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to Hit Cap or not?Follow

#1 Jan 03 2009 at 5:15 PM Rating: Decent
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i was gonna attach this to my previous thread, but it deserves its own.

i got to thinking about hit cap. there is some debate about the actual miss percentage, hit rating, and ghost hit. i'm not gonna go there. rather i got to thinking in broader terms. is aquiring hit rating actually worth it anymore?

here's the deal: 1% 'not to miss' equals +1% dps(almost). pretty straight forward. likewise, 1% more 'hit power' equals +1% dps. hit power would be defined as avg strike. this is sorta variable since different hits rely on different calculations. for simplification i'm gonna use AP as our basis for hit power(though this isn't really the case). so for instance:

if we say 1% hit rating = 30hit.
we'll also assume 3000AP.
if we gem for 30hit we get +1% dps
if we gem for 30AP we get +1% dps

now, i know there are other factors for 'hitting power', such as weapon power, special attacks, ability calculations, etc. but AP is arguably the most deciding factor. i would suggest that gaining 1% dps through AP is alot easier than gaining 1% through hit(and expertise for that matter).

in conclusion, i would argue that it is not worth the effort to get Hit-capped when given the option.

am i oversimplifying? or is this the right thinking?
#2 Jan 03 2009 at 6:02 PM Rating: Decent
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1 miss = 0 dps no matter how big your AP is.
#3 Jan 03 2009 at 6:55 PM Rating: Decent
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10 hit attempts at 100 dmg each
hit 10 times, miss 0.
thats 1000 dmg.

10 hit attempts at 115 dmg each
hit 9 times, miss 1.
thats 1035 dmg.

the choice is whether you substitute power for accuracy. when power is easier to stack than accuracy, the choice is clear.

do a pt for pt +Str(Divine Strength, Kings) for +Hit and see where you end up.
#4 Jan 03 2009 at 7:21 PM Rating: Decent
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I've noticed on my mage and shadow priest (my main dpsers) that when I've sacrificed spell power for +hit my dps has actually gone up, because obviously, everything is hitting all the time. There are no 0's factored in. Until you are hit capped you always risk the chance that your biggest hitter will miss. Thus a wasted cooldown, a wasted spellcast, and no chance to crit. Sure it may not be as noticible to miss when half your damage is white (my melee's tank, so not completely in the know for melee dps), but you'll notice a difference when you never miss.
#5 Jan 03 2009 at 7:46 PM Rating: Decent
Drama Nerdvana
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1% hit =/= 1% dps, lol you trying to theorycraft is so absurd it makes my brain hurt. After all these months I should be jaded to it but just when I think you can't outdo yourself you do.

/facepalm


Reach hit cap, if you pve. Simple as that. This is one of those simple things that is so text book fundamental that its taken for granted by good players.
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Bode - 100 Holy Paladin - Lightbringer
#6 Jan 03 2009 at 9:43 PM Rating: Decent
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ya, i overthought(misthought) the attack table. forgot it was linear, not random.

i am in fact hit capped and expertise capped(depending on gear). i was noticing more of an increase when i dropped some hit for higher AP gear. most likely because i remained hit capped or the minor hit chance was a non-factor.

i will say that i do most of my dmg via JoB, sometimes 25%+ and consecrates being near 15%. both of which dont benefit from +hit.

but i was wrong to dismiss the importance of +hit or +exp
#7 Jan 03 2009 at 10:45 PM Rating: Good
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It's a question that lots of people are asking now. Largely because the percentages you get from hit are still the same as they used to be (though the ratings are higher) while at the same time the added damage that you can get in Wrath from stacking damage stats like AP is quite a bit larger than it used to be. One grew and the other stayed the same, do the same rules apply?

Absolutly they do. You can never really theorycraft the loss of hit by assuming x many misses in a set of attacks. The only way to get any idea is to do a prolonged average of DPS over a large number of attacks (not number of misses either mind you, raw DPS). You can be not hit cappes and still experience a more-or-less increase in DPS because you only have 0.5% chance to miss and you rarely ever do. Or you could miss 2 attacks and get massacred on the DPS.

It's even worse when it is translated to Cats/Rogues that 100% rely on their Energy attacks hitting every single time in order to generate any useful amount of DPS. If a major buff falls off because you're #$(*ing around trying to generate combo points, you've got a problems. Even tanks suffer from the 100% reliance issue, but this really is about DPS.

Think of it this way. The more hit you have, the more effective each point of that attack power you have is.
#8 Jan 04 2009 at 4:00 AM Rating: Decent
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The major difference to me with hit vs crit/ap is that in a raid no matter how many buffs I receive from other players my hit rating will stay the same (with the exception of foods/pots). If I gear to be hit capped all those nice little buffs I get from the other players (5% crit from ferals, AP from warriors, str/agi from dks etc.) will be not be wasted on misses.

Its kind of like AP vs Crit. One guarantees a consistent increase in dps while the other leaves your dps in the hands of chance. Hit rating eliminates the chance factor involved in dps.
#9 Jan 04 2009 at 9:20 AM Rating: Good
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1,594 posts
Ret paladins have the simplest itemization of any class and spec. Str > Everything. AP > Everything but Str. Hit is only slightly better than Haste until capped..

Do not gem Hit. Do not enchant hit unless there is no other enchant (Icewalker to boots for instance). Do not pick a piece with Hit unless it has more overall Str or AP.

At an impossible 10k AP and 0% hit, crit, expertise, Hit is STILL below additional STR.
#10 Jan 04 2009 at 6:12 PM Rating: Decent
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Quote:
Ret paladins have the simplest itemization of any class and spec. Str > Everything. AP > Everything but Str. Hit is only slightly better than Haste until capped..

Do not gem Hit. Do not enchant hit unless there is no other enchant (Icewalker to boots for instance). Do not pick a piece with Hit unless it has more overall Str or AP.

At an impossible 10k AP and 0% hit, crit, expertise, Hit is STILL below additional STR.


While str is better than hit by 2:1, at least comparing white dam numbers, you still want to be hit capped or near it so your judgements don't miss and you run oom(unless JotW procs regardless of judgement hit, can't remember and been a while since i specced ret, if it does proc on judgement, regarless of hitting, please disregard prev statement). Latest theory has judgement hit cap at 8% and melee hit cap at 5%(although this appears to be a bug and should be 8% as well).
#11 Jan 05 2009 at 5:13 PM Rating: Good
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All of this is completely academic, since you will naturally reach very close to hit cap simply by seeking better gear from heroics. By the time i started naxx, i still had quite a few blues in slot, and was hovering between 220 and 250 hit. Upgrade a ring, hit goes up/ upgrade to better trinket, hit goes down a bit, etc. Never never never gem or enchant for hit rating (with the one exception of icewalker on boots).

You can argue all you like about judgement misses affecting mana regen. Harder hitting JoB reflective damage from strength stacking results in far more mana regen than reaching hit cap will. Especially if you have the correct PvE glyphs.

Edited, Jan 5th 2009 8:14pm by ArtemisEnteri
#12 Jan 06 2009 at 12:00 AM Rating: Good
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591 posts
Quote:
You can argue all you like about judgement misses affecting mana regen. Harder hitting JoB reflective damage from strength stacking results in far more mana regen than reaching hit cap will. Especially if you have the correct PvE glyphs.


You're right it really shouldn't be an issue because of divine plea, mana pot and LoH all returning a fairly large bit of ret's mana pool. But i still wouldn't want to miss 2 judgements in a row and have to use one of those abilities sooner than otherwise warranted.

**specced ret tonight after raid just to mess around and see where my gear was(a lot of random 10man/heroic/rep stuff, too much mail/leather). Even in that hodgepog of gear i had 260 hit, which is essentially capped. After checking on a few upgrades in atlasloot i can't see myself dropping below 200 unless i really tried to choose gear with 0 hit on it. Given that dw DKs/Warrs need more hit than we do, we're seeing plate/melee dps gear with more than enough hit to keep us capped without even trying.

Edited, Jan 6th 2009 5:04am by mahlerite
#13 Jan 07 2009 at 10:23 AM Rating: Good
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1,594 posts
*scratches head*

So, I can go through a full Naxx run as ret with 5% hit and never miss, but when I went in as OT Prot last night with over 8%, I actually saw Miss pop up on my screen.

I think it was Shield of Righteousness. Either that or Seal of Corruption. I forgot to check recount, but they were two yellow Misses and that's what I was doing at the time.
#14 Jan 07 2009 at 11:51 AM Rating: Excellent
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970 posts
Ehcks wrote:
*scratches head*

So, I can go through a full Naxx run as ret with 5% hit and never miss, but when I went in as OT Prot last night with over 8%, I actually saw Miss pop up on my screen.

I think it was Shield of Righteousness. Either that or Seal of Corruption. I forgot to check recount, but they were two yellow Misses and that's what I was doing at the time.

This is currently a topic of much discussion, termed "ghost hit". Apparently - with no cause that has yet been determined - ret paladins have between 0% and 3% additional hit, varying from individual to individual (even varying between two running the exact same spec). So some lucky ppl are hit-capped at 5%, others at 8% (which appears to be the new melee hit cap, down from 9%).

Complicating this, Shield of Righteousness is a spell, and uses the spell hit cap, which is higher (17% for bosses). Tanks also need to worry more about parries, of course.
#15 Jan 07 2009 at 12:47 PM Rating: Good
my opinion on the hit Debate.

Ret doesnt have to rely on the previous hit to land in order to maximized DPS like other classes.

like for instances, if a DK misses with his Disease, the rest of he DPS rotation gets mucked up.

the only thing Ret has to do, is use the CDs in order of priority. Hit means nothing overall then just, what stat increases DPS more.

in this case, for Ret STR increases DPS the most, if i miss with a power, it affects none of my other attacks.

there for, if STR is the best stat, thats the stat im going to stack. this is a very simple consept. stop overcomplicating it. nobody cares about your "miss streak" dps on trash, and boss fights are long enough to get a true DPS.

and in a raid even if i miss two judgements in a row, or even three, i still wouldnt have mana problems so that excuse is a silly one.

in a 5 man, my hit is capped naturally from mearly upgrading my gear.

in the end this is my opinion, and you can post any amount hypothetical situations and i wont care. i believe at this point in the game for Ret that STR is my money maker.

Edit: then there is also the fact that the DPS from one of my abilities isnt even affected by hit, which accounts for 16% of my overall DPS when used on single target.

Divine STR + Kings + SoL causes 1 point of str to completely eclipse 1 point of hit.

Edited, Jan 7th 2009 1:11pm by RuenBahamut
#16 Jan 07 2009 at 5:13 PM Rating: Decent
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713 posts

mahlerite wrote:

Even in that hodgepog of gear i had 260 hit, which is essentially capped. After checking on a few upgrades in atlasloot i can't see myself dropping below 200 unless i really tried to choose gear with 0 hit on it. Given that dw DKs/Warrs need more hit than we do, we're seeing plate/melee dps gear with more than enough hit to keep us capped without even trying.
Edited, Jan 6th 2009 5:04am by mahlerite


Your absolutely right. Most heroic/rep upgrades have hit on them (which I prefer to the ArP/Haste garbage on some drops until I am hit/expertise capped).

If I put on all my +Hit gear I can be overcapped by almost 130 +hit. I have +Hit coming out of my a$$. Right now I am overcapped by about 30 +hit but still have 3k AP and about 30% crit.
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