Didn't catch that one.. Stupid num pad messed me up# 87 chance to dodge is a typo: should be 20.11 instead of 10.11
Not sure what you mean by rounding errors but all of these "% per ___" are exact. Agi does add crit as well but I took the % added number for each crit item I found. The problems were that with my "max" agi set was only 87 due to me not being able to add anything with crit and my highest crit was 37 however that isn't the max as I would need to farm stendels x2 which would be a PAIN :/crit:
"% per crit" seem to me like useless numbers, because you have basically written down rounding errors?
Where did you get the numbers? Seems that we don't even know with what precision these are calculated internally.
Maybe, show what number of crit is possible with a maximum crit set and compare it with a maximum agility and
then a balanced set.
The only number that is now constant is AP gained via agi. Everything else is rounded now in bgs so again there's no errors (typos don't count lol). The highest hit cap I could possibly get is 37 but there is a couple items I could farm again just don't feel the need to. Spell hit only effects pets chances and if you have 6% hit in bgs that completely takes care of pets as it's a hit % (.5) + Exp % (.5) = pet hit. We could easily add that in the stats though or somewherehit:
the same as crit. % per hit seems to be constant and you write down rounding errors.
With battleground scaling the only interresting number is hitcap and maybe the maximum
achievable hit for PvE. Every other number can be easily calculated and doesn't need to be in a table.
Maybe mention spell hit. I'm no expert and don't play a hunter at the moment, but i think i read somewhere on the
forum about spellhit for hunters and you might be able to clear up my confusion. Add the
conversion from expertise to spell hit.
I myself only have a hunt that is BiS so I would need other people to give me any stats regarding other classes. The data for exp on this page I think is decent due to it having a high test sample. In one bg I had as high as a 15.2% dodge chance then one bg only had a 2.7% but in the end they all averaged together. It was only really an idea to get a general idea for the effect foreman's has and I would say even with just a 3% decrease it would still be dramatically better. Was in no way to give EXACT dodge chances as that isn't possible unless I would use foreman's and the fang set to get cap.expertise:
% per exp is redundant again.
Maybe add the dodge chance of different classes:
dodge stacking Prot Warrior/Paladin
Rogue base and with Evasion
Hunter
Feral
everyone else is base 3%?
You mentioned you measured the dodge chance with combat data but i would be careful to
consider that data. There seems to be many variables to screw up any measurement. Hit in front/back, dodging class and evasion.
Mention you can only dodge if you are facing an opponent.
Big could add this. Didn't think about it but it could make a difference in the end.One idea i had:
Add to the race section the interresting base stats like agility and stam. They might not
be the deciding factor, but they might sway someone in one direction when he cant decide
between two races.
Not sure what you mean by rounding errors but all of these "% per ___" are exact.
Just remember that different targets have different dodge chances. Recount will only be reliable if you shoot targets with the same dodge chance, shoot at one rogue with evasion (or without even), and your statistics become flawed.
I'd rather trust the character screen, this isn't Diablo II, you know.
If you tested by shooting at the same target dummy then ignore my comment of course.
Since you ignored my post in Q&A heres a repost concerning your statistigs
Your conclusion (that foremans gloves are bis) is correct however, but your statistics are mostly useless, egen considering the high test sample, because you take no measures to insure your targets are representative.
Lil, I'm wondering what you mean when you say whether the pet's stun DRs with BM's Intimidation or doesn't, please explain.
Lil, I'm wondering what you mean when you say whether the pet's stun DRs with BM's Intimidation or doesn't, please explain.
If you have ever been sapped by a rogue three times in a row, you have noticed that the time of each sap is decreased each time. Same principle.
I had one question though. I had looked into herbalism/alchemy for the minor agility potion but decided to forgo that for skinning/mining and use darkmoon firewater as my battle elixir. Is there a reason that the alchemy elixir would be considered stronger?
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3:Abilities
These abilities are available in all hunter specs.
Steady Shot: (2 sec, 14 focus gained) Used after initial burst or to quickly gain focus. Useable while moving.
Arcane Shot: (Instant, 20 focus): Not mitigated by armor, probably your most-used shot now in MoP.
Serpent Sting: (Instant, 15 focus): 15 second nature DoT that should be on your target(s) constantly
Scatter Shot: (Instant, 20yd range): 4 second CC and on a 30 second cooldown. Breaks on damage.
Concussive Shot: (Instant): 50% reduced movement speed on target for 6 seconds on a 5 second cooldown.
Disengage: (Instant): Leaps backwards, putting distance between you and a target. Can also be used as a gap-closer with a jump-turn. Only usable in combat.
Hunter’s Mark: (Instant, 100yd range): Used to keep rogues and druids out of stealth from distance. Increases all ranged damage on target by 5%. Should always be up.
Beast Mastery
These abilities are exclusive to Beast Master hunters. These abilities give BM hunters the most utility and the most CC out of the specs. In addition to that, pet damage output is the highest in this spec. Solid damage output, high CC dumps, and the most utility makes this a strong choice in spec. A pet that stuns is a good choice for BM to make chain CC longer and highlight your specs usefulness even more.
Kill Command: (Instant, 40 focus, 25yd range): BM hunters special ability. SHOULD NOT BE SPAMMED AS A DAMAGING ATTACK just mostly used as a pet gap closer.
Intimidation: BM hunters special ability. 3-second stun on pets next attack on a 1 min CD. Doesn't break from damage.
Go for the Throat: Auto shot crits generate 15 pet focus.
Marksmanship
These abilities are exclusive to Marksmanship hunters. These abilities give MM hunters the most burst out of the specs. Aimed shot is your burst attack however it is hard to setup with 2.5s casts. Can be fun to try out for the fun 1 shots on low hp people or people nearing death however is considered the worst spec by far. A good pet for this is the ravager so that Aimed shot does 4% added dmg.
Aimed Shot: (2.5 sec, 50 focus): MM hunters special ability. High damage and burst but difficult to set up due to the cast time. Useless on mail/plate wearers as arcane spam does more damage however can do a very high amount on any cloth wearers.
Careful Aim: 75% added crit chance with Aimed shot or Steady shot on targets above 80% allowing constant crits on healers who heal to full.
Survival
These abilities are exclusive to Survival hunters. These abilities give SV hunters the best widespread and consistent damage out of the specs. SV offers the 2nd highest burst (just behind MM) however allows you to continue on the move and deal it to separate enemies. A good pet for this spec is the dragonhawk or the wind serpent for 5% more dmg from magical attacks.
Explosive Shot: (Instant, 25 focus): SV hunters special ability. Deals damage divided into three separate ticks that crit independently reducing burst.