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Old 09-22-2005, 12:18 PM   #1 (permalink)
Grayson Carlyle
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WoW %hit change

http://forums.worldofwarcraft.com/th...p=1#post712360

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Items which provide +hit chance will now be allowed to counteract the increased miss chance penalty of dual wielding. This is great news for dual wielders, as you can now go above the 5% chance to hit cap.
Oh, it feels good to be fury.
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Old 09-22-2005, 12:21 PM   #2 (permalink)
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Great :P

Does the 3% on hit scope work on melee damage? I've heard mixed results.
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Old 09-22-2005, 12:23 PM   #3 (permalink)
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Originally Posted by chu
Great :P

Does the 3% on hit scope work on melee damage? I've heard mixed results.
Yes. It's the exact same aura as precision and everything else in the game.
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Old 09-22-2005, 12:24 PM   #4 (permalink)
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I had always intended on getting it as soon as I got a Striker's, but I'll feel even better about it now.
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Old 09-22-2005, 12:27 PM   #5 (permalink)
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this is good. more viable stats = more variety in builds = more chance to be somewhat unique.
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Old 09-22-2005, 12:29 PM   #6 (permalink)
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Holy shit! This is huge news for fury warriors!

Is Blizzard actually starting to listen to its customers a bit?
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Old 09-22-2005, 12:34 PM   #7 (permalink)
Wodin
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Quote:
Originally Posted by Mkopec1
Holy shit! This is huge news for fury warriors!

Is Blizzard actually starting to listen to its customers a bit?
Yeah, it's pretty massive for fury warriors. There's a decent amount of good +hit gear out there - rogues were complaining bitterly because things like Drake Fang Talisman and Band of Accuria essentially had itemization points spent on nothing.

Let's see. 5 from Precision, 4 from Strikers, 2 from Accuria, 2 from DF Talisman, 1 from NS gloves, 1 from NS shoulders, 1 from Bloodfang Bracers. That's +16% hit right there. Even if you've got less awesome sources like the 14agi 10sta 1% hit ring in ZG and Rune of the Guard Captain, that's still 14%.

Fucking awesome.
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Old 09-22-2005, 12:46 PM   #8 (permalink)
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I think this, coupled with the instant attack speed "nerf", it's time to switch to fury. Even in pvp, I see MS and Fury builds about equal after these changes.
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Old 09-22-2005, 12:47 PM   #9 (permalink)
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Quote:
Originally Posted by Wodin
Yes. It's the exact same aura as precision and everything else in the game.
Hrm, if the 3% chance to hit scope works on melee I'm pretty sure it's unintended because it's worded so that you wouldn't think that. Also 3% is just too big of a chunk for classes(rogue/warriors) that would have no use for any other scope like +dmg.
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Old 09-22-2005, 12:47 PM   #10 (permalink)
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Haha suckers, they say it will be allowed to go past the current 5% cap (or rather, the fact -tohit from dual wield is calced after items are applied). They don't say how WELL it will work however. They could make +1% to hit only work at 1/3rd value in the 19% part, or make the 19% part require 100% worth of +tohit to get to 0% miss (so it would take over 5% to hit to change your actual tohit by 1%), or make it a log scale, or any other stupid decision that allows them to put bigger numbers in the game and have them mean a lot less than they look like

Then again this is just a cynical priest talking who had PW:Shield nerfed after release and then they fixed part of the damage they caused with that nerf by making it able to hit raid members again and called it a "buff" (I understand the "bug" they fixed, but it was so rare and really inconsequential it should have been left alone in it's more-useful form). Maybe you guys are actually getting a real improvement
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Old 09-22-2005, 12:48 PM   #11 (permalink)
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Honestly, it probably is not a good idea. Basically, this will end up making dual wield become imbalanced with two handed in the long run. Dualwield is balanced with two handed by having a high miss percentage. Now with the proliferation of +hit items that balance point will disappear. Not like this is a huge deal, but if they were balanced before, then dual wield just got a bump up in damage that cannot be matched by two handed.

They need to eliminate all +hit items and replace them with % haste.
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Old 09-22-2005, 12:48 PM   #12 (permalink)
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Quote:
Originally Posted by OneArmedScissor
Hrm, if the 3% chance to hit scope works on melee I'm pretty sure it's unintended because it's worded so that you wouldn't think that. Also 3% is just too big of a chunk for classes(rogue/warriors) that would have no use for any other scope like +dmg.
It's completely, 100% unintended. That's why the pattern doesn't drop anymore, and only mature servers have one at most.
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Old 09-22-2005, 08:24 PM   #13 (permalink)
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Honestly, it probably is not a good idea. Basically, this will end up making dual wield become imbalanced with two handed in the long run.
Yeah, I thought the same thing. I'm all for this change, still, because I think it's silly that Precision basically did nothing for my rogue, and lots of items had dead points as Wodin said. 2h needs another avenue of advancement in the long wrong, haste is a good idea. Perhaps make +tohit over the cap translate into some haste automatically, and reflect it on your character screen - but this runs the risk of keeping MS as king of the hill for warriors.

A sidenote: Given this change, Alliance really needs a counterpart to Rune of the Guard Captain. It may sound trivial to some, but 20 AP 1% ToHit on a trinket is an awesome thing.
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Old 09-22-2005, 09:37 PM   #14 (permalink)
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Quote:
Originally Posted by Letania
Yeah, I thought the same thing. I'm all for this change, still, because I think it's silly that Precision basically did nothing for my rogue, and lots of items had dead points as Wodin said. 2h needs another avenue of advancement in the long wrong, haste is a good idea. Perhaps make +tohit over the cap translate into some haste automatically, and reflect it on your character screen - but this runs the risk of keeping MS as king of the hill for warriors.

A sidenote: Given this change, Alliance really needs a counterpart to Rune of the Guard Captain. It may sound trivial to some, but 20 AP 1% ToHit on a trinket is an awesome thing.
Horde needs a counterpart to the BRD princess quest line too. You can have our shitty armor ring and we'll take your 1% crit one.
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Old 09-22-2005, 10:04 PM   #15 (permalink)
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There's a new ring in ZG that's like, painweaver band +1, isn't there? Seems like Painweaver + ZG ring would be better than Painweaver + BRD ring.

Edit: Seal of Jin. 8 sta, 1% crit, 20 AP

Last edited by Vandamar : 09-22-2005 at 10:06 PM.
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