sure whether I'll be switching to fire soon so haven't regemmed/enchanted yet).

I've noticed on quite a few WWS reports a rather high miss rate. Some examples (just for frostbolts):

Lurker - 78 hits (2.4% miss)
Leo - 30 hits (1.6% miss) I was dead for most of the fight
Kara - 73 hits (2.5% miss)
Tidewalker - 75 hits (1.8% miss)

Is it just a small sample size making me seem 'unlucky' on these fights or could there be another explanation?
#13 May 09 2008 at 2:34 AM Rating: Good
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Tynuv wrote:
Sticking a +hit question here to avoid making a new thread about it.

I'm a frost mage with elemental precision and 139 spell hit (over I know, but I'm not sure whether I'll be switching to fire soon so haven't regemmed/enchanted yet).

I've noticed on quite a few WWS reports a rather high miss rate. Some examples (just for frostbolts):

Lurker - 78 hits (2.4% miss)
Leo - 30 hits (1.6% miss) I was dead for most of the fight
Kara - 73 hits (2.5% miss)
Tidewalker - 75 hits (1.8% miss)

Is it just a small sample size making me seem 'unlucky' on these fights or could there be another explanation?


Small sample size or inherent boss resist chances that can't be overcome by spell penetration that make frost look like its missing more due to binary resists.
#14 May 09 2008 at 6:00 AM Rating: Good
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1,180 posts
Thought it might be that :(

I'm noticing a bit of a drop in my damage lately (both in terms of position overall and dps) and I'm trying to work out why.

I've upgraded my gear (so damage should be going up theroetically) and am trying to make sure I keep WC up by using IL when I have to move (which would lead to a loss in dps as I have more up time, but should be an overall increase due to more debuff time).

I'm planning to try fire this weekend and see if I fare any better, it may be I've just reached the pinnacle of what I personally can achieve with frost.
#15 May 09 2008 at 6:19 PM Rating: Decent
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Good luck with switch back to fire, i raided a few weeks as fire, first raid i wasn't to hot, but i quickly climbed back on top. Now i'm having fun with arcane. I've never used so many mana pots. I like them all.
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