Strategy
Guides
Combat Tables and You: Gearing For
Bosses
I don't know how much of this people already know, but I'm going to
post a little about combat tables just so it's all here. What I'm
about to say has direct implications for how you gear yourself for
the end-game, or any time you fight mobs higher level than you.
A combat table is how WoW resolves the result of a physical attack.
Every time you attack (or someone attacks you) the game builds a
table showing all the possible results and how likely they are, and
then rolls a virtual 100-sided die (actually it rolls a 10,000-sided
die, but let's keep things simple for now). Suppose you attack a mob
your own level that has a 5% block/parry/dodge chance, and you have
a 20% crit chance. The combat table will look like this:
1-5: dodge
6-10: parry
11-15: block
16-20: miss
21-40: critical hit
41-100: regular hit
So the server builds this table, rolls a 100-sided die, and just
checks the table to see what happened. If the server rolls a 45,
your attack is a regular hit. If it's a 21, you crit, if the server
rolls a 4, the mob dodges, and so on.
Notice something: crits and regular hits are checked for at the same
time. Wow does not check to see if you hit, and then check to see if
you crit. This makes sense from a coding standpoint, since the game
has to make only one check per attack rather than two.
What really happens when the game builds a combat table is that it
puts in all the "bad" things that could happen (e.g., if you're
attacking, it puts in the dodge/miss/parry/block chance), and then
fills in whatever's left with regular hit slots. Crit chance
replaces regular hit slots. So suppose you're fighting a mob with a
50% total chance to dodge/parry/block/miss. That leaves a total of
50% chance to get a regular hit. If you have a 60% crit chance, your
total chance to crit is ... that's right, 50%. Past 50%, there are
no more regular hit slots on the table to be replaced.
What does all of this mean for you? A couple of things:
+crit and +hit are equivalent in most cases. Think about the combat
table above. If you add +1% hit to your gear, you have turned a 1%
miss slot into a 1% hit slot. Overall dps increase: +1% of your
regular damage. If you add +1% crit to your gear instead of the
+hit, what have you done? You've replaced a 1% hit slot with a 1%
crit slot. You've gained a 1% chance to do 2x damage, but lost a 1%
chance to do 1x damage. Overall dps increase: +1% of your regular
damage.
So when deciding between +hit and +crit, most of the time all you
really need to ask is whether you have any abilities that proc off
of crits (like a fury warrior's Flurry) or whether your crits do an
abnormal amount of damage (like a marksman hunter or a feral druid).
If the answer is yes, take +crit over +hit. If the answer is no,
take +hit if you have any commonly used abilities that can't crit
(like sunder armor). Otherwise, personal preference - the total dps
increase is the same either way.
It's very possible to have wasted crit chance by the end of the
game. +hit and +crit are not necessarily equal when you have a very
large crit chance. Any time you're fighting a mob higher level than
you (specifically, any time the mob's defense skill is higher than
your weapon skill, before +skill), you have a chance to land what is
called "glancing blow." There is no way to reduce this chance (it
used to be you could reduce it through +weapon skill, but not any
more). By the time you're fighting mobs three levels higher than
you, the glancing blow chance is 40%. Your combat table, before we
replace regular hits with crits, now looks like this:
1-5 dodge
6-10 parry
11-15 block
16-23 miss (a +3 level mob normally adds 3% to your miss chance)
24-63 glancing blow
64-100 regular hit
Notice that only 37% of the table is devoted to regular hits (this
is your "crit cap"). This means that against a level +3 mob you can
use a maximum of a 37% crit chance. If you want to use any more than
that, you'll have to use +hit gear to convert miss slots into
regular hit slots, which you can then overwrite with additional +crit.
Dual-wielders are in an even worse predicament. Without +hit gear, a
dual-wielder's table against a level +3 mob looks like this:
1-5 dodge
6-10 parry
11-15 block
16-42 miss (+3% for mob level, +19% for dual-wielding)
43-82 glancing blow
83-100 regular hit
There's only room for a 17% crit chance on this table. If the
dual-wielder wants to use a higher crit chance, he'll have to pile
on the +hit gear to turn more miss slots into hit slots, and then
he'll be able to convert the hit slots into crit slots.
Hunters are in a good position for glancing blows, because glancing
blows apply only to melee physical attacks. Thus, even against a +3
level mob, a hunter will have a large number of regular hit slots he
can safely convert to crits.
The other side of the coin: crushing blows. Any mob three or more
levels above you has a chance to land what is called a "crushing
blow." This is a hit that does 150% of normal damage (as opposed to
200% for a crit). A level +3 mob has a 15% chance of landing a
crushing blow. As I stated previously in my warrior thread, as of
patch 2.0 +defense skill no longer defends against crushing blows.
But a very high block chance can. Look at the table for a warrior
with a 10% block chance, 5% miss/dodge/parry chance, who uses shield
block (for +75% block) fighting a +3 mob, remembering we first fill
up the table with results that are bad for the attacker:
1-84 block
85-90 dodge
91-95 parry
96-100 miss
The warrior has so many slots filled with bad results for the mob
that there is no room for any good results - while shield block is
up, the mob has a 0% chance to get a normal hit, 0% chance to get a
crushing blow, and 0% chance to crit. Thus if your block chance is
ridiculously high, you can push crushing blows right off the table.
A caveat. There is a theory among WoW number-crunchers that "yellow
damage" (e.g., heroic strike, sinister strike) is immune to glancing
blows in the same way that ranged damage is. This theory has
apparently not been proven, but it seems to be correct. Thus if your
crit chance is over your crit cap, you probably still get to use the
extra crit chance for your special melee attacks.
That's all I really had to say about combat tables and how to avoid
over-critting. If that's all you care about, stop reading now.
Building your own combat table. If you want to build your own combat
table, here's how you do it:
Mob's defense skill = mob level x 5
Mob's weapon skill = mob level x 5
1. Assume the mob has a 5% dodge, a 5% parry chance, and a 5% block
chance. Some mobs have more, but the standard assumption is that the
basic dodge/parry/block chance is 5%. Unlike players, mobs can
dodge/parry/block even if you're behind them. The result will show
up as "miss" instead of "dodge," but the net effect is the same. We
now have the first 15% of the table filled.
2. If your weapon skill is higher than the mob's defense skill,
subtract the mob's defense from your weapon skill. Multiply the
result by 0.04% and reduce the mob's dodge, parry, and block chance
by that amount. Thus if the mob has a defense of 200 and I have a
weapon skill of 205, the mob gets 5 x 0.4 = -0.2% dodge, -0.2%
parry, and -.02% block.
3. Add in miss chance. Miss chance is determined by one of two
linear functions. Start with a 5% miss chance. Add 19% if you
dual-wield (for a base DW miss chance of 24%). If the mob's defense
(mob level x 5) is 10 or more points higher than your weapon skill,
each point of extra defense counts for 0.1%. If the mob's defense is
11 or more points higher than your weapon skill, each point of extra
defense counts for 0.2%. Thus if I have a 300 weapon skill and I'm
fighting a level 63 mob, the mob has 315 defense. He has 15 more
points of skill than I do, so each point counts for 0.2%. 0.2% x 15
= 3% extra miss chance. If I have a 300 weapon skill and I'm
fighting a level 62 mob, the mob has 310 defense. He has only 10
more points of skill than I do, or 0.1% x 10 = 1% extra miss chance.
4. Reduce miss chance with +hit gear. Just open up your character
sheet in game and check the melee tab for the hit rating tooltip.
Subtract your +hit% from the miss chance on the table.
3. Add in glancing blows. Glancing blow chance = (mob's weapon skill
- your defense) x 2% - 15%. Your defense, for this formula, is
capped at 5x your level. So if you have 300+150 defense and the mob
is level 63, the formula is (315 - 300) x 2% - 15% = 15%.
4. Add in regular hit chance. Whatever room is left on the table is
your chance to score a regular hit.
5. Add in critical hit chance. Replace regular hit chance with
critical hit chance until you run out of crit chance or you run out
of regular hit chance, whichever comes first.
Using these five steps, you can build your own combat table using
your specific profile against any mob scenario you like, and figure
out exactly how much +crit and +hit you need to optimize your dps.
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