A bit of math regarding hit, crit, misses etc.

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  • Qualität des Beitrags: 0 Sterne
  • Beteiligte Poster: Gillia
  • Forum: http://beam.to/mightfish
  • Forenbeschreibung: Knights of Goldshire - The Forum
  • aus dem Unterforum: Rogue
  • Antworten: 1
  • Forum gestartet am: Mittwoch 05.07.2006
  • Sprache: englisch
  • Link zum Originaltopic: A bit of math regarding hit, crit, misses etc.
  • Letzte Antwort: vor 17 Jahren, 7 Monaten, 24 Tagen, 23 Stunden, 12 Minuten
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    Re: A bit of math regarding hit, crit, misses etc.

    Gillia - 30.08.2006, 17:23

    A bit of math regarding hit, crit, misses etc.
    There is a great, but reeeeaaaally long post on the wow-europe.com forum regarding hit, crit, weaponskill, what to go for, how it's calculated and so forth. I've read the post, understood most of it and made a rewritten and shorter version of it. Note that Blizzard has never published the real calculations, and this comes from data collected by a lot of mathjunkies playing wow and using a lot of statistic mods :)


    ORDER OF CALCULATION
    1) Dodge, parry, block, miss
    2) Glancing blows
    3) Crits
    4) Hits


    ATTACKING A MOB

    Dodge, parry, block: Almost all mobs has 5% dodge, parry and block chance. Every level the mob is higher than you (most bosses counts as lvl 63), it has 5 more defense (315 for bosses), and it gets o.o4 increased defense, block and parry chance pr defense it has higher than your weaponskill. Hense, a lvl 63 mob has 5.6 dodge, parry and block chance against an attacker with 300 in his weaponskill.

    Miss chance: You have a standard 5% miss chance and 19 more (24%) if you dual wield. This only affects your white hits, not your yellow swings (sinister strike, backstab, heroic strike etc.). "to hit" items lowers this, ofc, but nothing else. Therefor you can only effectively use 5% to hit against lvl 60 mobs (and other players), if you're not dual wielding, but up to 24% if you dual wield. You also gain a little miss from the difference in the targets defense vs your weaponskill (scales just like it's parry, dodge and block chances.

    Glansing blows: Glancing blows only affects white dmg (normal, auto-attack hits), and are blows, which do less damage than normal. I'll get back to this in the end.

    Example: If you have 20% crit, no to hit bonus and are fighting a standar lvl 60 mob as a lvl 60 guy (and aren't dual wielding, it will look like this:
    15% chance of the mob making a dodge, parry og block
    5% chance of you missing it
    20% chance of making a critical strike against it
    60% chance of a normal hit (the rest of the percentages to make it add up to 100%)

    If you dual wield, it looks like this:
    (for white dmg only,the abilities will still look like above, since they don't suffer 19% extra miss chance)
    15% chance of the mob making a dodge, parry og block
    24% chance of you missing it
    20% chance of making a critical strike against it
    41% chance of a normal hit


    GLANSING BLOWS
    Glansing blows only affects white dmg (normal hits, auto-attack hits).
    Damage from a glansing blow = dmg - ((Defense skill – Weapon skill - 5) * 3%.
    This means a glansing blow against a boss (lvl 63 mobs, hense 315 defense), if you have 300 weaponskill, will do 70% dmg of a regular hit.
    If you have +5 weaponskill from somewhere, you will do 85% dmg on glansing blows. +10 will make them do 100% dmg.
    The ammount of glansing blows are calculated like this: glansing blows = (target lvl – your lvl – 1) * 15 + 10. So against a lvl 63 mob (a boss), you will have = (63 - 60 - 1) * 15 + 10 = 40% of your hits become glansing blows.

    Example: If you dual wield, have 10% to hit and 25% crit, it looks like this for normal swings (white damage) against a lvl 63 mob:
    16.8% chance of the mob to doge, parry or block your attack (0.6% from the mob having 15 more defense than your weaponskill)
    14.6% chance of you missing the mob (5% standard, 0.6% from the targets 315 defense (0.04 * 15), -10% from your +10% to hit, and 19% from dual wielding)
    40% chance of hitting the mob with a glansing blow
    20% chance to get a critical strike on it
    8.6% of getting a normal hit, with no dmg penalty

    (yellow damage from abilites):
    16.8% chance of the mob to doge, parry or block your attack
    0% chance for you to miss it (5% standard, -10% from your +10% to hit)
    20% chance to get a critical strike on it
    63.2% of getting a normal hit, with no dmg penalty

    Note: a +10 in your weapon skill will make your glansing blows do full damage, which makes bonuses to weapon skills very important for combat specced rogues and dual wielding warriors. A +5 will make them do 85% of full damage instead of 70%.


    CONCLUSION
    IMO: There’s no reason to get more than +10 to your weaponskill in a normal boss fight, and no reason for any plusses in trashmob fights. Also, if you don’t dual wield, you should only use 5% to hit bonuses, maybe 6% on bosses, since it won’t affect their chance to dodge you, and you only have 5% (5.6 if you have 300 in your weaponskill). But weaponskill is really important in boss fight, if you want to do a lot of white dmg.

    Hit is better than crit for dual wielders (unless you get some special stuff by making a critical strike). Especially when you have a high crit chance. With 30% crit chance and only 10% to hit, you will "loose" 1.4 chance to crit against a boss. To avoid this, you should go for more "to hit" gear, and more weaponskill. The reason for loosing crit, is that glansing blows are calculated before crits, and if your chance to get normal hits goes below 0%, it will substract some of your critical strikes chance.

    Example with +10% to hit, 300 weaponskill, 30% crit chance (about what a rogue in half tier1 and blues have if he's raid buffed and drinks a mongoose pot):
    16.8% chance of the mob to doge, parry or block your attack
    14.6% chance of you missing the mob
    40% chance of hitting the mob with a glansing blow
    28.6% chance to get a critical strike on it
    0% of getting a normal hit, with no dmg penalty

    In this example +1% hit, will not only make the attacker get 1% less miss chance, but also 1% more crit chance. If he swapped one of his crits for a to hit, it would look like this:
    16.8% chance of the mob to doge, parry or block your attack
    13.6% chance of you missing the mob
    40% chance of hitting the mob with a glansing blow
    29% chance to get a critical strike on it
    0.6% of getting a normal hit, with no dmg penalty



    PS: As the poster on the rogue forum says, it's only sure to work this way on a regular lvl 63 elite mob, not on all bosses, since many of them propably have different stuff which messes up the whole calculation.

    The post I've stolen the numbers from is here !



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