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Go for 1400 ArP or regem for hit/exp?
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As my guild progresses further in icc25 im finding my hit and expertise levels are plummeting.
Currently im at 129 hit even with a precision enchant on gloves.
Expertise is at 19
on the flip side my ArP is currently at 1288...1328 after food buff.
Crit rate is 46.67% in caster form.
Would it be worthwhile to drop some ArP gems and get my hit up to 263?
Should I keep focusing on hitting the 1400 ArP cap?
I am completely brain dead when it comes to gettting RawR or Toskk to work for gemming. I just can't get it to work for me correctly.
This post was from a user who has deleted their account.
The reason why kittens don't worry too much about hit/exp, is that at lower gear levels (especially crit), it's your finishers that are most important, Since we are limited by energy instead of GCDs, and you get 80% energy back, hit/exp loses some value for maintaining combos. As your gear improves, your builders (rip/shred) become a much larger slice of your damage, thus increasing the value of hit/exp.
your builders (rip/shred)
Rip is a builder? I thought it was a finisher.
I always, always, mix up rip and rake :p Sue me.
You don't lose energy at all when a builder misses, meaning hit/exp is pretty much useless for those. It mainly helps your auto attacks and it makes timing easier because missing that Mangle and the debuff dropping off because of it is a dps loss. That's why for any practical purpose I'd still consider it very useful, even if spreadsheets/simulations show that it is inferior to agil or ArP.
At higher gear levels you can actually get close to the crit cap (one roll system, it's quite complicated, if you want to know the details check ElitistJerks) so that hit and exp become extremely valuable because they allow you to get more crits in. At ICC gear levels you want to be hit and exp capped or you will lose out on crits (combo points!) because of this.
I do believe that it's cutting about 6% straight damage from white hits while also lowering your crit by 6% if the combat still works like it did last time i checked it out. which read
Melee combat is resolved using a chart of possible results for each attack. The sequence of results is: auto-crit (a target not standing up is always critically hit, and this value is either 0% or 100% for each attack), miss, dodge, parry, glancing blow (players versus monsters only), block, critical hit, crushing blow (monsters versus players only), and finally a normal hit. If the percentage chances add up to more than 100% then latter results will not be performed at the expected % rate because the random roll used to get a result from the chart is from only 1 to 100.
Oh and caster form crit isn't accurate unless you have the weapon skill associated maxxed out.
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