Hit rating

id say no, u might hit more but u do overall less dps and the chance that it changes of ur other abilitys are too low to be worth the dps-lowering
 
there are indeed better ways of getting the hit cap than using smites reaver, and its additionaly dps due to hit past the yeloow cap does not make up for the dps lost from a better weapon
 
Great job man! VERY helpful
 
A rogue can increase dps by increasing the hit chance of his OH weapon. However most rogues either can't achieve the require OH hit cap and sacrifice many other useful stats to go over the +15 hit hard cap. My question is the following: Does hit rating beyond the cap effect crit? A rogue respected by me and many others recently convinced Oneidwilly, a pally, to try a 23 hit rating set up. 1iDWilly swears it improves his crit. I am scepticle and cannot rationalize the Hit-crit. Was the rogues suggestion biased because rogue hit effects are different than other classes?
 
Any hit rating beyond the 15 hit cap is wasted 100% for any class except rogues at lvl 19 (only class that can duel wield at this lvl)



Hit rating will only effect crit chance if you are crit capped.

Crit cap is when miss+dodge+parry+crit chance is more then 100%.

So lets say you are a rogue and have 5% hit and 70% crit. Your target has 15% dodge and 5% parry. And we are looking at a auto attack hit

Now you get 19%+15%+5%+70%=109%

This means that 9% of your crit is wasted because miss, dodge and parry are higher in the combat table. So your real crit chance is only 61%

If you where to get 1% more hit now you would reduce your miss chance to 18 and your crit chance would increase to 62%.

That is the only way that hit will ever affect your crit chance.



And when we look at lvl 19 it is currently impossible to get crit capped so at our lvl hit will never ever effect crit chance for any class.



And you should watch out with what you say Grabco. You say "A rogue can increase dps by increasing the hit chance of his OH weapon". This is slightly wrong.

By going beyond the 15hit raing a rogue will increase the hit chance for hit OH AND MH weapon not only his OH weapon. We rogues have a 24% miss chance with both our MH and OH.

With 15hit rating we only cap our special (Yellow) attacks against any race which have a 5% miss chance (7% vs NE's) but our MH auto attacks will still miss a lot.
 
Rogue help hit :)

Hey guys so I REALLY appreciate this post :) But can someone help me out I'm at 14 hit and feel like I'm missing way too much...my name is Kigatsuyaa you can look him up with you like...if anyone could help me out that would be AWESOME! TY!
 
The reason you are missing so often Kigatsuyaa is because with 14hit rating (6.6%) you are no where near the cap for white hits as a dual wielder. Because dual wield gets a extra 19% miss chance on there WHITE hits. However the miss chance with special attacks is only 5% (7% against a NE) and this is the number of hit most ppl are aiming for. The amount of hit needed to cap white hits (51 hit rating) is just to high and trying to get it would mean sacrificing a lot of other stats.



Also you are 0.4% (less then 1 hit rating) below the cap against NE for your special attacks that you might want to try and pick up.



So don't worry if you see a lot of white misses you should only worry if you start seeing a lot of yellow misses but with 14hit rating that shouldn't be the case.
 
Even if that thread is old.



There is only one Word (er, okay, abbreviation.) to say:



QFT.



I did preach that to everybody who thought hit isnt neccessary, and in future, I will link them to that helpful thread.



Side note 1: Though not that much relevant in 19ers, as Pallies have no JoJ, but Judgement hit is calculated by melee hit, thus as a Alliance Pally you should get 5% and as Horde 7% melee hit (much more relevant for 29+).



Side note 2: Taking a 1.9 Speed Smites Reaver into mainhand makes me wanting to cry. You should NEVER take a fast weapon in your mainhand. If you want to try that Hit build (character planner . 19 rogue hit - chardev.org), please, do yourself a favor and take your Shadowfang/Butchers Slicer/Cruel Barb/whatever into your Mainhand.



sofar,

forthelichking
 
Anyway you look at it, if you're not stacking hit rating, you're doing something wrong.
 
Pizza said:
Anyway you look at it, if you're not stacking hit rating, you're doing something wrong.



I tend to disagree.

It's really a case by case basis.

Look at your own character.

343 AP=24 DPS

Gun=20 DPS

Total DPS: 44

5% of 44 (miss chance)=2.2 DPS lost

Possible AP lost/14=X DPS lost



In some cases, the X could be greater than 2.2 (haven't done the math on yours)
 
chriz1234 said:
I tend to disagree.

It's really a case by case basis.

Look at your own character.

343 AP=24 DPS

Gun=20 DPS

Total DPS: 44

5% of 44 (miss chance)=2.2 DPS lost

Possible AP lost/14=X DPS lost



In some cases, the X could be greater than 2.2 (haven't done the math on yours)



From a purely dps PoV you would need 30.8 AP to make up that dps, which is 15.4 strength or agility. You only need two thirds of that amount of hit rating to make up that dps loss. Hit rating also gives very large utility benefits.
 
Kore nametooshort said:
From a purely dps PoV you would need 30.8 AP to make up that dps, which is 15.4 strength or agility. You only need two thirds of that amount of hit rating to make up that dps loss. Hit rating also gives very large utility benefits.



1. Please define utility benefits, I'm too nub to know what that means lol (just got back in this game for the first time since vanilla)

2. The difference is 30.8AP=15.4AGI=15 Hit. (yes, I'm horde) And as far as I can tell, +15.4 Agi is easier to get than +15 hit. I may be wrong.
 
chriz1234 said:
1. Please define utility benefits, I'm too nub to know what that means lol (just got back in this game for the first time since vanilla)

2. The difference is 30.8AP=15.4AGI=15 Hit. And as far as I can tell, +15.4 Agi is easier to get than +15 hit. I may be wrong.



1) If you read the first post it explains it in more detail, but hit rating is most useful in pvp imo since it gives reliability. If you miss a crucial move through not having hit rating it could lose you the match. That alone is worth more than 5% dps to me.



2) you only need 11 or so hit rating to cap the 5% miss rate, not 15. 15 hit rating caps 7% hit chance against nelfs.
 
Kore nametooshort said:
1) If you read the first post it explains it in more detail, but hit rating is most useful in pvp imo since it gives reliability. If you miss a crucial move through not having hit rating it could lose you the match. That alone is worth more than 5% dps to me.



2) you only need 11 or so hit rating to cap the 5% miss rate, not 15. 15 hit rating caps 7% hit chance against nelfs.



1) O yeah, I remember reading that about 2 weeks ago (ive been lurking these forums for a while). You've got me convinced, time to either hit cap or fish a heck of a lot of fish (for elixir)

2) As much as I hate them, if Westfall set isn't removed, I might xfer to the alliance. They just get too many benefits...
 
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Arena is no more. Elixir of minor Accuracy is the best battle elixir for all classes. Even healers need hit rating, no decent healer just stands there and heals. Am i missing something or do all of you premaders not use elixirs of accuracy in your premades? ^.- I'm having difficulty figuring out why people are so particular in choosing a set of gear to reach hit cap in exchange for other stats. Elixir's of accuracy are not expensive, easy to farm, or in the case of laziness simply pay noobs to fish up a fuck ton of fish for you, trust me, they'll do it.
 

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