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" Effects of Weapon Skill
For each point that your weapon skill exceeds your opponent’s defense, you gain the following:
Your chance to miss decreases by 0.04%.
Your chance to score a critical hit increases by 0.04%.
Your opponent’s chance to block your attack decreases by 0.04%.
Your opponent’s chance to parry your attack decreases by 0.04%.
Your opponent’s chance to dodge your attack decreases by 0.04%.
When you hit a monster or a boss the game will go thru a small procedure to decide what your swing will be… will it miss? will it crit? will it be a dodge or perhaps a glancing blow? The easiest way to explain this, is by imagining yourself a prioritized list like this:
- Miss
- Dodge
- Parry
- Glancing blow
- Block
- Critical hit
- Normal hit
What this means is that if places 1-6 total up to 100%, Normal hit will be knocked off the table and never occur.
Important to know is that a boss has a base dodge chance of 5.6% and can only parry/block attacks that are made from their front, but since a rogue should never be attacking a dungeon/raid monster/boss from the front, we will see their parry/block chance as 0%.
Your base chance to miss is 24,6% when dual wielding against a boss.
Another good thing to know is that when you as a player gain +hit you do not exactly increase your hit chance, instead you reduce the chance to miss.
The total amount in the hit table can not be higher than 100%.
Your chance to hit is what is left over to reach 100% after adding all the other things. Lets say your chance to get a miss+dodge+glancing blow+crit = 80%, then you have 20% to get a normal hit.
Hit refers to physical damage that occurs as a result of an attack made with melee or ranged weapons. The base chance to miss with maximum weapon skill (300) against an opponent of equal level is 5% for two handed and 24% for dual wield.
In short: 310 Weaponskill = huge dps boost
Calculating your Hit Table
The standard white hit table for a naked lvl 60 rogue looks like this:
Miss: 24.6%
Dodge: 5.6%
Parry: 0%
Glancing blow: 40%
Block: 0%
Critical hit: ~10%
Normal hit: 19.8%
This means that if you make 100 attacks against a boss, you will deal 0% damage 30 times, 200% damage 10 times, 100% damage 20 times and 70% damage 40 times.
Now lets say you find a lot of gear that gives crit but no hit and end up having 35% crit, your white hit table would then look like this:
Miss: 24.6%
Dodge: 5.6%
Parry: 0%
Glancing blow: 40%
Block: 0%
Critical hit: 29.8%
Normal hit: 0%
Note that you have 35% crit but only 29.8% of your strikes will be critical strikes, this is because you are over the thing people like to call crit cap. Its quite a nice name, but unlike the hit cap it is not a fixed value. The crit cap is the same as the % of swings that will not be glancing/dodged/missed.
Lets keep going with this example and say that you find gear that does not reduce your chance to crit and gives you +6% hit, your white hit table would look like this:
Miss: 18.6%
Dodge: 5.6%
Parry: 0%
Glancing blow: 40%
Block: 0%
Critical hit: 35%
Normal hit: 0.8%
As explained earlier, the +6% hit will not increase the chance to get a normal hit… but rather reduce the chance to get a miss.
There are two big difference between a white hit table and a yellow hit table and that is that yellow hits can not be glancing blows and the standard chance to miss is only 8%.
The hit cap is the amount of +hit you need in order to make sure none of your attacks will miss. There are two different hit caps
The first hit cap is the most important one, it is commonly known as yellow hit cap. This hit cap is the amount of +hit needed to never miss with special abilities which damage is shown with yellow text on your screen. You will need +8% hit to always hit with your special abilities against a raid boss. This hit cap is a lot more important than the next one because missing with your abilities such as Sinister Strike, Backstab or Eviscerate is a huge waste of energy and global cooldowns, and also this one is a lot easier to achieve.
The second hit cap is the white damage hit cap. This is the amount of +hit need to never miss a normal melee swing. You will need +24.6% hit to always hit a raid boss, as you might notice 24.6 is a lot higher than 8 and this is the reason why its not as important as the first one, since you would have to give up a lot of other stats in order to reach 24.6% hit, and there is nowhere near enough +hit on gear early on at lvl 60 to reach this cap.
Poisons are affected only by Spell Hit and special talents, so dont bother about them.
In short: Minimum Hit = 8% (5% from talents + 3% from gear) and maximum Hit = 24.6%"