Attack tables and you
Hello! Math time again. Some of you may know how attack tables work, but many of you, I'm sure, don't. This post in the European official forums contains the clearest explanation of attack tables I've seen, and I'd advise anybody interested in the mathier side of the game to go check it out. Some parts of it are copied into this post, because they are excellent and not everyone can access the official forums. I am also indebted to the ever-excellent WoWWiki."What is an attack table," you ask? Why, it's the method by which WoW decides what's going to happen when a mob or player attacks another mob or player. Is the attack going to miss, be parried, crit, or what? As it turns out, there are seven possible outcomes of a melee attack (six if there are no mobs involved). They are:
Miss
Dodge
Parry
Glancing Blow (players against mobs only)
Block
Critical Hit
Crushing Blow (mobs only)
Regular Hit
Each of these outcomes, besides "regular hit," has a certain chance to happen. If you're not dual-wielding, for instance, you have a base 5% chance to miss, which may be adjusted by
If the percentages on the hit table do not add up to at least 100%, "regular hit" fills in the rest. On the other hand, if the first N outcomes add up to at least 100%, everything over 100% falls off the table. For instance, let's say a mob has a 10% miss chance on a Warrior, and the Warrior uses Shield
So if you're a tank, what does this mean? It means, for one thing, that if you grab enough avoidance stats (dodge, block, parry), you'll never get crit or crushed. However, at first, as you start getting more avoidance, it will seem like you are getting crit more. This is because regular hits get pushed off the table first, since they're at the bottom; there's a point at which you will never get regular hit, only crit or crushed. You're not getting crit more than you were before, though, in terms of crit per attack; it's just that every attack that lands is a crit. Edit: Note that Defense does not work the same way as the other avoidance stats with respect to this phenomenon. That is, Defense directly reduces crit chance, as well as increasing your dodge, block, and parry, and your opponent's chance to miss you, by 0.04% per point of Defense (for an equal-level opponent). Therefore, it adjusts many parts of the hit table at the same time. The Defense "magic numbers" at level 70 are 475 defense against level 70 mobs, and 490 defense against level 73 mobs -- if you have this much Defense, you will not take any crits.
The mechanics of the attack table are also informative for DPSers, like Rogues. It tells us that getting more +hit doesn't affect your crit rate, for instance; it merely reduces miss chance. Conversely, +crit doesn't lower your miss chance, just your regular hit chance. In theory, if you hit your +hit cap and got enough +crit gear, you'd have a 100% crit chance on everything that didn't get dodged, blocked or parried (since you'd never miss); but if you didn't get any +hit and just stacked +crit, even enough to give you in theory a 100% crit chance, you'd still miss 24% of your hits (the base dual-wield miss chance). Of course, I'm pretty certain there's not that much crit gear in the game; it's also pretty dang hard (if possible at all) to collect the hit rating you'd need to cap out your hit chance. According to the formulae here, you'd need 379.2 hit rating at level 70 to max out your hit chance as a dual-wielder (less if you've got talents that improve your hit chance, like Precision or a Shaman's DW Spec).
But this principle does come into play in real raid situations -- if you don't invest in any hit, you may have, say, only a 15% chance to hit a mob (everything else being avoided or missing). Any crit percentage above 15% is wasted, because Miss being at the top of the table, it gets counted in first. In order for more than 15% crit to be effective in this situation, you need to first get more hit. These numbers are slightly exaggerated, but the principle still applies. This phenomenon is sometimes referred to as a "crit cap." By the way, poison crit chance is based on your spell crit (which for most Rogues is based on your Int, unless you've got some +spell crit gear...).
What about Hunters? Well, ranged attacks use a similar table, although it is simplified. The ranged attack table looks like this:
Miss
Crit
Crushing Blow
Regular Hit
Simpler, eh? This basically just means ranged attacks can't be dodged, blocked, or parried; gear choices are not very much affected by this. Just thought y'all might like to know.
And finally, let's look at how spell damage is determined. Blizzard has stated that it works on a similar one-roll system to physical hit tables. However, there isn't any glancing or crushing blows, nor dodge, block, or parry. When a spell misses, the game says it has been "resisted," but it's analogous to a physical damage miss. The base miss chance for spells depends on your level, your target's level, and whether your target is a mob or a player:
| Target's level, relative to yours | Chance to miss mob | Chance to miss player |
| Same | 4% | 4% |
| +1 | 5% | 5% |
| +2 | 6% | 6% |
| +3 | 17% | 13% |
| +4 | 28% | 20% |
| +5 | 39% | 27% |
- Eyonix the Mage (level 60) fires a frost bolt at Yeti of Doom (level 63). Eyonix is also wearing a total of +6% spell hit gear. Yeti of Doom has frost resistance such that he takes 50% from level 60 frost attacks. So, here's the hit calculation:
- 0.83 (83% for +3 levels mob) + 0.06 (+6% spell hit) = 0.89
- 0.89*0.5 (50% damage from frost) = 0.445.
- The game will roll a number between 0 and 1, and if it's less than 0.445, the frost bolt will hit for full damage. Otherwise, a resist message will appear.
These two checks for binary spells are why people will sometimes refer to two different types of resists (level-based and resistance-based). Non-binary spells do not function in this fashion. Since they can be partially resisted, the spell will check whether it lands or misses, and then, if it lands, check to see whether it's partially resisted. This partial resistance is somewhat randomized in terms of how much is mitigated on what hits, but will average out to be equal to a mob's resist rate for the relevant school of damage (a mob with 45% resistance to fire will resist 45% of the damage from your fireballs that don't miss). I imagine that wands act as non-binary spells, based on what I've seen.
I was unable to find out how spell crits are calculated, but given that Eyonix said spells were on a single roll system like physical attacks, I imagine spells have a similar table to physical attacks:
Miss
Crit
Regular Hit
(Keeping in mind targets' resistances, which may cause the appearance of more misses on binary spells than are actually being caused by your miss chance.) So, what does this all mean for gear choices? +Hit erodes your miss chance, like for physical DPS classes. If you're fighting mobs three levels above you, as is common in raid situations, a maximum of 17% spell hit will be useful. +Crit is more universally useful for casters than for melee fighters, since you're not likely to come up against a miss-based "crit cap;" on the other hand, unless you have talents to the contrary, spell crits only do 150% damage, as opposed to double damage for melee crits. Spell penetration, by the way, lowers your targets' resistances; any penetration that exceeds your targets' resistances has no effect. That is, if I have 20 spell penetration, and you only have 15 frost resistance, the last 5 points of my spell penetration have no effect; fighting you works as if you had 0 frost resistance, not -5.
A final word: there is some speculation that "yellow damage" attacks for physical classes (i.e. everything but auto-attack/autoshot) are calculated differently than white damage attacks, but this is as yet unclear, and there has been, as far as I am aware, no official comment on the situation. So...got any questions left?
Filed under: Analysis / Opinion, Tips, Features






Reader Comments (Page 1 of 1)
brian hanna Mar 24th 2007 4:49PM
what the fck is this wizardry
RG-Rhodin Mar 24th 2007 5:13PM
Your paragraph regarding rogues really helps clarify something I have been wondering for awhile. Rogues seem to miss a lot of swings, and I have been prioritizing +hit gear over +crit gear. I have noticed in Outland that my dps overall has gone up considerably, but I have not been able to compare it with a crit rogue yet. It'll be interesting to compare when our guild gets to the larger instances and I have a chance to work with another rogue.
michel Mar 24th 2007 6:04PM
very insightful. and I now understand better how +hit and +crit works.
Skulltula Mar 24th 2007 5:41PM
This was the best post I've read from WoWInsider. Well done.
Poddo Mar 24th 2007 5:53PM
One of the best posts on the site, aside from a large glaring error.
Stacking defense and avoidance will not eliminate normal hirs but keep crits. Crits are the first thigns to go. The defense rating required for that is 490 (against a level 73 mob), and thats only required if you don't have any other +avoidance gear. AFter that, your hit chance starts to reduce.
Pick up the addon called TankPoints to see your attack table.
Poddo Mar 24th 2007 5:54PM
One of the best posts on the site, aside from a large glaring error.
Stacking defense and avoidance will not eliminate normal hirs but keep crits. Crits are the first thigns to go. The defense rating required for that is 490 (against a level 73 mob), and thats only required if you don't have any other +avoidance gear. AFter that, your hit chance starts to reduce.
Pick up the addon called TankPoints to see your attack table.
brian hanna Mar 24th 2007 6:05PM
ok im sry for that first post, but i really dont understand this, i mean is this important need to know stuff? or just porvides a small edge those hardcores?
if knowing this shows great difference in my damage (im a lock) i should focus on knowing that three part table right (the spell casting) and im at lvl 36, what type of gear should i have? i have high int gear? should i just stcik with that?
Eliah Hecht Mar 24th 2007 6:13PM
Poddo: I believe that's because Defense directly reduces crit, as well as giving the tank several other advantages. I will emend the post to include this information. Thanks!
Eliah Hecht Mar 24th 2007 6:17PM
Brian: For the most part, nobody really *needs* to know this stuff. It's mostly for those curious about the numbers side of the game, although as you suggest knowing it can give some people an edge in choosing gear. And yes, as a Warlock, you need only attend to the magical damage section of this post. Probably not worth memorizing though.
brian hanna Mar 24th 2007 6:29PM
thanks
rogueurboat Mar 24th 2007 9:19PM
yellow damage, for people who didn't know, is 90% (approximately 90.75ish) hit rate. I tested that over 20k attacks and it has been consistant. That includes offhand mutilate.
MattRossi Mar 25th 2007 12:29AM
You're mistaken about how Shield Wall works: it doesn't increase block at all, it merely absorbs 75% of all incoming damage while it's up. Check out http://www.wowwiki.com/Shield_Wall for the lowdown.
I think you may have meant Shield Block - http://www.wowwiki.com/Shield_Block - it seems more like what you describe.
garrett218 Mar 26th 2007 11:27AM
5% to hit for most melee classes will enable you to never miss a special (yellow) attack on same level mobs. I believe for most raid mobs you need roughly 9% to not miss specials (I know that is true for hunters). This points out the glaring need of hit gear though for a combat rogue as a large chunk of your damage comes from white damage (normal melee attacks).
For myself I noticed a big jump in overall dps when i began to stack hit gear in Karazhan and beyond. I also noticed I ran out of poisons really fast!
BoBoTheChimp Mar 26th 2007 11:46AM
My brain hurts ::drools:: ::eyes bleed::
Anthony Mar 26th 2007 12:06PM
Just a quick correction. Agility does not adjust your chance to hit as you mentioned. Only chance to hit and weapon skill rating do that. Otherwise, nice post. Theorycraft is definitely a whole game in itself.
multikast Mar 26th 2007 12:45PM
@brian
as a warlock, you should look more for stamina over intellect. int is important, but stam is moreso for you.
Maedhras Mar 26th 2007 3:40PM
As rogueurboat points out, special (yellow damage) attacks for melee class forego many of the penalties applied to white damage. This was announced in blue a long time ago (patch 1.5ish?).
A dual wielding warrior, for instance, does not have his 24% penalty applied when using a skill, however the mobs dodge/parry/whatnot still apply. I am not sure how many of the miss penalties are avoided with skills, but I know an arms warrior with improved overpower can seriously maim mobs higher level then him.
Skibba Mar 27th 2007 9:31AM
I'd be interested to hear some peoples views on the Rogue ability Envenom? It consumes 1 deadly poison that a mob has on it per combo point you have stacked up, and it ignores the mobs armor, but is it classed as a spell as per this line...
"poison crit chance is based on your spell crit (which for most Rogues is based on your Int, unless you've got some +spell crit gear...)."
Is Evenom a melee ability and just using poisons that are already on the mob, or is it classed as a spell itself due to it being poison based, therefore meaning +spell crit & int are where it's at for Envenom.
Runsel Apr 6th 2007 10:43AM
Envenom is a melee ability, despite its description and functionality as a "poison" attack. I have had it crit far, far too often to be considered a "spell" for the purposes of crit chance calculations.
storm May 25th 2007 8:30AM
Can anyone clarify the hit chance with a 2h weapon, maybe a table similar to the spell hit chance against mobs. I was under the impression that melee (with single wield) have 5% chance to miss against a level 70 and up to 8% against a raid boss (level 73).