View Full Version : does attack power increases hit rating?
Catamer
05-14-2009, 03:07 PM
Anyone else notice that mele classes have it good?
when a mele increases his attack power he also increases his hit rating while spell casters don't this same deal.
A spell caster with more spell power doesn't have at better hit rating.
I've run with teams of Hunters, DKs and Pallys and they just hardly ever miss anything, even stuff several levels above.
I just made a more conventional mixed team of ( pally, magex2,warlock,priest ) and I can see the mages/warlock miss all of the time ( i've seen 16% miss rates at level 6 ) against mobs the same level.
compare that with my all pally team, hunter team or dk teams that mow stuff down so fast I've never bothered to even look at the miss rate.
The only time I notice my pallys were not hitting something was doing BM at level 67 and a 72 elite didn't die fast enough.... I was still able to killed it though.
KTSid
05-14-2009, 03:14 PM
Unless times have changed no AP doesn't increase hit rating. Maybe I'm wrong since I stopped raiding for a good minute now but I doubt that mechanic has changed, so I'm going with no. :thumbdown:
Chranny
05-14-2009, 03:38 PM
Unless times have changed no AP doesn't increase hit rating. Maybe I'm wrong since I stopped raiding for a good minute now but I doubt that mechanic has changed, so I'm going with no. :thumbdown:I'd recommend that you stick to that story. :)
Attack Power does not increase your chance to hit. So no, in that sense, melees don't have it better than casters.
Feider
05-14-2009, 03:40 PM
No, I don't believe AP also increases Hit rating.
falsfire3401
05-14-2009, 04:07 PM
Non-dual wielders (ie hunters, paladins, 2h dknights, 2h enh shammies, 2h (1 weapon only) warriors have the lowest chance to miss (9% base vs a +3 target).
Spellcasters have a higher base miss chance (I think around 15%, not sure since I don't play any offensive casters)
Dual-wielders have the highest miss chance, base 24% miss.
Maybe this is where you're getting confused. You need less hit rating on a non-dual-wielder melee (or hunter) to achieve zero-miss rate. Without being hit-capped you have far less chance of missing than a caster or a dual-wielder.
Try playing a rogue without any hit rating and you'll see how bad it is...
Right now it's impossible with the gear in-game for a rogue to even reach the hit cap. At least non-dual wielders, hunters, and casters can obtain enough +hit to reach hit cap. Rogues, DW dknights and warriors need something like 600 hit rating to be hit-capped and that's impossible to reach right now.
Catamer
05-14-2009, 04:23 PM
I was looking up stuff in the wowwiki Weapon Skill ('http://www.wowwiki.com/Weapon_skill')
It's an old wiki article but ...
"Let's say you increase your weapon skill by 4.
Against a mob 3 levels higher than you, you get: 0.8% lower chance to miss,
0.4% lower chance to get dodged, 2.4% to be parried, and a 0.8% higher
chance to crit."
So I guess it comes down to weapon skill does affect hit rating, at least for melee classes and you can get +weapon skill items.
I don't think spell casters are affected by weapon skills in the same way.
I just feel that it's not equal at the lower levels... my melee classes at lower levels do better than my spell casters. melee keeps fighting even it it's OOM.
A good example is Hunters auto-fire their bows/guns after a spell cast while a spell caster has to manually switch to a wand.
falsfire3401
05-14-2009, 04:50 PM
I was looking up stuff in the wowwiki Weapon Skill ('http://www.wowwiki.com/Weapon_skill')
It's an old wiki article but ...
"Let's say you increase your weapon skill by 4.
Against a mob 3 levels higher than you, you get: 0.8% lower chance to miss,
0.4% lower chance to get dodged, 2.4% to be parried, and a 0.8% higher
chance to crit."
I think that's really old and out-of-date.
We now have Expertise Rating, which reduces your chance to be parried/dodged. Weapon skill now only increases chance to crit *very slightly*. Unless your weapon skill is lower than the defense skill of your target (assuming 5 per level on mobs), in which case you have a higher chance than normal to miss, be parried/dodged, or get a glancing blow.
Svpernova09
05-14-2009, 04:56 PM
AP does NOT increase hit rating. When talking about hit rating it's also understood that everything is assumed equal, that your Weapon Skill is max for your level.
kadaan
05-14-2009, 05:06 PM
Casters have 17% base chance to miss vs raid bosses.
Melee have 8% base chance to miss, and a 27% chance when dual-wielding. Special attacks (all yellow damage) do NOT suffer from a dual-wield penalty.
Melee ALSO have 6.5% chance to be dodged on top of misses, which can be mitigated by expertise.
Melee ALSO ALSO have a 15% chance to be parried on top of dodges and misses, which can also be mitigated by expertise, but melee dps should be attacking from behind so this shouldn't matter for non-tanks.
Thus the only stats that increases your chance to hit are hit rating and expertise rating (for melee).
Zaelar
05-14-2009, 06:43 PM
All of that information looks correct for mobs at +3 levels. When fighting mobs at you level your chance to miss is much lower. Also keep in mind many builds have talents that increase your chance to hit, sometimes to the point where you don't need any hit gear against equal level mobs to never miss. (4% spell 5% melee main-hand)
ghonosyph and the moocrew
05-14-2009, 07:20 PM
im thinking the original poster probably is thinking about weapon skill vs casters pewpewing, in which case, whenever you hit a mob with a melee weapon it takes melee hit and other factors into account... WEAPON SKILL when raised (can be done by simply whacking mobs) affects hit somewhat, to a major degree if you're starting out with lets say 10 weapon skill in axes, if you're a lvl 80 toon, whacking away with axes you're going to see SEVERAL misses until that weapon skill levels up :)
kadaan
05-14-2009, 07:50 PM
im thinking the original poster probably is thinking about weapon skill vs casters pewpewing, in which case, whenever you hit a mob with a melee weapon it takes melee hit and other factors into account... WEAPON SKILL when raised (can be done by simply whacking mobs) affects hit somewhat, to a major degree if you're starting out with lets say 10 weapon skill in axes, if you're a lvl 80 toon, whacking away with axes you're going to see SEVERAL misses until that weapon skill levels up :)That would make sense, but the OP is saying his casters miss MORE than melee. There's just no way other than horrible luck to get a 16% spell miss rate against even level mobs.
wowphreak
05-14-2009, 08:20 PM
As other have stated attack power does nothing for to hit.
Just to clarify once yeh hit 80, caster need to hit this is will give yeh yer biggest boost in dps when going up against something over yer level.
Pali tanks dont need to hit or expertise. My pali only has 37 to hit and none of my other char can pull anything off em
Not sure about deathknights I think they need some to hit since a good chunk of there dps/tps depends on melee
Svpernova09
05-14-2009, 09:51 PM
As other have stated attack power does nothing for to hit.
Just to clarify once yeh hit 80, caster need to hit this is will give yeh yer biggest boost in dps when going up against something over yer level.
Pali tanks dont need to hit or expertise. My pali only has 37 to hit and none of my other char can pull anything off em
Not sure about deathknights I think they need some to hit since a good chunk of there dps/tps depends on meleeNo tank "needs" to focus on hit. expertise is something to be aware / mindful of, but gearing for survivability / defense cap is MUCH more important. Once you're there, if you're having threat issues, then gear for some exp / hit and you should see an improvement in TPS.
Stealthy
05-14-2009, 10:40 PM
Just to clarify the difference between Melee Hit & Spell Hit:
Melee Hit:
Assuming 400 Weapon skill...
Against a Level 80 mob, chance to miss: 5.0% / dual-wield: 24%
Against a Level 81 mob, chance to miss: 5.2% / dual-wield: 24.2%
Against a Level 82 mob, chance to miss: 5.4% / dual-wield: 24.4%
Against a Level 83 mob, chance to miss: 8.0% / dual-wield: 27%
Serveral classes have talents that increase the chance to hit mobs with melee attacks:
Enhance Shamans have Dual Wield Specialization - 3 points improves the chance to hit with dual weapons by 6%
Rogues have Precision - 5 points improves your chance to hit with weapons and poisions by 5%
Death Knights have Nerves of Cold Steel - 3 points improves your chance to with with 1 handed melee weapons by 3%
Hunters have Focused Aim - 3 points improves your chance to hit by 3%
Warriors have Preceision - 3 points improves your chance to hit with melee weapons by 3%.
Note - melee attacks can also be Dodged, Parried, Blocked or Glanced Off.
Spell Hit:
Against a Level 80 mob, chance to miss: 4.0%
Against a Level 81 mob, chance to miss: 5.0%
Against a Level 82 mob, chance to miss: 6.0%
Against a Level 83 mob, chance to miss: 17.0%
Most caster classes have talents that increase the chance to hit mobs with spells:
Druids have Balance of Power - 2 points increases the chance to hit with spells by 4%
Druids have Improved Faerie Fire - 1 point will increase the chance of spells hitting the target by 3% when the debuff is applied
Death Knights have virulence - 3 points will icnrease the chance to hit with spells by 3%
Mages have Precision - 3 points will icnrease the chance to hit with spells by 3%
Mages have Arcane Focus - 3 points will icnrease the chance to hit with Arcane spells by 3%
Priests have Misery - 3 points will increase the chance of spells hitting the target by 3% when the debuff is applied
Priests have Shadow Focus - 3 points will icnrease the chance to hit with Shadow spells by 3%
Shaman's have Elemental Precision - 3 points will icnrease the chance to hit with spells by 3%
Warlocks have Supression - 3 points will icnrease the chance to hit with spells by 3%
Note - Misery & Improved Faerie Fire does NOT stack.
Finally - the Dranei Racial Heroic Presence increases both melee & spell hit by 1% to party members.
Hope this helps!
Cheers,
S.
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