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Post by
285760
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242837
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Post by
300729
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242837
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300729
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Post by
warrigt
need to sticky a hit rating thread, and ban those who ask!
lmgtfy.com/shaman hit rating wowwiki
Post by
windstrum
140 expertise if you have taken Unleashed Rage (which you should take). 17% spell hit is what you're aiming for since a good chunk of our abilities are aimed at spells. With a boomkin or an spriest in the raid this is taken down to 14% due to misery or Improved faerie fire. This brings the cap to 368 hit. If you are Alliance you will also have the Draenei talent which increases chance to hit by 1%. This brings the Alliance hit cap down to 13% or 341 hit rating.
I'm curious to know if
Dual Wield Specialization
adds to spell hit? The tooltip doesn't specifically say what type of hit % it's increasing, but being in the context of dual-wielding, you'd assume it was physical hit only?
If it does also apply to spell hit, thats another whopping 6% spell hit you don't have to worry about itemizing for.
Edit: My mistake. I've just spotted another forum thread discussing DWS, and it appears it only applies to your white damage. Still a worthy talent to take, but does not reduce your Spell Hit requirements.
Post by
Gnub
It does actually say that, windsturm:
Effect Apply Aura: Mod Hit Chance - Value: 6
In comparison, look at Elemental Precision:
Effect #1 Apply Aura: Mod Spell Hit Chance (28) - Value: 3
Two different effects. Now, to ensure that the first doesn't cover both, look at the draenei racial "Heroic Presence", that increases both:
Effect #1 Apply Area Aura: Mod Spell Hit Chance - Value: 1 - Radius: 30 yards
Effect #2 Apply Area Aura: Mod Hit Chance - Value: 1 - Radius: 30 yards
Thus, Dual Wield Specialization only adds to melee hit, which means you'll need an effective 14% spellhit from items (-1% if draenei, naturally).
Edit: Right, didn't see the edit - still, it's good that the cold hard facts are stated :P
Post by
Achloryn
okay.. so as a question that's relavent to this thread.... having a DK i know that they have a talent in the unholy tree that improves their spell hit for things like icy touch and howling blast, etc..
as an enhancement shaman, is going over the melee hit cap helpful for using your LB (when MW procs) and shocks or is it suggested that you just go for the full 17% (including talents/etc) even as enhancement?
Post by
eikyu
as an enhancement shaman, is going over the melee hit cap helpful for using your LB (when MW procs) and shocks or is it suggested that you just go for the full 17% (including talents/etc) even as enhancement?
The "melee hit cap" better known as white hit cap is way beyond spell hit cap, you'll need roughly over 500 hit to cap your whites and that is including dual wield specialization. What you meant was most likely the special hit cap, which is 3% if you have dual wield specialization (special hit cap was 9% in BC, in WOTLK now it is 8%).
To get the most out of your gear/character, you should aim for the 8% special hit cap, then cap your expertise, and then aim and reach spell hit cap. Some prefer going for spell hit first and then capping expertise, which seems to work quite fine, too.
It is suggested to go for the full 17%, no lightning bolt or earth shock is missed then, after cap you get a lot more out of every single ap you get. Getting more 32 ap probably won't do much on most fights if you're not capped, but after cap you'll see a clear difference.
You shouldn't aim for white hit cap, though, hit still has quite a good value after spell hit cap, more hitting auto attacks still add a bit, but you get way more out of 2 ap than out of 1 hit (for example the gems 32 ap is way more than 16 hit after cap).
Post by
Achloryn
as an enhancement shaman, is going over the melee hit cap helpful for using your LB (when MW procs) and shocks or is it suggested that you just go for the full 17% (including talents/etc) even as enhancement?
The "melee hit cap" better known as white hit cap is way beyond spell hit cap, you'll need roughly over 500 hit to cap your whites and that is including dual wield specialization. What you meant was most likely the special hit cap, which is 3% if you have dual wield specialization (special hit cap was 9% in BC, in WOTLK now it is 8%).
To get the most out of your gear/character, you should aim for the 8% special hit cap, then cap your expertise, and then aim and reach spell hit cap. Some prefer going for spell hit first and then capping expertise, which seems to work quite fine, too.
It is suggested to go for the full 17%, no lightning bolt or earth shock is missed then, after cap you get a lot more out of every single ap you get. Getting more 32 ap probably won't do much on most fights if you're not capped, but after cap you'll see a clear difference.
You shouldn't aim for white hit cap, though, hit still has quite a good value after spell hit cap, more hitting auto attacks still add a bit, but you get way more out of 2 ap than out of 1 hit (for example the gems 32 ap is way more than 16 hit after cap).
yeah, special hit cap is indeed what i meant.. thanks for clarifying that.
no for my next question, which i suppose i could probably find the answer to if i did some deep digging.. but it's just too early for all that...
what exactly is the difference between hit rating and expertise? i've never rolled a rogue or shaman before, so i've never been very clear on that.
Post by
346670
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