melee hit rating?

It's 5% for melee. You only need 4% listed in your sheet if you are or have a goat with you.



You may still miss of course with 5% if someone has def gear, or have talents to increase miss chance (mages, etc)





Blood elves have 2% increased dodge for spells, which is 7% spell hit. Night elves have 2% dodge to melee, which is 7%.



Retribution paladins have passive 4% chance more to dodge with Divine Purpose.



you cannot get hit rating to avoid any additional miss chance caused by racials/talents.



Did some digging and that's what I came up with, just copy/pasted from some various sites.

Hope it helps, threw in some additional things I thought might be important, such as the racials and what not. :)
 
i dont quite understand how hit rating works, i just go by what other people say it is.
 
Cookíes said:
i dont quite understand how hit rating works, i just go by what other people say it is.



From WoWWiki

Hit rating is the most valuable stat for most DPS classes. This is because for the same amount of item points, hit rating usually gives higher increase in overall damage output than other stats. Therefore, it is advisable for most DPS to stack hit rating until hit-capped.



In the context of stats, the term "cap" refers to the point at which equipping more of a particular stat will have no additional value. For hit rating the cap usually discussed is in regards to raid bosses. For example, once you reach or surpass the hit cap, you will never miss an attack against a raid boss unless you are under the effect of some debuff that reduces your hit chance (for example, Attumen the Huntsman's curse).



Any hit rating above the hit cap is useless. Therefore, one should adjust the hit rating so that it is not overshot by too much.
 
Kaos said:
you cannot get hit rating to avoid any additional miss chance caused by racials/talents.



I thought I read this was changed?



also,

Dwarfs resist frost +2%

Gnomes resist arcane +2%

NE and Tauren resist nature +2%

Draeni and Undead resist shadow +2%



Prot. warriors can spec for +4% to resist all spells.
 
Kaos said:
It's 5% for melee. You only need 4% listed in your sheet if you are or have a goat with you.



You may still miss of course with 5% if someone has def gear, or have talents to increase miss chance (mages, etc)





Blood elves have 2% increased dodge for spells, which is 7% spell hit. Night elves have 2% dodge to melee, which is 7%.



Retribution paladins have passive 4% chance more to dodge with Divine Purpose.



you cannot get hit rating to avoid any additional miss chance caused by racials/talents.



Did some digging and that's what I came up with, just copy/pasted from some various sites.

Hope it helps, threw in some additional things I thought might be important, such as the racials and what not. :)

its 6% spell hit camp on an equal lvl player/mob is 4%
 

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