I read your answer and didn't like it at all because it didn't make sense to me. If you have a 100% miss rate, the rest of the combat table doesn't matter. Because once you reach 100%, there is no chance of hitting. So after digging around here's what I understand you to be saying:
The melee combat table looks like this:
Your Miss % > Mobs Dodge % > Mobs Parry % > Mobs Glancing Blow % > Mobs Block % > Your Crit % > Your Crushing % > Your normal hit chance
To figure what your chance to hit normally would be:
100% - (miss + dodge + parry + glancing + block + crit + crushing)% = % to hit
So, after a melee's miss % is calculated, then the mobs dodge % is factored in, followed by the rest of the combat table...the % add up and what's left is your chance to hit normally. If you get to 100% before getting to the hit part of the combat table, you're done.
With spells, they are not dodged/parried/glanced/blocked/and we don't worry about crushing since we can't -- and the left over is your chance to hit. So, even though the miss % is much higher, there's only resistance that a caster has to worry about.
However, as I stated in my previous post, there is a 99% miss cap on spells...leaving a 1% chance to hit on any mob at any level.