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#31 (permalink) | |
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Re: In some situations should Hit rating be sacrificed?
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#32 (permalink) | |
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Character Info
Luxury 80 Blood Elf Warlock Deathwing US PvP Guild: Addiction Profile: Blizzard Armory Talent Spec: 54/0/17 |
Re: In some situations should Hit rating be sacrificed?
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And no, its not been changed for Wrath of the Lich King. It was this way in BC as well. I didn't play in Vanilla WoW though. |
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#33 (permalink) |
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Character Info
Helixir 80 Human Warlock Suramar US PvE Guild: FEG Profile: WoW Rankings Talent Spec: 0/41/30 |
I see a lot of posts about the hit/crit relation, and I think in some cases we just don't realize that we are in fact agreeing. I think it was explained right, with a little arithmetic, early on in this thread. Hit affects crit only because below cap less +hit = fewer hits, and fewer hits = fewer potential crits. It doesn't alter your crit rating or probability (%), as far as I know. |
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#34 (permalink) |
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Character Info
Synthetic 80 Human Warlock Greymane US PvE Guild: Red October Profile: Blizzard Armory Talent Spec: 3/13/55 |
Hit is Hit until you reach cap. You can't put a number on Hit vs SP unless you go spell by spell. WoWWiki - Spell Coefficients. So for Haunt it says 47.93%. 100sp = 47.93 more damage. What is worth more, having a hit (at hit cap) for X-47.93, or hitting most of the time, but not all the time, at X+47.93? Personally, I carry enough gear to swap out to hit cap, but only for raid bosses. It is a waste of stats on other content. Edit: I'll see if I can track down the iLvl values and get better numbers going. Edit again: Please someone check my math. Ignoring Talents: Base spell hit: 83% Base damage for Haunt: 645 to 753 1.5sec cast, we'll use top end for calculations SP Coefficient: 47.93% 1% hit = 26.232 1% haste = 32.79 As is, this is (753*0.83)/1.5 = 416.66 dps With 10 spell power, this is ((753+(10*0.4793))*0.83)/1.5 = 419.32 dps With 10 hit, this is (753*(0.83+(10/26.232/100)))/1.5 = 418.57 dps With 10 haste, this is (753*0.83)/(1.5/(1+((10/32.79)/100))) = 417.93 dps Note: Can someone check my math? If its right looks like 10 SP>10 Hit>10 Haste, which is different then I thought. A2=Base Damage B2=Time C2=Coefficient D2=SP E2=Hit F2=Haste Copy to/from excel to make for easy calculations =((A2+(C2*D2))*(0.83+(E2/26.232/100)))/(B2/(1+((F2/32.79)/100))) Last edited by Tymz; May 05, 2009 at 09:56 PM.. |
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#35 (permalink) | |
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Character Info
Andrčas 80 Blood Elf Warlock Magtheridon US PvP Guild: Unity Profile: Blizzard Armory Talent Spec: 0/13/58 |
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With 10 spell power, this is ((753+(2010*0.4793))*0.83)/1.5 = 949.74 dpet With 10 hit, this is (753+(2000*0.4793))*(0.83+(10/26.232/100)))/1.5 = 951.44dpet With 10 haste, this is (753+(2000*0.4793))*0.83/(1.5/(1+((10/32.79)/100))) = 949.97 dpet Though with proper gem scaling (1 haste/hit = 1.1875 spell power) Adding 11.875 spell power at 2k spell power gives: ((753+(2011.875*0.4793))*0.83)/1.5 = 950.23 dpet I prefer the use the term damage per execute time (dpet) since dps is a bit misleading. In any case, one can see that at 2k spell power it is indeed better to gem for hit than spell power, which in turn is better than haste. The reason haste appears to be so good here is because you're only looking at a single cast-bar spell. The only thing haste ever does is make room for more filler spells, and for affliction shadow bolt and haunt both have a way lower dpet than the dots. This also coincides with how good Leulier's spreadsheet shows haste to be for FG/emberstorm builds where most their damage comes from spamming incinerate and hence haste becomes almost as good as spell power in such a build. The other thing about hit is that missing spells can mess up your play quite alot; missing on things like immolate and unstable affliction can go unnoticed and as such resulting in a major DPS loss. Risking to miss on spells is just another things to keep on your mind, and really, you probably have more important issues to spend your concentration on
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#36 (permalink) |
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Status: Darkbinder
Character Info
Aily 80 Human Warlock Doomhammer US PvE Guild: Arisen Profile: Blizzard Armory Talent Spec: 53/1/17 |
3k SP is worthless when that spell misses... |
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#37 (permalink) |
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Character Info
Synthetic 80 Human Warlock Greymane US PvE Guild: Red October Profile: Blizzard Armory Talent Spec: 3/13/55 |
Ya, I guess I should have tried scaling up. I chose haunt because it had a low coefficient. I'm going to run some numbers based at 1800sp + X stats. We'll see if hit still wins. As for SinisterW's comment, you are absolutely right. Thats the only reason theorycrafting sucks, cause it can be misleading. Edit: Well, it was annoying, but here is how to calculate how much spell power you need per hit. It is not constant for every spell, and changes with the amount of Spell Power you already have. (Spell Power*0.000459)+SP/Hit Offset=Spell Power needed per hit You should be able to use the formula from my last post (I changed mine to cap hit, but it needs another column) to test it out. SP/Hit Offset: Haunt: 0.7216 Deathcoil: 1.6955 Immolate Direct Damage: 1.0563 Incinerate: 0.4349 Searing Pain: 0.4333 Seed of Corruption Direct Damage: 4.0924 Shadow Bolt: 0.4127 Shadowburn: 0.9254 Shadowfury: 2.7386 Soul Fire: 0.6618 Chaos Bolt: 1.1664 Unstable Affliction (Dispell): 0.5282 As an example: Shadow Bolt at 1800 Spell Damage needs an additional (1800*0.000459)+0.4127=1.2389 Spell Damage to match 1 hit. +/- for rounding errors. Plugged into the formula from the last post: Base: ((770+(0.8569*1800))*(0.83+(0/26.232/100)))/(3.0/(1+((0/32.79)/100)))=639.7695 +1.2389 SP Boost: ((770+(0.8569*1801.2389))*(0.83+(0/26.232/100)))/(3.0/(1+((0/32.79)/100)))=640.0632 +1 Hit Boost:((770+(0.8569*1800))*(0.83+(1/26.232/100)))/(3.0/(1+((0/32.79)/100)))=640.0634 Last edited by Tymz; May 06, 2009 at 08:20 PM.. |
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