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Is there such a thing as too much spellhit before cap?Follow

#1 May 23 2008 at 2:14 PM Rating: Good
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1,502 posts
I'm fairly new to raiding with my lock, and I have to say I think I can get a lot more DPS out of him. Unfortunately, armory is down at the moment, but from memory I have around 175 hit (full suppression at the mo, I know I can take some points out of that now) and around 700 shadow damage (Normal spell damage is lower as I have Frozen Shadoweave shoulders and that trash drop necklace from Kara)

Now have I gone too far getting my hit up? Seeing as a lot of Kara raid locks seem to be quite far off the cap. In fact I've seen ~3% listed as a reasonable starting stat. Would I get more DPS by swapping some pure hit gems out for those orange hit/damage ones?

As it'll probably help, I'll mention I'm SM/Ruin 40/0/21. As I said, armory is down at the moment so I can't really give more info. Other than I know my gear needs work. I just need to make sure I'm making the most of what I have while I seek to improve.

Thanks in advance for any help.

Edited, May 23rd 2008 6:14pm by Rasen
#2 May 23 2008 at 2:27 PM Rating: Decent
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266 posts
Raiding Destro: Minimums
180-202 Spell Hit
1000 Shadow DMG
18-20% Crit

Raiding Affliction: Minimums
76-180 Spell Hit
Any Spell DMG
10-18% Spell Crit
#3 May 23 2008 at 2:37 PM Rating: Decent
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2,754 posts
no such thing imo. 202 hit for bosses (lvl.73+/?? level). 63 hit for trash mobs (lvl 72 or below). best thing to aim for to increase your dps
#4 May 23 2008 at 8:25 PM Rating: Decent
In theory, no, but in a more practical sense, yes. For example, a person in my guild is wondering if they should switch out their Staff of Infinite Mysteries for the Scyer Blade from badges and a Fetish of the Primal Gods. The hit answer says stick w/ the Staff but everyone knows damn well the MH/OH combo is better. Get a feel for how much the hit is costing you in other stats, but in general pick it up where you can get it has shown very solid results.
#5 May 24 2008 at 3:39 AM Rating: Decent
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2,754 posts
actually the hit answer wouldn't say that... or at least in the way I see things. I don't see 1 hit as 1 hit, I see it as 1.4-1.5 +dmg, crit as 0.6-0.9+dmg, haste as 1.2-1.3 +dmg... basically if according to the maths there's a total 'converted +dmg' upgrade then it's worthwhile. this though isn't true for hit levels below 12% in my opinion. if you're that low then hit takes priority over everything due to scaling differences
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