Kelol
Legend
So I decided to make a thread about hit/crit/expertice caps in F2P. I am going to list all since there are many threads about this already; the basics first; (mostly according to wow wiki and few other sites not sure if it is dated) these are the things that happen when you hit a mob:
1: Critical hit (200% damage)
2: Hit (100% damage)
3: Miss (0% damage)
4: Block (0-100% damage)
5: Glancing blow (only on mobs, 0% damage)
6: Dodge (0% damage)
7: Parry (0% damage + parry haste, which resets targets hit timer or recudes it)
8: Absorb (Bubbles and such spells, 0% damage)
9: Deflect (Same as parry for spells, not relevant on PVP since it can not happen in 20 braket, 0% damage)
10: Evade (only on mobs, 0% damage)
11: Reflect (steals spell and reflects it back to you, not relevant on PVP since it can not happen in 20 braket, 0% damage)
12: Immune (0% damage, not sure if can happen on PVP)
13: Also your attacks could in theory absorbed by armor if target has 100% or spells on 100% resistance.
Lets focus on PVP since I think many twinks are not interested in PVE after they get best gear from it. First the hit. For dual wielders, against another level 20 hit cap is 24%, special attacks it is 5%. Against those 24s P2Ps it is 50% white damage, special attacks it is 5%. (not sure about specials 5% against 24, could not find info) On all special attacks it is 5% against 20 lvl and 20% against 24. 1 hit rating means +0.46% at 20. (thing written in purple mean hit rating, expertise rating or crit rating needed for that %) This means:
On dual wielders, Rogues and Fury Warriors, if you are crazy enough absolute max hit cap is 50% (109). That is against 24. Against 20, it is 24% (53). It means never missing a lvl 20 target and never missing lvl 24 on specials or white damage. On 12% (27) you never miss 20 or 24 on specials or one weapon. (no dual wield) And 5% (11) and you never miss on main hand or specials on lvl 20. Sounds confusing? Side note: Precision in Rogue Combat tree gives 2/4/6% to hit. All Fury warriors get +3% to hit. Also Heroic Presence gives you 1%if you are a Draenei or are near one so -1% on all caps if you are Draenei. Hunters hit cap is5%(18) for special attacks and 5% (11) to ranged attacks to 20 and 12%(27) to 24. (Not sure about auto attack hit chances.) On casters hit cap is always 4% (9), unless you want to do melee damage, then it is 5% (11)
And what do we learn. On Combat Rogue with rank 3 precision, I would go for 24% (53) (18%and 40)or 12% (27) (6%and 11). On Fury Warriors and Assassination/Subtlety Rogues I would go for 12% (27). With any other melee class, I recommend 5%. (11) With spell casters, I recommend 4% (9). 12% Is such a waste. On Hunters, I would go for 5% (11). 12% again seems waste.
Expertise is only for melee. Expertise reduces amount you get dodged/parried. If you boost expertise, dodges and parries will get out of that list and you will hit and crit more since they "fill up" the space. Humans get +3 expertise to One or Two-Handed Swords and Maces, Orcs get +3 expertise to One and Two-Handed Axes, and Fist Weapons, Dwarves get +3 expertise to One and Two-Handed Maces, Gnomes get +3 expertise to Daggers and One-Handed Swords. Basic dodge/parry in player without any dodge/parry added is about 5%-6%. (3-4) So get 3 or more if you dont have it with good item that has other stats you need. Don't get any if you have your race "fitting" weapon(s). This is my recommendation, BUT If you are attacking a paladin/warrior you might need some more, since they get parry from strength and rogues, and hunters who get dodge from agi and they usually have lots of it. It is your choice to get more, but I strongly recommend to use 3-4. Warriors/pallies can be dealt with getting behind their back, since they cant parry there. For rogues you would want little more but really it is really not that important. If gear matches your needs and it has little extra expertise, use it.
Critting is not about what you might think. It is not stacking crit rating. You will get more crit by maximizing your hit/expertise. Why? Since, if you eliminate miss, dodge and parry from possible outcomes in your attack, you hit more. After that your 1 crit rating gives +0.31 to all damage. Without hit-exp cap it gives only: +0.31% damage-%of parries-%of dodges-(%of blocks*how much block stops) that's pure math. (blocks don't stop whole attack) So you have those 13 possible outcomes. In PVP 20 trinket, you have 8 outcomes, but without those bubbling priests you have 7. Lets see how this works in real WOW life with base stats in dual wielder against 24 warrior with no dodge or parry added attacked from behind:
First number from up to down is without anything, second is behind player, third is Crit cap and behind player fourth is Hit-Exp cap fifth is Hit-Exp-Crit cap behind player. In these: 1-1 first number is special attacks, second is white damage.
1. Crit
5%
5%
85%-35%
5%
100%
2. Hit
95%-50%
95%-50%
0%
95%-95%
0%
3. Block
5%
0%
0%
0%
0%
4. Dodge
5%
5%
5%
0%
0%
5. Parry
5%
5%
5%
0%
0%
6. Miss
5%-50%
5%-50%
5%-50%
0%
0%
(5% special attacks, 50% white damage)
What did we learn? It is easier to eliminate miss-dodge-parry-block than stack crit up. Getting hit/exp cap boosts damage instantly at least 5%+parries+dodges+blocks for melee. Calculation: That 5% more hit needs 11 hit rating. It means for most (not dual wielders and melee) that you always hit and that +11 hit rating gives instant 5% more damage. And 3 exp eliminates all dodges and parries, which is 5% more damage from just getting 3 expertise. For that 10% you would need whopping 33 crit rating. Same result on DPS getting 33 crit or 11 hit 3 exp. And getting 11 hit 3 exp is much easier. Every number affects each other, so you will never get theoretical 100% crit with stacking just crit. Get hit/exp rating cap or something near that if it is too high and then stack crit and spell/attack/ranged attack power. How to know what to stack, crit or spell/attack/ranged attack power? Calculate it. At full hit cap so nothing will miss, dodge, parry or block calculation is at lvl 20: 1 crit always gives 0.31% more crit. That means you have 0.31% better chance to do double damage. So all damage boosted by 0.31%. But if you have one attack power, it will give 100% chance to give all white damage +1 damage. (Not sure but seems like it) And special attacks even more. And how do you know what skills to use and how attack/spell/ranged power gives them boost? Get a DPS meter and analyze the results and test what works best. It just depends on your class, talent tree and preferences.
So say if I am wrong in something. Or if you would like to add something.
Also questions I would like you to answer: Does resistance block all damage sometimes if it is not 100%? What is hunters auto attack miss chance, is it 5%/12%? What does 1 attack power on white damage, does it increase by one and does ranged attack damage too?
1: Critical hit (200% damage)
2: Hit (100% damage)
3: Miss (0% damage)
4: Block (0-100% damage)
5: Glancing blow (only on mobs, 0% damage)
6: Dodge (0% damage)
7: Parry (0% damage + parry haste, which resets targets hit timer or recudes it)
8: Absorb (Bubbles and such spells, 0% damage)
9: Deflect (Same as parry for spells, not relevant on PVP since it can not happen in 20 braket, 0% damage)
10: Evade (only on mobs, 0% damage)
11: Reflect (steals spell and reflects it back to you, not relevant on PVP since it can not happen in 20 braket, 0% damage)
12: Immune (0% damage, not sure if can happen on PVP)
13: Also your attacks could in theory absorbed by armor if target has 100% or spells on 100% resistance.
Lets focus on PVP since I think many twinks are not interested in PVE after they get best gear from it. First the hit. For dual wielders, against another level 20 hit cap is 24%, special attacks it is 5%. Against those 24s P2Ps it is 50% white damage, special attacks it is 5%. (not sure about specials 5% against 24, could not find info) On all special attacks it is 5% against 20 lvl and 20% against 24. 1 hit rating means +0.46% at 20. (thing written in purple mean hit rating, expertise rating or crit rating needed for that %) This means:
On dual wielders, Rogues and Fury Warriors, if you are crazy enough absolute max hit cap is 50% (109). That is against 24. Against 20, it is 24% (53). It means never missing a lvl 20 target and never missing lvl 24 on specials or white damage. On 12% (27) you never miss 20 or 24 on specials or one weapon. (no dual wield) And 5% (11) and you never miss on main hand or specials on lvl 20. Sounds confusing? Side note: Precision in Rogue Combat tree gives 2/4/6% to hit. All Fury warriors get +3% to hit. Also Heroic Presence gives you 1%if you are a Draenei or are near one so -1% on all caps if you are Draenei. Hunters hit cap is5%(18) for special attacks and 5% (11) to ranged attacks to 20 and 12%(27) to 24. (Not sure about auto attack hit chances.) On casters hit cap is always 4% (9), unless you want to do melee damage, then it is 5% (11)
And what do we learn. On Combat Rogue with rank 3 precision, I would go for 24% (53) (18%and 40)or 12% (27) (6%and 11). On Fury Warriors and Assassination/Subtlety Rogues I would go for 12% (27). With any other melee class, I recommend 5%. (11) With spell casters, I recommend 4% (9). 12% Is such a waste. On Hunters, I would go for 5% (11). 12% again seems waste.
Expertise is only for melee. Expertise reduces amount you get dodged/parried. If you boost expertise, dodges and parries will get out of that list and you will hit and crit more since they "fill up" the space. Humans get +3 expertise to One or Two-Handed Swords and Maces, Orcs get +3 expertise to One and Two-Handed Axes, and Fist Weapons, Dwarves get +3 expertise to One and Two-Handed Maces, Gnomes get +3 expertise to Daggers and One-Handed Swords. Basic dodge/parry in player without any dodge/parry added is about 5%-6%. (3-4) So get 3 or more if you dont have it with good item that has other stats you need. Don't get any if you have your race "fitting" weapon(s). This is my recommendation, BUT If you are attacking a paladin/warrior you might need some more, since they get parry from strength and rogues, and hunters who get dodge from agi and they usually have lots of it. It is your choice to get more, but I strongly recommend to use 3-4. Warriors/pallies can be dealt with getting behind their back, since they cant parry there. For rogues you would want little more but really it is really not that important. If gear matches your needs and it has little extra expertise, use it.
Critting is not about what you might think. It is not stacking crit rating. You will get more crit by maximizing your hit/expertise. Why? Since, if you eliminate miss, dodge and parry from possible outcomes in your attack, you hit more. After that your 1 crit rating gives +0.31 to all damage. Without hit-exp cap it gives only: +0.31% damage-%of parries-%of dodges-(%of blocks*how much block stops) that's pure math. (blocks don't stop whole attack) So you have those 13 possible outcomes. In PVP 20 trinket, you have 8 outcomes, but without those bubbling priests you have 7. Lets see how this works in real WOW life with base stats in dual wielder against 24 warrior with no dodge or parry added attacked from behind:
First number from up to down is without anything, second is behind player, third is Crit cap and behind player fourth is Hit-Exp cap fifth is Hit-Exp-Crit cap behind player. In these: 1-1 first number is special attacks, second is white damage.
1. Crit
5%
5%
85%-35%
5%
100%
2. Hit
95%-50%
95%-50%
0%
95%-95%
0%
3. Block
5%
0%
0%
0%
0%
4. Dodge
5%
5%
5%
0%
0%
5. Parry
5%
5%
5%
0%
0%
6. Miss
5%-50%
5%-50%
5%-50%
0%
0%
(5% special attacks, 50% white damage)
What did we learn? It is easier to eliminate miss-dodge-parry-block than stack crit up. Getting hit/exp cap boosts damage instantly at least 5%+parries+dodges+blocks for melee. Calculation: That 5% more hit needs 11 hit rating. It means for most (not dual wielders and melee) that you always hit and that +11 hit rating gives instant 5% more damage. And 3 exp eliminates all dodges and parries, which is 5% more damage from just getting 3 expertise. For that 10% you would need whopping 33 crit rating. Same result on DPS getting 33 crit or 11 hit 3 exp. And getting 11 hit 3 exp is much easier. Every number affects each other, so you will never get theoretical 100% crit with stacking just crit. Get hit/exp rating cap or something near that if it is too high and then stack crit and spell/attack/ranged attack power. How to know what to stack, crit or spell/attack/ranged attack power? Calculate it. At full hit cap so nothing will miss, dodge, parry or block calculation is at lvl 20: 1 crit always gives 0.31% more crit. That means you have 0.31% better chance to do double damage. So all damage boosted by 0.31%. But if you have one attack power, it will give 100% chance to give all white damage +1 damage. (Not sure but seems like it) And special attacks even more. And how do you know what skills to use and how attack/spell/ranged power gives them boost? Get a DPS meter and analyze the results and test what works best. It just depends on your class, talent tree and preferences.
So say if I am wrong in something. Or if you would like to add something.
Also questions I would like you to answer: Does resistance block all damage sometimes if it is not 100%? What is hunters auto attack miss chance, is it 5%/12%? What does 1 attack power on white damage, does it increase by one and does ranged attack damage too?