Overlord Theophany wrote:
RPZip wrote:
While technically accurate, your conclusions are... well, misleading.
Special attacks (SS et al - anything that shows up in yellow, including caster spells) actually use a two-roll system; once to land (dodge, parry, miss, hit) and then once to crit. This makes Expertise even more valuable than it first appears, because it will actually
increase the number of special attack crits. This is completely unlike how autoattack (white) damage works, where increasing your hit/expertise won't increase the number of crits unless you're crit-capping (glancing + crit + dodge + miss > 100%). See
Hit Table (WoW)#One Roll or Two? Critical Hits Yeah, I was mainly writing this for autoattack, as there's really not much info out there that talks about a two roll system for yellow hits. 60%+ of a rogue's damage comes from white hits, and since I'm writing for rogues, I write geared for our class. That's good info though, I'll look at putting the info in there, or if you'd like, you can make a post after mine.
True, and pretty valid - just thought it'd be helpful to include in an article that relates to Expertise, even if it's not the entire focus of the article. Expertise is undervalued even for people who think it's amazing.
Quote:
zhaharik wrote:
Great stuff Theo, rate up :)
If I can suggest a formatting/language change, in the summary at the end you specify that the Hit ratings you're talking about are the caps, but not for the Expertise (although if I understand it right, those are effectively the Expertise caps).
Expertise isn't an absolute cap. We've been able to determine through parsing what the parry/dodge% approximately is, but we've not been able to find an absolute.
To expand on Theo's point;
It's very hard to find the absolute cap for Expertise, because is it
grainy; there is no fraction of Expertise skill, and the smallest unit is .25% reduction (fractional skill isn't included; .99 Expertise Skill is the same as .75 Expertise skill. It's been shown that players have no dodges on bosses at 6.5% reduction, but do have dodges on bosses at 6.25% reduction; this means the 'true' dodge cap is likely somewhere in between, but stating with certainty where it is becomes extremely difficult without massive numbers of parses.
Parses, mind you, which have to be conducted on boss-level monsters... you can't just parse what happens if you hit the mob in Blasted Lands, since they have a different dodge cap.
Most players just accept 6.5% as the cap; the numbers seem to point to something closer to 6.3-6.4%, but saying this with any degree of statistical certainty is chancy at best.
Edited, Jul 4th 2008 4:45pm by RPZip