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EJH

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Since: Jun 27, 2006
Posts: 50



(Msg. 1) Posted: Mon Mar 12, 2007 6:03 pm
Post subject: +hit gear
Archived from groups: alt>games>warcraft (more info?)

Any idea how useful this is?

Some quest rewards give gear with +hit or +spell hit on them.
Now, either this means they increase your chances of hiting
or landing spells against higher-level mobs, or it means some
mobs are unusually hard to hit and this gear is needed for them.

Does anyone know if +spell hit gear is really useful against, say,
a level 73 mob? There are very few of these, only in areas accessible
only by flight, and probably little needed. If it's needed for special
boss
encounters in the endgame, I guess I will just have to put up
with the inventory clutter.

EJH

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Blackheart - US - PvP

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Since: Feb 03, 2007
Posts: 93



(Msg. 2) Posted: Mon Mar 12, 2007 9:22 pm
Post subject: Re: +hit gear [Login to view extended thread Info.]
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On Mar 12, 9:03 pm, "EJH" <ejhaw....DeleteThis@ameritech.net> wrote:
> Any idea how useful this is?
>
> Some quest rewards give gear with +hit or +spell hit on them.
> Now, either this means they increase your chances of hiting
> or landing spells against higher-level mobs, or it means some
> mobs are unusually hard to hit and this gear is needed for them.
>
> Does anyone know if +spell hit gear is really useful against, say,
> a level 73 mob? There are very few of these, only in areas accessible
> only by flight, and probably little needed. If it's needed for special
> boss
> encounters in the endgame, I guess I will just have to put up
> with the inventory clutter.

in my understanding, +spellhit is good for countering high
resistances. +hit for high defense/armor.

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Enphuego

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Since: Mar 12, 2007
Posts: 14



(Msg. 3) Posted: Mon Mar 12, 2007 11:15 pm
Post subject: Re: +hit gear [Login to view extended thread Info.]
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On Mar 12, 9:03 pm, "EJH" <ejhaw... DeleteThis @ameritech.net> wrote:
> Any idea how useful this is?
>
> Some quest rewards give gear with +hit or +spell hit on them.
> Now, either this means they increase your chances of hiting
> or landing spells against higher-level mobs, or it means some
> mobs are unusually hard to hit and this gear is needed for them.
>
> Does anyone know if +spell hit gear is really useful against, say,
> a level 73 mob? There are very few of these, only in areas accessible
> only by flight, and probably little needed. If it's needed for special
> boss
> encounters in the endgame, I guess I will just have to put up
> with the inventory clutter.
>
> EJH

You should review the official Blizz discussion of +hit and resists on
the website. Basically it works like this. Against an even level mob
you have a 5% chance for your spell to "miss." Against a higher level
mob, add 1% per level. This doesn't include the chance for your spell
to be "resisted" which is based on mob resists. Although all appear
in your combat log as resisted, +hit only helps with the first kind.
I don't believe you can reduce the chance to miss below 1% so +4% is
the max for even level and +7% for level 73 mobs.

Read the official explanation for more details, I may be slightly off
on the numbers, but the concept is correct.
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Catriona R

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Since: Aug 14, 2005
Posts: 4801



(Msg. 4) Posted: Mon Mar 12, 2007 11:56 pm
Post subject: Re: +hit gear [Login to view extended thread Info.]
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On 12 Mar 2007 18:03:28 -0700, "EJH" <ejhawman RemoveThis @ameritech.net> wrote:

> Any idea how useful this is?
>
> Some quest rewards give gear with +hit or +spell hit on them.
>Now, either this means they increase your chances of hiting
>or landing spells against higher-level mobs, or it means some
>mobs are unusually hard to hit and this gear is needed for them.
>
> Does anyone know if +spell hit gear is really useful against, say,
>a level 73 mob? There are very few of these, only in areas accessible
>only by flight, and probably little needed. If it's needed for special
>boss
>encounters in the endgame, I guess I will just have to put up
>with the inventory clutter.

Generally it's handy against instance bosses (which are counted as 3 lvls
above your level, for hit chance), but I don't know just how useful it is
for casters. As a rogue I love +hit, because my dual-wield gives me a base
miss chance of 24%, meaning I need a lot of +hit to offset that, but anyone
who doesn't dual wield only has about 5% miss chance if I remember rightly,
which isn't really so much.
--
EU-Draenor:
Balgair - Human Rogue (lvl 70)
Naomh - Draenei Priest (lvl 6Cool
Sagart - Undead Priest (lvl 60)
Sealgair - Dwarf Hunter (lvl 59)
Sgoildubh - Human Mage (lvl 50)
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Babe Bridou

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Since: Jan 31, 2005
Posts: 1231



(Msg. 5) Posted: Tue Mar 13, 2007 12:42 am
Post subject: Re: +hit gear [Login to view extended thread Info.]
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On 13 mar, 02:03, "EJH" <ejhaw... RemoveThis @ameritech.net> wrote:
> Any idea how useful this is?
>
> Some quest rewards give gear with +hit or +spell hit on them.
> Now, either this means they increase your chances of hiting
> or landing spells against higher-level mobs, or it means some
> mobs are unusually hard to hit and this gear is needed for them.
>
> Does anyone know if +spell hit gear is really useful against, say,
> a level 73 mob? There are very few of these, only in areas accessible
> only by flight, and probably little needed. If it's needed for special
> boss
> encounters in the endgame, I guess I will just have to put up
> with the inventory clutter.
>
> EJH


I'm a holy priest, and I'm currently working on my +hit/+penetration
gear. I heavily favour priest's crowd control options in all sorts of
instances, and so far from my personal experience:

+hit reduce the chance that your spell will fail (ie: "Resist!"
message)
+penetration reduce the chance that your spell will be partially
resisted (ie: break earlier than expected in the case of crowd
controls)

in other words for a healing priest in karazhan (shackle-heavy): +hit
will reduce the chance of the priest dying during the 1.5secs that
follow the first shackle cast, and +penetration will reduce the risk
tied to "casting one more heal before recasting shackle".

>From what I'm told, +hit is better for frost mages and affliction
warlocks, +penetration is better for fire mages and destro warlocks.
both stats are only vital to priests when crowd controlling, and +hit
does a better job for damage dealing priests (shadow or holy)
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Peter Ellis

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Since: Jun 17, 2006
Posts: 260



(Msg. 6) Posted: Tue Mar 13, 2007 6:56 am
Post subject: Re: +hit gear [Login to view extended thread Info.]
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EJH wrote:
>
> Any idea how useful this is?

In terms of sustained damage, it's the most useful stat you can get up to
the point you hit the cap, at which point it becomes completely useless.

Simply put, you have a 4% chance to miss a mob (or player) of equal level.
You can reduce this to 1% with +spellhit gear. So when fighting equal-level
mobs the hit cap is 3%. If you have less than 3% +hit, get more. If you
have more than that, it's wasted when fighting equal-level mobs (e.g.
endgame PvP). Remember to take into account any +hit you have from talents
as well in this (i.e. elemental precision or Arcane Focus)

The hit caps for different levels are as follows

Equal level: 3% for mobs, 3% for players
+1 level: 4% for mobs, 4% for players (i.e. if the enemy is 1 level higher
than you)
+2 levels: 5% for mobs, 5% for players
+3 levels: 16% for mobs, 12% for players
+4 levels 27% for mobs, 19% for players

(and thereafter +11% / +7% per level for mobs/players respectively)

If you're primarily soloing / outdoor questing, then anything above 3-5% is
wasted, and you'll probably that from talents anyway. If you're instancing,
then for the bosses (3+ levels above you) you'll want a lot. So it's mainly
an instancing/raiding stat.

There is a further wrinkle here with regard to resistances. In general,
resists are unaffected by +hit. To overcome resistances, you need spell
penetration. Most mobs have no resistances unless they're completely immune
to a given damage source, so spell penetration is mainly a PvP stat.

The exception is frost mages (and some priest shadow spells). If a spell
has a secondary effect such as slowing for frost spells or Mind Flay, then
you never see partial resists, only complete resists. These complete
resists can be overcome via spell hit chance, rather than by spell
penetration.

So +hit gear is more useful for a frost mage than for a fire mage, and more
useful for a shadow priest than a holy/disc priest. Miss/resist chance is
zero for healing spells, so spellhit and spell penetration are both useless
for healers unless they'll be called on to do special things like mind
control.

The same hit chance caps by and large applies to melee damage. However, if
you are dual wielding, there is an additional 19% miss chance applied to
your *autoattack* damage (but not your special attacks). Thus, if you are a
dual wielder, it's still worth collecting +hit gear even after you pass the
"hit cap", because it will still boost your white damage significantly.

(note that melee hits/crits/blocks are calculated completely differently
from spell damage though, I'm *only* talking about the percent chance to hit
in the above).

Peter
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jes.t.er

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Since: Aug 02, 2005
Posts: 2350



(Msg. 7) Posted: Tue Mar 13, 2007 9:56 am
Post subject: Re: +hit gear [Login to view extended thread Info.]
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JohnR

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Since: Aug 07, 2005
Posts: 854



(Msg. 8) Posted: Tue Mar 13, 2007 9:57 am
Post subject: Re: +hit gear [Login to view extended thread Info.]
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"EJH" <ejhawman.TakeThisOut@ameritech.net> wrote in message
news:1173747808.679554.161340@h3g2000cwc.googlegroups.com...
> Any idea how useful this is?
>
> Some quest rewards give gear with +hit or +spell hit on them.
> Now, either this means they increase your chances of hiting
> or landing spells against higher-level mobs, or it means some
> mobs are unusually hard to hit and this gear is needed for them.
>
> Does anyone know if +spell hit gear is really useful against, say,
> a level 73 mob? There are very few of these, only in areas accessible
> only by flight, and probably little needed. If it's needed for special
> boss
> encounters in the endgame, I guess I will just have to put up
> with the inventory clutter.
>
>
+1% spell hit chance increases the base chance for a spell to land against a
target by 1%. The chance for a spell to hit any target (no matter what
level) is capped at 99%. Personally I feel that any extra + hit chances that
are currently wasted should modify this further based on a dimishing returns
formula.

There is some incorrect information here in this thread (and some correct).
The differential for *casters* is that if your target is the same level as
you, a spell has a base chance to hit of 96%. This can be modified by
stacking +% to hit.

If the target is +1 level compared to you: 95%
If the target is +2 levels: 94%
If the target is +3 levels: 83% if the target is a monster, 87% if the
target is a player.
If the target is +4 levels: monster: 72% player: 80%
If the target is +5 levels: monster: 61% player: 73%


so it can clearly be seen that the chance to miss with a spell against a
monster...

vs. your lvl +0 = 4% (+3% hit required to reach the +99% ceiling)
vs. your lvl +1 = 5% (+4% hit required to reach the +99% ceiling)
vs. your lvl +2 = 6% (+5% hit required to reach the +99% ceiling)
vs. your lvl +3 = 17% (+16% hit required to reach the +99% ceiling)

For melee the picture is very similar but a little less straightforward as
stats like weapon skill also slightly reduce the chance to miss for each
point they exceed the opponents defence rating. It is possible for melee to
have 100% chance to hit in some cases which is something a caster can never
attain.
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Christian Stauffer

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Since: May 03, 2005
Posts: 1710



(Msg. 9) Posted: Tue Mar 13, 2007 11:50 am
Post subject: Re: +hit gear [Login to view extended thread Info.]
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"EJH" <ejhawman.RemoveThis@ameritech.net> wrote:

> Any idea how useful this is?
>
> Some quest rewards give gear with +hit or +spell hit on them.
> Now, either this means they increase your chances of hiting
> or landing spells against higher-level mobs, or it means some
> mobs are unusually hard to hit and this gear is needed for them.

Both. You have a 5% (someone correcte me please) miss rate against
an equal level opponent. More if they're higher level, much more
if you're dual wielding.

> Does anyone know if +spell hit gear is really useful against, say,
> a level 73 mob? There are very few of these, only in areas accessible
> only by flight, and probably little needed. If it's needed for special
> boss
> encounters in the endgame, I guess I will just have to put up
> with the inventory clutter.

At least until you compensate the base miss rate, 1% to hit is flat
out 1% more damage (and more reliability). So, definitely a stat to
consider.

Chris

--
[WoW] Wildcard - Treehugging Tauren (60) on EN Sunstrider [PvP]
Gwaith - Short beastmaster (70) on EN Scarshield L. [RPPvP]
Sian - Best friend (70) on EN Scarshield L. [RPPvP]
Yagon - Pointy eared beast (25) on EN Scarshield L. [RPPvP]

Get the alt.games.warcraft FAQ at http://www.wildcard7.com/agw_faq.txt
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JohnR

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Since: Aug 07, 2005
Posts: 854



(Msg. 10) Posted: Tue Mar 13, 2007 3:00 pm
Post subject: Re: +hit gear [Login to view extended thread Info.]
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<jes.t.er.TakeThisOut@hexduxhmp.org> wrote in message
news:zKadnforPMwqJmvYnZ2dnUVZ_qLinZ2d@comcast.com...
> Blackheart - US - PvP <blackheart666_2000.TakeThisOut@yahoo.com> wrote:
>> in my understanding, +spellhit is good for countering high
>
> For casters then - what's the difference between hit rating
> and penetration?
>
ooh, me, me. <waves hand frantically>
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jes.t.er

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Since: Aug 02, 2005
Posts: 2350



(Msg. 11) Posted: Tue Mar 13, 2007 3:00 pm
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JohnR

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Since: Aug 07, 2005
Posts: 854



(Msg. 12) Posted: Wed Mar 14, 2007 3:19 am
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<jes.t.er RemoveThis @hexduxhmp.org> wrote in message
news:0POdna18zef1ZWvYnZ2dnUVZ_qyjnZ2d@comcast.com...
> JohnR <repro007 RemoveThis @hotmail.com> wrote:
>> ooh, me, me. <waves hand frantically>
>
> Yesssssss JohnR? Smile
>
> Actually, question got answered later in the thread, that's what I get
> for not reading them all Smile
>
> Was just reading a shadow priest theorycrafting site - not sure how much
> of this applies to other classes/specs but it looks like 16% +ht is
> about max of what one would want (including the 10% from 5/5 shadow
> focus). I'm not sure how much +hit translates to +6% though @ lvl 70.
>
>
12.6 hit rating points per 1% at level 70.
so you'll need to build 76 hit points from gear to reach the 99% ceiling for
level 70 vs. "boss" level.

Sad as I am I actually knew this without looking it up but the other stuff
is all here too.

http://www.wowwiki.com/Combat_Rating_System
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Urbin

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Since: Jun 07, 2005
Posts: 898



(Msg. 13) Posted: Wed Mar 14, 2007 4:56 am
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On Tue, 13 Mar 2007 11:50:26 +0100, Christian Stauffer wrote:
> "EJH" <ejhawman.TakeThisOut@ameritech.net> wrote:
>
> > Any idea how useful this is?
> >
> > Some quest rewards give gear with +hit or +spell hit on them.
> > Now, either this means they increase your chances of hiting
> > or landing spells against higher-level mobs, or it means some
> > mobs are unusually hard to hit and this gear is needed for them.
>
> Both. You have a 5% (someone correcte me please) miss rate against
> an equal level opponent. More if they're higher level, much more
> if you're dual wielding.

As a hunter, I am currently dual wielding, but mainly for stats. I so rarely
melee, that I don't mind those 24% miss chance, I'd rather invest in other
stats than +hit.

Except, I am not sure, does +hit also apply to ranged attacks of a hunter?
Is there the same 5% miss chance?

Cheers
Urbin

--
Urbin (70), Dwarven Hunter (PvE) @dunmorogh.de
Sunh (60), Nightelven Priest (PvE) @dunmorogh.de
Mymule (35), Gnomish Warlock (PvE) @dunmorogh.de
Juran (33), Nightelven Druid (PvE) @dunmorogh.de
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Christian Stauffer

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Since: May 03, 2005
Posts: 1710



(Msg. 14) Posted: Wed Mar 14, 2007 9:11 am
Post subject: Re: +hit gear [Login to view extended thread Info.]
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"Urbin" <urbin.TakeThisOut@dunmorogh.eu> wrote:

>> Both. You have a 5% (someone correcte me please) miss rate against
>> an equal level opponent. More if they're higher level, much more
>> if you're dual wielding.
>
> As a hunter, I am currently dual wielding, but mainly for stats. I so rarely
> melee, that I don't mind those 24% miss chance, I'd rather invest in other
> stats than +hit.
>
> Except, I am not sure, does +hit also apply to ranged attacks of a hunter?
> Is there the same 5% miss chance?

Aye, there is. I'm not sure whether it's 5% or 4%, but it's somewhere in that
range. +Hit therefore is a very nice stat - not only because its benefit to
DPS is quite good (1% +hit = 1% more DPS), but (maybe that's a psychological
thing) there are also situations where you just don't want to see a "miss".
For example when you're the last DPS guy standing at a boss with a few
hundred HP left, or when PvPing.

Chris

--
[WoW] Wildcard - Treehugging Tauren (60) on EN Sunstrider [PvP]
Gwaith - Short beastmaster (70) on EN Scarshield L. [RPPvP]
Sian - Best friend (70) on EN Scarshield L. [RPPvP]
Yagon - Pointy eared beast (25) on EN Scarshield L. [RPPvP]

Get the alt.games.warcraft FAQ at http://www.wildcard7.com/agw_faq.txt
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jes.t.er

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Since: Aug 02, 2005
Posts: 2350



(Msg. 15) Posted: Wed Mar 14, 2007 10:08 am
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