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10.2.7
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10.2.6
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Hit/Expertise question
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Post by
413464
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Post by
286500
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Post by
Fnar
Rogues have as good as no hit cap due to the inherent miss chance of dual wielding which means that the amount of +hit needed to have 100% hit chance against mobs of the same level is through the roof. You would basically need to forgo all other stat bonuses and just have major +hit on everything, i don't know the exact numbers, but i think that every equipable item would need around +50 hit on it so as a rogue it's best not to worry about hit too much - it's very nice to have but if you every got to 100% hit your dps would be rubbish as you would have next to no bonuses for any other attributes.
Much better to concentrate on +crit and +ap imho
Post by
413464
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Post by
Fnar
The official line is:
Main Hand = Wound Poison
Off Hand = Deadly poison
I used to go for instant poison for MH and wound for OH against regular mobs and elites, switching to deadly for the OH against big bosses - this is not the correct thing to do, since making the switch my dps has increased.
Expertise is pretty cool with the reduced parry chance but for me, +crit and +ap are king.
I don't know what the official stance is on expertise, but i would rank it below hit in importance.
I am by no means an expert on what is and isn't best to use, but in my experience (such as it is) this is correct so just don't take my word as gospel, read the sticky and check out elitist jerks, these are 2 resources that you can treat as gospel
Post by
384477
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277515
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413464
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176977
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Post by
sgtschultz22
Rogues have as good as no hit cap due to the inherent miss chance of dual wielding which means that the amount of +hit needed to have 100% hit chance against mobs of the same level is through the roof. You would basically need to forgo all other stat bonuses and just have major +hit on everything, i don't know the exact numbers, but i think that every equipable item would need around +50 hit on it so as a rogue it's best not to worry about hit too much - it's very nice to have but if you every got to 100% hit your dps would be rubbish as you would have next to no bonuses for any other attributes.
Much better to concentrate on +crit and +ap imho
OK please don't give info if you don't know what your talking about.
The poison Hit Cap we need to reach is 315 and easily attainable. If you have no hit, you my good sir are a fail rogue.
Post by
408252
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Post by
KidB
The poison Hit Cap we need to reach is 315 and easily attainable.
What.
Post by
sgtschultz22
The poison Hit Cap we need to reach is 315 and easily attainable.
What.
Is something incorrect about this?
Post by
Liquoid
we don't
need
the poison hit cap. Stop chasing magic numbers blindly.
Post by
4466
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Post by
sgtschultz22
Disregard my last statements been a long week. I was refering to mutilate spec where hit is more important not combat as the OP was asking about.
Post by
Liquoid
we don't
need
the poison hit cap. Stop chasing magic numbers blindly.
Well, it's magic in the sense that poisons stop getting resisted after this point. There's some value in stacking hit to a certain point as the more hit rating you have, the more valuable other stats become. The poison hit cap is also a good marker for where the value of hit rating itself drops off sharply, as it goes from affecting over half your damage to just under 40%.
I know, I know... someone's about step in here and say "OMG BUT MY SPREDSHEET SEZ DIS". I submit to you that blindly following a spreadsheet is just as bad or worse than blindly following so-called "magic numbers."
For me, mathematical modelling/approximation > gut sense
Post by
4466
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Post by
Liquoid
prime example : keeping 4/5 Lethality to have a 14/52/5 build with 2/2 Throwing Spec for Yogg.
I agree, not everything in the world can be spreadsheeted and quite often we need to consider factors which would affect our mobility/usefullness/utility during the fight
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