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3.0 Theorycraft - Hit and moreFollow

#1 Sep 30 2008 at 9:15 PM Rating: Excellent
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I was gonna post this analysis on another forum, but it started to get unwieldy and too far OT. So here it is... pray the itemization system continues to scale as it has been in beta thus far!

From what I recall (and I could be off, so bear that in mind) the Hit Rating needed for 1% is expected to be 32.789 at level-80 same for Expertise (at 70 it's 15.769). To hit a +3-level Boss we need 28% (dual-wielding), - 5% for Precision (now available for either Muti or Combat builds), that leaves 23% miss.

23 x 32.789 = 754.147 @ 80
23 x 15.769 = 362.687 @70

That means the new hit cap will be 755.

All the current data coming out of beta (and from I can see myself) seems to be showing that stats are scaling pretty much in line so that it will be about as hard to near the hit cap at 80 as it is at 70. But after looking into the numbers a bit, I thought I should share.

Sorry if I missed this being discussed elsewhere.

*edit: insomnia math is teh suk

Edited, Oct 1st 2008 10:58am by TherionSaysWhat
#2 Oct 01 2008 at 12:05 AM Rating: Good
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*grabs some +16 Hit Gems*

Right...lets start gemming.
#3 Oct 01 2008 at 12:53 AM Rating: Decent
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3,909 posts
o.O
#4 Oct 01 2008 at 1:28 AM Rating: Good
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802 posts
for pvp we need 5% hit not to miss any specials right? Assuming this doesn't at 80 change we need:

5 X 32.789 = 163,945 = 164 hit

http://static.mmo-champion.com/mmoc/images/news/2008/september/pvp200_rogue.jpg

Assuming the S5 hatefull set doesn't change there is 0 hit on it :S :S
Without speccing for hit and assuming +16hit gems we need 10 gems.
We have 9 slots + 1 metagem slot.

3 red, 3 blue and 3 yellow + meta.

We're screwed or will precision cover the 5% ??

amidoinitrite?

Edited, Oct 1st 2008 11:23am by samperor
#5 Oct 01 2008 at 1:57 AM Rating: Good
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GodOfMoo wrote:
*grabs some +16 Hit Gems*

Right...lets start gemming.


Exactly, that's just the point.

Currently your blue quality +hit gem is a Rigid Dawnstone at +8 hit
As soon as JCers go above 390, they'll start cutting Rigid Autumn Glow (the new blue quality gem) at+16 hit..

For all of you not so good at maths (ok, "Math" for you US folks ;->) .. that's double the hit rating (or 100% more) from the equivalent level gem.

Now, as Therion points out;

Currently you require 15.77 hit rating for 1% (70).
You WILL requore 32.79 hit rating for 1% (80)

That's a 32.79 - 15.77 = 17.02 hit rating requirement increase per 1% ... that equates to a ~108% increase in Hit Rating requirement for the same benefit.

So your standard blue gems give you 100% more hit, and at 80, you will require 108% more of that same hit. That's a pretty much on par increase (ok, you might need to work a touch harder for the same benefit, but it's perfectly within reason).

And in case you were wondering, the current epic gems give +10hit, the new epic gems give +20hit (the green gems are +12 hit vs +6 hit) .. so the increase is 100% across the range.

Edit : Proof Reading > me :-\


Edited, Oct 1st 2008 1:48pm by robertlofthouse
#6 Oct 01 2008 at 2:02 AM Rating: Good
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608 posts
samperor wrote:
for pvp we need 5% hit not to miss any specials right? Assuming this doesn't at 80 change we need:

5 X 32.789 = 163,945 = 164 hit

http://static.mmo-champion.com/mmoc/images/news/2008/september/pvp200_rogue.jpg

Assuming the S5 hatefull set doesn't change there is 0 hit on it :S :S
Without speccing for hit and assuming +16hit gems we need 10 gems.
We have 9 slots + 1 metagem slot.

3 red, 3 blue and 3 yellow + meta.

We're screwed or will precision cover the 5% ??

amidoinitrite?

Edited, Oct 1st 2008 11:23am by samperor


Precision will cover it ...

Keep in mind that (as I mentioned above) ... if you need 10 gems at 80 to get to to 5%, you would have needed 10 gems at 70 (with precision ofc).

Also, your PvP sets are only 5 pieces, you have many more gear slots to fill to get your hit up (unless, ofc, you plan on only wearing those 5 pieces ;->)
#7 Oct 01 2008 at 2:52 AM Rating: Good
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Quote:
So your standard green gems give you 100% more hit


You mean standard blue gems.

;3
#8 Oct 01 2008 at 3:51 AM Rating: Decent
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There's also the possibility of +hit-boosting enchants being feasible for PvP.
#9 Oct 01 2008 at 3:53 AM Rating: Good
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608 posts
GodOfMoo wrote:
Quote:
So your standard green gems give you 100% more hit


You mean standard blue gems.

;3


Blegh ... caught me there ... I had actually typed up the whole comparison using the standard green gems, then thought it better to compare the blue gems instead (seeing as those were the ones you were talking about when you said +16)... I thought I had caught all the places I was referring to green gems ... clearly not :-\
#10 Oct 01 2008 at 4:10 AM Rating: Good
Quote:
23 x 15.769 = 132.687 @70


No, 23 x 15.769 = 362.687.
#11 Oct 01 2008 at 4:51 AM Rating: Good
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802 posts
755 hit limit is 47 X 16hit (blue) gems :/

If you look at the epic gems, would they be +20 hit or +22? How many sockets would we have in a PVE gearset? 10? 12?
Let's keep it "simple math" and say we have 12 gemslots.

If we fill all those with +20 hit, we'd have 240 hit, meaning we would need (755-240) 515 hit, from gear, enchants, LW patches and insciption. Say we get hit on all of our "armor".
head, neck, chest, bracers, gloves, pants, boots (belt?)
7 pieces not counting belt.

Let's keep it decent and leave some hit open for gear progression. Let's say you'd get 300 hit from your 7 pieces of armor as a fresh level 80.

300/7= each piece should have 43 (edit rounded wrong) hit on it on average as well as other stats. This means you would still have to bridge 215 hit with gear progression + LW patches and insciption.

Am i the only one that isn't really seeing this happen ? Am i missing something? Will PVE gear have 43 hit or up on it?

Edited, Oct 1st 2008 2:47pm by samperor
#12 Oct 01 2008 at 5:32 AM Rating: Good
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2,550 posts
You could in theory get Hit Rating from any slot barring Tabard and shirt.

So its not just 7 pieces or armor. And why not include Belt?

You can have hit on:

MH Weapon
OH Weapon
Range Weapon
Head
Neck
Shoulder
Back
Chest
Wrist
Hand
Waist
Legs
Pants
Ring 1
Ring 2
Trinket 1
Trinket 2

That's 17 slots to have hit rating on. So assuming we have 240 hit rating from gems...
515/17 = 30.29 So lets round up and say 31.
So thats an average of 31 hit rating per slot, not including enchants, LW, hit food etc...

Following your example of a fresh 80 having 300 hit on there gear.
300/17=17.64 rounded up to 18. So thats an average of 18 hit rating per piece of gear.

Its not nearly as bad as you seem to think though it will be a bit more of a stretch.

Also remember that we don't NEED to hit the Hit Cap. Its something to shoot for yes, but its not a requirement.
#13 Oct 01 2008 at 5:52 AM Rating: Excellent
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608 posts
samperor wrote:
755 hit limit is 47 X 16hit (blue) gems :/

If you look at the epic gems, would they be +20 hit or +22?


The Epic gems are +20 (double that of the current epic gem).

samperor wrote:

If we fill all those with +20 hit, we'd have 240 hit, meaning we would need (755-240) 515 hit, from gear, enchants, LW patches and insciption. Say we get hit on all of our "armor".
head, neck, chest, bracers, gloves, pants, boots (belt?)
7 pieces not counting belt.

Let's keep it decent and leave some hit open for gear progression. Let's say you'd get 300 hit from your 7 pieces of armor as a fresh level 80.

300/7= each piece should have 43 (edit rounded wrong) hit on it on average as well as other stats. This means you would still have to bridge 215 hit with gear progression + LW patches and insciption.

Am i the only one that isn't really seeing this happen ? Am i missing something? Will PVE gear have 43 hit or up on it?


Just going on the helms I picked up from shadowpanther's list briefly

Weakness Spectralizers (engineering goggles) = 43 hit rating (and that's a level 72 item)
Cover of Silence (level 80 epic) = 50 hit
Helm of the Vast Legions = 50 hit
Duplicitous Guise (Level 70 epic) = 30 hit (as a standard, I'm sure you can double that to see what the "end of wrath" raid gear will be like)
Cursed Vision of Sargeras (yeah, we know where that comes from) = 21 hit (again, double that for the equivalent hit

There are 2 chests I saw while spot checking that have over 50 hit each

Oh, and (not that it applies here, but) there's a pair of plate gloves (or legs, I forget) with 100 hit on one item.

I could go on, but I'm sure you get what I'm saying.

Hit rating requirements for the same percentage have doubled.
The hit rating you get from the equivalent gems has doubled
The hit rating on the gear has doubled (sometimes even more)

Catch a pattern here .... capping hit will be as easy (or hard, depending on your PoV) as it is now.
#14 Oct 01 2008 at 5:55 AM Rating: Good
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Damn, I love threads like this ... just good, solid numbers and cold hard facts ... none of the Emo that's been flying around recently ..

Thanks guys .. I feel so much better now ;-)
#15 Oct 01 2008 at 6:23 AM Rating: Default
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I've also been reading on theorycrafting boards that better DPS will come from 9% hit and then going all-out Attack /shrug
#16 Oct 01 2008 at 11:09 AM Rating: Excellent
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angryempath wrote:
I've also been reading on theorycrafting boards that better DPS will come from 9% hit and then going all-out Attack /shrug

Links or you're just talking out of your ***.
#17 Oct 01 2008 at 2:34 PM Rating: Decent
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755 posts
Hmm, theres an Epic trink up on MMO-Champ with 95 hit on it static, and a proc of some kind as well. If getting pve hitcapped is your thing, it'll still be do-able.
#18 Oct 01 2008 at 5:14 PM Rating: Decent
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134 posts
Just a thought, Moonkins seem like a must have in a raid for WotLK they bring 3% hit to the table do they not? Also as someone stated this isn't a must have for the first raid. I had like 100 hit when i first went into kara and like 220ish when i started gruuls. I am not going to be gimping my AP to max. crit for the first raid i enter.
#19 Oct 01 2008 at 8:20 PM Rating: Excellent
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yankytoon wrote:
Just a thought, Moonkins seem like a must have in a raid for WotLK they bring 3% hit to the table do they not? Also as someone stated this isn't a must have for the first raid. I had like 100 hit when i first went into kara and like 220ish when i started gruuls. I am not going to be gimping my AP to max. crit for the first raid i enter.

They're good for casters, but IFF doesn't give melee hit anymore, only spell hit.
#20 Oct 01 2008 at 9:13 PM Rating: Decent
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120 posts
Theo wrote:
angryempath wrote:
I've also been reading on theorycrafting boards that better DPS will come from 9% hit and then going all-out Attack /shrug

Links or you're just talking out of your ***.


Haven't seen anything about getting 9% hit than all out AP, but this is as close as I've seen. Was actually going to post it last night, but figured that it would already be plastered to these boards by morning.

Thats the setup, and a few posts down is the DPS per stat that Aldriana has arrived at.

Stat EP
Agi 1.98
AP 1.0
Crit 1.55
Hit 1.45
Exp 1.56
Haste 1.43
ArP 1.11

Kind of interested in the idea behind Fist/fast dagger combat.
#21 Oct 01 2008 at 9:30 PM Rating: Good
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That's actually very interesting, especially since Daggers and Fists are both on the same Talent now.

I can see Combat Fist/Dagger being the Combat build of choice now if we have enough Daggers that are 1.4 or so. Especially since the arbitrary sword OH speed seems to be 1.5(Arena weapons).

But, the thing is, if we find a sword like Latro's I think it will still end up lasting us quite a while depending on where its found at.

Edited, Oct 2nd 2008 1:25am by GodOfMoo
#22 Oct 01 2008 at 10:23 PM Rating: Decent
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Overlord Theophany wrote:

They're good for casters, but IFF doesn't give melee hit anymore, only spell hit.

Hits being normalized between melee and spell?
#23 Oct 02 2008 at 6:37 AM Rating: Decent
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*stares down new weapon chain, and its 28 hit rating*

big numbers, good thing i wont be caring beyond pvp hit cap :D
#24 Oct 02 2008 at 12:17 PM Rating: Excellent
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spdr wrote:
Overlord Theophany wrote:
They're good for casters, but IFF doesn't give melee hit anymore, only spell hit.

Hits being normalized between melee and spell?

Yes, that was my mistake; hit is shared between spell and melee, though "normalization" isn't the right word for it.

Normalization is something they use on melee abilities, not on stats. Smiley: wink
#25 Oct 03 2008 at 5:55 AM Rating: Decent
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Quote:
Improved Faerie Fire reworded. Now: Your Faerie Fire spell also increases the chance the target will be hit by spell attacks by 1/2/3%, and increases the critical strike chance of your damage spells (instead of all attacks) by 1/2/3% on targets afflicted by Faerie Fire.


That's the newest version of IFF I can find.
#26 Oct 03 2008 at 9:05 AM Rating: Good
Overlord Theophany wrote:
spdr wrote:
Overlord Theophany wrote:
They're good for casters, but IFF doesn't give melee hit anymore, only spell hit.

Hits being normalized between melee and spell?

Yes, that was my mistake; hit is shared between spell and melee, though "normalization" isn't the right word for it.

Normalization is something they use on melee abilities, not on stats. Smiley: wink
.

Only for stats (hit rating is now global). Talents and debuffs still effect only one or the other in most cases, including IFF.
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