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snarfious
Moyls Sindicate
Paladin Level 80
Joined: 24 Mar 2008 Posts: 26
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Hit caps |
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I keep getting people asking me what the hit caps are for their class. I will give you the breakdown of what the current hit caps are. Expertise cap on the otherhand for ALL melee attacking from behind is 26. This overcomes a mobs dodge. If you see any parry you attacked from the front or side same with block. These caps will be much higher for fights like Kologarn where you can only attack him from the front.
Hit cap for spells is always 17% (this is 445.94 hit rating)
Hit cap for melee 2 handed is always 8% (this is 262.32 hit rating)
Hit cap for dual wield is always 27% (this is 885.33 hit rating)
With that being said this is without talents and without the draenei racial (heroic presence) or moonkin/shadow priest 3% mob debuff.
You should always be able to count on the moonkin/shadow priest buff. However, unless you are an draenei you cannot count on this one.
Current ones that raid are, Sauncha, Wildspell, Frankyfister, and Jeanclaude. Not sure if I am missing one or two but that gives 3 for a group of 25 people so 10 people at the very least are left without this buff.
*Moonkin/Shadow priest hit buff is for spells only. This does not affect melee attacks.
Lets break down the classes with the talents that give them more hit.
Warrior
Arms - 2 handed class needs 8% total. thats 262.32 hit rating you need to be fully capped
Fury - Dual wield 2 handed weapons. You're hit cap is a number you will never ever see at 885.33. With precision you would still need 786.96 hit rating or 24% hit.
However, for your special attacks (whirlwind, cleave, yada yada) you will need a whole 5% hit rating with precision. which is roughly 164 hit rating.
Protection - Goes off the single weapon principle at 8%
Paladin
*Unlike most casters paladins never get partial resists. Either you hit or you miss.
also one side note. Concecrate - only the first tick of this can miss. The mob will take the every other tick after the first no matter what, as long as they stand in it.
Protection - a single weapon (white damage) is 8%, however your spells is 17% (yeah good luck). Draenei racial would drop it to 229.53 for 7%. For threat hit is better than expertise for paladins because it also helps your holy damage connect. As of a few patches ago judgements and specials for prot became melee so 8% is all you would ever need.
Retribution - Same as above.
Hunter
All ranged attacks are 8%(262.32) hit capped. With being spacegoat that number drops to 7%(229.53). With 3 points in the first tier of marks it becomes 5%(163.95) and a spacegoat marks it becomes 4%(131.16) which makes it the one class that needs the least amount of hit.
Rogue
Most rogues take the talents for precision no matter what spec of rogue they are. It is in the combat tree and you can get other nice stat boosts on your way to it.
Rogues without any talents in precision hit the melee white damage hit cap with 27%(885.33). 5 talent points in Precision drops this number to 22%(721.3 . Yet another number you would never try to attain. Dual wield specials (mutilate, killing spree, blade flurry) would need 3%(98.37) hit rating to connect. I am told by the rogues around 320 is a nice mark to make for hit rating by some of the guilds rogues. I am guessing its something to do with at 12%(314.7 your spells(poisons) will no longer miss. Also at that hit rating they would see half their misses disappear from melee white damage.
Shadow Priest
Shadow priests need 17%(445.94) hit rating. Ok misery gives 3% so thats 14%(367.25) they need. Then with 3 talents in shadow focus it drops down to 11%(288.55). Wildspell being a space goat would need 10%(262.32) if he took all the talents(wildspell?!? talent?!?) and used misery.
Death Knight
*Death knight damage is both melee and spell damage. Basicly same rules apply for them as they do paladin. Except these guys actually have talents to drop their hit rating for spells need by 3%. You believe these lucky bastards?
Death Knights melee needs 8%(262.32). I believe missfit is a spacegoat so he would need 7%(229.53) with a single weapon. Dual wield would be the same as rogue so see that section for dual wield. However, they only get 3 talent points for dual wield so their 3 talent points (which they have to take if they want to dual wield) would be 24% (786.96) for hit cap. and with the spacegoat buff drops it to 23%(754.17). As a side note their spells would be 14%(367.25) or 13%(341.02) as a spacegoat.
Shamans
*All alliance shamans right now have to be spacegoats. I may get bored and update this for dwarves when cataclysm hits.
Elemental - This would be the caster shaman having a 13%(341.02) hit cap in raid. They can talent elemental precision dropping that number down to 10%(262.32).
Enhanced - Dual wield specials (storm strike, lava lash) need a measley 1%(32.79). Their white attacks are at a 20%(655. though. Enhanced shamans really need to hit 13%(341.02) to reach the spell cap as lightning bolt, shocks, and chain lightning are a huge part of the rotation. This gear is also why hunters whine and complain about so much hit rating being on dps chain mail. Shamans need it not hunters. Hunters being over hit cap means very little (maybe you wont miss on an arcane shot eh?).
Mage
*A talentless mage (Negi) needs 14(367.25)% with imp faery fire or misery on the mob
Fire/Frost - With precision fully talented a mage would need 11%(288.55) if they were a crappy spacegoat mage (reus) they would need 10%(262.32) to be completely hit capped.
Arcane - With arcane focus these guys need 11%(288.55). spacegoat 10%(262.32). Also these cheating bastards can take the frost talent precision also dropping it another 3% for a total of 8%(209.86) or spacegoat 7%(183.62). Wow all the other caster classes get hosed compared.
Warlock - 14%(367.25) or 11%(288.55) with the suppression talent. Side note* if they had a draenei in their group it would be 13%(341.02) or 10%(262.32) with suppression.
Druid
Feral - needs the standard 1 weapon of 8%(262.32) a dranei in the group drops it to 7%(229.53).
Moonkin - 14%(367.25) or draenei in group 13%(341.02). With the talents in balance of power it becomes 10%(262.32) or with spacegoat sauncha 9%(236.09).
I hope this guide helps. This guide is meant to only be the caps. The theorycrafters out there will tell you to hit different percentages for different group makeups and different specs. Fury warriors and rogues are especially prone to this as they will find it near impossible to hit the cap for dual wield. Take this for what its worth. A guide plain and simple.[/b]
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| Tue Nov 03, 2009 11:47 am |
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vild
Moyls Sindicate
Mage Level 71
Joined: 22 Feb 2008 Posts: 29 Location: Buellton, CA |
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get a job!
BTW nice info.
_________________ Vild/Sotor/Muku
"I ran outta gas. I had a flat tire. I didn't have enough money for cab fare. My tux didn't come back from the cleaners. An old friend came in from outta town. Someone stole my car. There was an earthquake, a terrible flood, locust's. It wasn't my fault!! I swear to God!!" |
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| Tue Nov 03, 2009 1:40 pm |
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Wildspell

Raider 2
Priest Level 80
Joined: 18 Sep 2008 Posts: 56
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yeah very nicely done man, thanks
_________________ "I would get into a battle of wits with you, but I hate to fight an unarmed man" |
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| Tue Nov 03, 2009 2:05 pm |
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Jcvd
Raider 1
Shaman Level 80
Joined: 02 Jun 2009 Posts: 34 Location: Michigan |
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Awesome thanks man!
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| Tue Nov 03, 2009 3:23 pm |
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