Please keep voting, got to love more data!
Since this has fallen off the 1st page i'll write a little conclusion of how many people you should expect to face with added miss chance against you for horde, ally and in arena so you dont have to look through the numbers yourself.
Ally players:
Priests and Locks: due to the high numbers of belfs and UD nearly 75% of your opponents will have added shadow resistance, i would highly recommend you go for the full 6% spell cap if you are playing offensively
Shamans and Druids: about 40% of your opponents will have nature spell miss chance, i would recommend 6% spell cap
Physical: no nelfs to worry about so 5% melee cap is fine
Mages: about 30% of your enemies will have frost spell miss chance, i'd advise 6% hit chance.
Horde players:
Priests and locks: just over 20% of your foes are draenie so if you tend to rage when you see a miss sign then take the extra 2%.
Shaman and Druids: just under 30% so again, if you hate seeing a miss sign then take the 6% cap
Physical: same as for druids and shamans, although if you are a rogue, i would advise 7% hit chance since past 5% hit rating is still a viable dps stat against all races.
Mages: nary a dwarf to be seen, dont worry about getting 6%, 4% is fine.
In arena: (This applies to both factions)
dont trust the percentages displayed by the poll, they are calculated by the voter not by the actual vote. they are inaccurate as far as i can see.
Priests and Locks: just under half your opponents will require 6% to be capped, i would strongly recommend full 6% hit cap if you can get it.
Druids and Shamans: just over a third will have nature spell miss chance so i would recommend 6% especially if you rage when you see a miss chance
Physical: about 15% of your opponents will be nelfs, fine to take 5% if you are lazy, however rogues should still take the 7%.
Mages: Same as for physical, against 15% of opponents you wont be capped.
Bear in mind that there are atleast two opponents in arena so the probability of getting atleast one opponent you wont be capped against is increased. Personally i fully hit cap everytime i go in arena
Original post:
Im interested in the numbers of each race that enhabit the gulch and arena atm. This is mostly so i can see what benefit gearing for extra hit % vs certain races would have overall in arena and gulch.
So please just choose the race of you most active/favorite 19 twinks. You can vote multiple times, for each of your twinks, but please dont abuse it.
Since this has fallen off the 1st page i'll write a little conclusion of how many people you should expect to face with added miss chance against you for horde, ally and in arena so you dont have to look through the numbers yourself.
Ally players:
Priests and Locks: due to the high numbers of belfs and UD nearly 75% of your opponents will have added shadow resistance, i would highly recommend you go for the full 6% spell cap if you are playing offensively
Shamans and Druids: about 40% of your opponents will have nature spell miss chance, i would recommend 6% spell cap
Physical: no nelfs to worry about so 5% melee cap is fine
Mages: about 30% of your enemies will have frost spell miss chance, i'd advise 6% hit chance.
Horde players:
Priests and locks: just over 20% of your foes are draenie so if you tend to rage when you see a miss sign then take the extra 2%.
Shaman and Druids: just under 30% so again, if you hate seeing a miss sign then take the 6% cap
Physical: same as for druids and shamans, although if you are a rogue, i would advise 7% hit chance since past 5% hit rating is still a viable dps stat against all races.
Mages: nary a dwarf to be seen, dont worry about getting 6%, 4% is fine.
In arena: (This applies to both factions)
dont trust the percentages displayed by the poll, they are calculated by the voter not by the actual vote. they are inaccurate as far as i can see.
Priests and Locks: just under half your opponents will require 6% to be capped, i would strongly recommend full 6% hit cap if you can get it.
Druids and Shamans: just over a third will have nature spell miss chance so i would recommend 6% especially if you rage when you see a miss chance
Physical: about 15% of your opponents will be nelfs, fine to take 5% if you are lazy, however rogues should still take the 7%.
Mages: Same as for physical, against 15% of opponents you wont be capped.
Bear in mind that there are atleast two opponents in arena so the probability of getting atleast one opponent you wont be capped against is increased. Personally i fully hit cap everytime i go in arena
Original post:
Im interested in the numbers of each race that enhabit the gulch and arena atm. This is mostly so i can see what benefit gearing for extra hit % vs certain races would have overall in arena and gulch.
So please just choose the race of you most active/favorite 19 twinks. You can vote multiple times, for each of your twinks, but please dont abuse it.