Hold up a sec - there's a 50% hard cap on spell critical chance ? Says who and since when ?
Hold up a sec - there's a 50% hard cap on spell critical chance ? Says who and since when ?
For pvp spell penetration helps against high resilience opponents.
got any source/explanation for that?Originally Posted by 'roddo',index.php?page=Thread&postID=41738#post417 38
I don't see how reducing target's spell resistance will help on ppl with high resilience
I didn't know there was a hard cap on crit. That's interesting if true. Even with terrible gear, and one shammy specced resto, the others are still at 40% crit with LB & CL. So if there is a cap, this might affect some gear decisions.
Aside from a possible cap, there is no diminishing returns to crit. However, you need to keep in mind that crit, damage and hit are all related. If you have zero damage, crit is worthless. On the other hand, crit has some benefits beyond just damage; those elemental focus procs are pretty awesome.
I think the best approach is not to worry about it too much. If you're raiding (not just heroics), the 16% hit is more valuable than anything else. But once you're at that point, just balance your damage and crit more or less equally. If two items are almost identical, go for the damage. But never give up a lot of crit for a little bit of damage, or vice-versa.
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Short answer: stack spell hit/dmg (depending on hit capped or not).
Long answer: I don't believe there is a crit cap. I've never seen any compelling evidence, and abilities like shatter and combustion seem to imply not.
However, when looking at spell crit rating compared to spell hit and dmg, you'll see that it "costs" a lot more that those other two. This means you'll be getting less rating per item allocation. Also, crit takes more rating to equal 1% (22.1 rating to be exact), so it's even more skewed (compare to 12.6 for hit rating, almost twice as good).
This is just a rule of thumb btw, as gear, spec, level, and even play style will affect it. To really know one way or the other, you need to do some math; however, unless you are really min-maxing your character, you're fine just doing this.
No matter where you go, there you are.
Okay so I did some research on it, and it turns out theres no crit cap for spells.
Only melee will hit a cap on how much crit will help them since they have to work it up against mitigration and misses.
So it's stack on that crit, as long as you hit the 16% spell hit, balance on +dmg and +crit. mods like Dr.Damage helps a good bit with balancing stats ingame.
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If you want spell crit just because you want it, cool. However, again, if you are looking to min-max (or get the best bang for you buck), you are almost certainly better stacking +dmg over +crit. I explained why two posts above, or if you want to google there's tons of info on this subject. Bottom line is you'll get more damage/item, generally speaking, going for +dmg. Obviously just a rule-of-thumb.
Also, the 16% figure is for raiding (boss level mobs, or +3 level mobs). If you are running heroics and less, which I think describes a lot of boxers, you don't need nearly that much and it's just a waste to stack that much. This page has a chart showing you what miss chances you have based on the mobs level relative to your own. Highest mob level I've seen in a heroic is 71, so that means you need 4% to hit until you start raiding. First "raid" zone would be karazhan.
No matter where you go, there you are.
The crit cap is 99% if you have +16% hit for spells.
Melee crit cap is 40.5% + hit %, if you have +9% hit for melee then your crit cap is 49.5%.
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