Skip to content
Maintankadin

Righteous Defense (Taunt) Hit Mechanics?

cordelia
Wed Nov 07, 2007 12:24 am
The thing I don't understand about the spells using melee hit table is how it handles dodges and parries.

Presumably the chance to miss goes from 5% to 5.5% to 6% to 9%, and dodge and parry go from 5% to 5.2% to 5.4% to 5.6%.

Does a spell using the melee hit table just care about misses, and everything else counts as a hit? Or does it work like a backstab, and count misses, dodges, and hits? Or does it take into account all 3?

If it's the first one, then expertise will not help RD or AS hit any better, and only +hit rating will. Eventhough our gear has started stacking +spell hit, it won't help us, either.

PS> Ralthos, where did you get the 8.6% chance to miss figure?
_________________
adese
Wed Nov 07, 2007 4:27 am
Righteous Defense will most likely work just like AS and Hammer of Wrath - they can miss, but they can't be dodged, parried, or blocked. Therefore, Expertise doesn't help with them at all, but +hit rating does.
_________________

Ulushnar
Wed Nov 07, 2007 7:33 am
I notice they removed this from the patch notes in the latest version of the PTR. Possibly they realised that changing it from spellhit in the same patch that they finally gave us spellhit was a bad idea.
_________________
http://www.wulfsblood.com - Wow Blog

Joanadark
Wed Nov 07, 2007 8:51 am
Spell Hit

70 Player vrs 70 Target - 4%
70 Player vrs 71 Target - 5%
70 Player vrs 72 Target - 6%
70 Player vrs 73 Target - 17%

Each 1 level difference beyond 3 adds an additional 11% spell miss chance against NPCs and 7% spell miss chance against Players



Melee Hit

70 Player vrs 70 Target - 5%
70 Player vrs 71 Target - 5.5%
70 Player vrs 72 Target - 6%
70 Player vrs 73 Target - 9%

Each 1 level difference beyond 3 adds an additional 3% melee miss.





I have not been able to find any real understanding of how parry/dodge rates vary, however they are notably different between bosses of the same level.
A good example is that, in general, dragons have a very high parry rate in comparison to other creatures of their level.
This variation would lead me to believe that parry/dodge rates are an independantly determined boss "stat", like HP or Attack Power, and therefore is neither set in stone, not can be comprehensively capped except situation by situation.

At any rate, Parry alone tends to be between 11-17%, and it would be extremely difficult to fully eliminate it using Expertise.
_________________
"Misunderstanding the Tankadin is forgivable.

In many ways we are still learning to understand ourselves."

www.joanadark.tankspot.com
Agravaine
Wed Nov 07, 2007 2:16 pm
Well Aran would be the perfect test subject to determine whether mobs can parry while casting. Since he practically does nothing but cast.