Arcane Brilliance: Statopia
Arcane Brilliance is back again, if belatedly so, to fill your day with more magey goodness. I thought that this week we would look into some of the finer points of magecraft. No matter how good you are as a mage, at some point you will have to shift your focus from your technique to your gear.
The bonuses to your spell schools can mean the difference between being at the top of the DPS charts and wallowing in your own caster tears somewhere near the bottom. But building up a huge amount of spell damage gear, although good, may not be the most effective way to epic out. There are two other stats mages need to look at, specifically spell hit and spell crit, and without knowing the proper balance between these three stats you will never be the best mage you can be.
First, let's look at the stats themselves.
Spell Hit Rating: This combat attribute increases your chance to hit with spells. Spell hit is a recent addition to the combat system, having made its debut with Patch 2.0 after TBC launched. Building up a collection of gear with this stat on it will enable you to diminish the amount that an enemy will resist your spells. Cool, huh? Each point in this stat equals a certain percentage based upon your level. There are two talents that increase this stat in addition to gear, Elemental Precision and Arcane Focus.
Spell Damage Rating: The amount of spell damage you have as a mage is how much added power your spells have as they damage their target. There are two types of spell damage bonuses available to you, the general plus to spell damage and those that are specific to a certain school of magic, like fire or frost. There are lots of yummy talents out there that increase this percentage, and in addition consumable items like Blackened Basilisk and Adept's Elixir add an extra punch.
Spell Critical Strike Rating: This statistic affects the percentage that a spell critical strike will happen, those brief moments when your spell deals 150% more damage. This number is at the base, and can be increased by trinkets and some gear pieces. Your spell critical strike rating can be increased by specific equipment, but it takes a lot of it to see much of a difference. You have to have 22.1 spell crit to gain 1% to your chance to crit with a spell.
Without throwing too much numbers at you, let's look at the two general types of PvE fights you encounter as a mage. I say PvE because PvP stats are a glorious world of complication best reserved for another discussion. For simplicity's sake, I am going to discuss the top end numbers, those goals you can shoot for as a level 70 player. If you are not 70 these are still a good benchmark, just realize that you won't be able to achieve these numbers until you reach the level cap.
Basically, it all comes down to a small formula: spell hit > spell damage > spell crit = <3. As you can see, gathering equipment with bonuses to your spell hit percentage is of greatest priority, particularly in boss battles in raids or instances. Being able to land more spells outranks bonuses to damage and crit percentage, but only up to a certain point. As with many bonuses to combat stats, there is a threshold with spell hit, and once you reach said tipping point adding additional points to the stat no longer benefits you. What is that magic number? 202. Secondly in non-boss battles, trash mobs, etc. the amount of spell hit you need is around 165, but this is a number is highly debatable.
It will take quite a while to build up your spell hit rating to 202, but once you do your next priority will be to build up your spell damage so that since you are landing your spells they do more damage as they hit. The last stat to worry about is your spell crit, since spell damage bonuses apply to all spells including those that critically strike. Tacking on some spell crit damage will be nice, but those additional points only deal with a small number of your spells (those that crit), and will increase your aggro issues in combat.
Filed under: Mage, (Mage) Arcane Brilliance







Reader Comments (Page 1 of 2)
Todd Sep 26th 2007 1:15PM
Thank you for this. This is a wonderful read.
Dahkeus Sep 26th 2007 1:22PM
It should be worth mentioning that the talent spec and race you have will change the amount of hit you need. For example, a 10/48/3 deep fire mage only needs about 164 hit rating to meet the cap. Draenei also have a lower requirement since they have an additional 1% to hit with spells.
Lenny Sep 26th 2007 1:22PM
Does the bonus to spell hit effect frost spells differently from fire and arcane since frost is binary? Frost is still binary right?
Tridus Sep 26th 2007 1:25PM
Nitpick: Spell Critical Strikes deal 50% more damage. They deal 150% of the standard spell hit, that is 50% more.
If it was dealing 150% more, you would see a normal 1k Fireball critting for 2500 (150% more). What it actually does is crits for 1500 (50% more).
Fireflash38 Sep 26th 2007 1:26PM
If you have elemental precision, you only need 164 + hit to be capped. Without elemental precision you need over 200.
If you want help deciding which gear to get, look up Irontygress's Mage Calculator. You can put in your +damage, int, hit, crit, and talents, and it will give you all sorts of information you never knew you wanted. It can also sort gear by the DPS increase (gems included).
The links and FAQ can be found here: http://forums.worldofwarcraft.com/thread.html?topicId=106863613&sid=1
Jellodyne Sep 26th 2007 1:32PM
OK, so what is the difference between spell hit rating and penetration?
Mordermi Sep 26th 2007 1:39PM
Of note for arcane mages, if you put 5 points into the Arcane Focus, you need 76 points of hit rating to maximize your chance to hit.
To quote Lhivera (widely-know Mage sage):
Assuming you're fighting same- or +1-level mobs and players in PvP, and +3 level raid bosses, you need the following Hit Ratings to max your hit chance at 99%.
Source: http://forums.worldofwarcraft.com/thread.html?topicId=106738310
Fire/Frost mage, no Elemental Precision: 51 soloing or PvP, 202 vs. raid bosses
Fire/Frost mage, Elemental Precision: 13 soloing or PvP, 164 vs. raid bosses
Arcane mage, no Arcane Focus: 51 soloing or PvP, 202 vs. raid bosses
Arcane mage, 3/5 Arcane Focus: 0 soloing or PvP, 126 vs. raid bosses
Arcane mage, 5/5 Arcane Focus: 0 soloing or PvP, 76 vs. raid bosses
Queuetip Sep 26th 2007 1:40PM
Spell hit affects fire the same as frost. It is only decreasing chance to miss based on level differences. Resists and partial resists due to actual resistance are calculated from "hits" even if its a full resist.
Dryssa Sep 26th 2007 1:41PM
@6:
Spell hit affects level-based resists. Mobs 3 levels above you (such as bosses) have an innate 17% chance to resist your spells. Spell hit lowers this chance.
Spell penetration affects things like fire resistance or frost resistance. For example, Supremus, a boss in the Black Temple, has a decent amount of fire resistance. Spell penetration will lower the chance that your fire spells will be fully or partially resisted when fighting him. However, there aren't many bosses in the Burning Crusade with resistances, so penetration is largely a PvP-only stat.
(Note that penetration does not help against immunities. For example, Al'ar in Tempest Keep is immune to fire, and no amount of spell penetration will change that.)
Dryssa Sep 26th 2007 1:42PM
@6:
Spell hit affects level-based resists. Mobs 3 levels above you (such as bosses) have an innate 17% chance to resist your spells. Spell hit lowers this chance.
Spell penetration affects things like fire resistance or frost resistance. For example, Supremus, a boss in the Black Temple, has a decent amount of fire resistance. Spell penetration will lower the chance that your fire spells will be fully or partially resisted when fighting him. However, there aren't many bosses in the Burning Crusade with resistances, so penetration is largely a PvP-only stat.
(Note that penetration does not help against immunities. For example, Al'ar in Tempest Keep is immune to fire, and no amount of spell penetration will change that.)
Justin Sep 26th 2007 2:00PM
Spell hit made it's debut in AQ actually.
Vestras Sep 26th 2007 2:07PM
Hmm, a useful read.
Here is my main question: When I am trying to find gear, I tend to prefer "of the Sorcerer" at higher levels, or a blue equivalent (+stam, Int and spell damage). As a deep frost/arcane mage, should I be looking for more "invoker" gear, with +crit instead of stam, or is it better to preserve my durability?
Also, what, if any, gem cuts exist to boost Spell hit?
wcb Sep 26th 2007 2:20PM
You indicate that spell damage is better than spell crit, but don't explain why. I'm not aware of any of the basic damage spells that don't crit. Crits can certainly create aggro problems but they also can provide large amounts of damage over the course of a fight. I have a high crit rate (over 30%) and see tons of 3+k firebolt crits during a boss fight.
Bobbo Sep 26th 2007 2:20PM
For all your gem questions, I find http://wowgems.jponrails.com/ to be outstanding.
Bobbo Sep 26th 2007 2:25PM
Also, for some raw numbers drawn from the mage forums, here's a comparison between spell hit, dmg, and crit.
"So lets convert those formulas to a real world example. Let's take a fire mage with 900 spelldamage, 100 hit rating, and 30% to crit with fire.
+50 spell damage would mean (B+c*(D+n))/(B+c*D) = (902.5+1.035*(900+50)) / (902.5+1.035*900) = 1885.75 / 1834 = 1.0282 which is 2.82% more DPS.
+50 spell crit rating would translate to 2.26244 more crit chance (1.1*(C+n)+1) / (1.1*C+1) = (1.1*(0.3+0.0226244)+1) / (1.1*(0.3)+1) = 1.35488684 / 1.33 = 1.0187 which is 1.87% more DPS.
+50 spell hit rating is 3.96825 more hit chance on top of the 7,93651 hit chance the mage allready has (0.83+H+n)/(0.83+H) = (0,83 + 0,0793651 + 0,0396825)/(0,83+0,0793651) = 0,9490476/0,9093651 = 1,0436 meaning a whoping 4,36% more increase in DPS!"
Prauche Sep 26th 2007 2:43PM
My eyes are bleeding...
Kor Sep 26th 2007 2:48PM
Honestly, I think another stat should be included there.
STAMINA
We used to have a mage in our guild that would trade 6 spell dmg for 10 stam. Around Vashj, he had 1400 spell dmg. This mage found himself at the bottom of the meters an awful lot. Can you guess why?
Bosses in BC aren't as friendly as they were in old WoW. Almost every boss has an AoE, or a random target attack. Something that means, you need to be able to take a hit if you have to.
Instantly dying to Watery Graves on Tidewalker; Lasting 2 seconds to a Rend from Leo; Al'ar's meteor 1-shotting you. Finally, Vashj's random multishot.
All these things are fatal, if you aren't sitting at a healthy amount of HP.
1400 spell dmg, is a lot of DPS.
A dead mage though, will never be more than 0 DPS.
Krick Sep 26th 2007 2:53PM
Can someone comment on how these three gear stats apply to AOE tankadins?
I know that most paladin spells can't crit but is spell hit useful or should I continue to focus on spell damage and healing?
...
Krick
http://www.tankadin.com
Adese Sep 26th 2007 3:12PM
@12
There are two player-craftable spell hit gems in the game: Veiled Noble Topaz (+4 spell hit / +5 spell damage), and a Dawnstone gem (+8 spell hit). There are some epic spell hit gems that drop in heroics, as well (there is one in Heroic Mech, I know).
@18
I'm a pally tank myself. I treat spell hit as a "nice to have", but focus on other stats more. I currently have about 1% spell hit on my gear (between Continuum Blade and a spell hit/stamina gem I picked up from some heroic somewhere). We cast often enough that a full resist isn't a huge deal, and even if it was there isn't much we can do about it - there is 0 plate with +spell hit rating on it in game, so we couldn't even begin to get close to the 16% spell hit cap.
Thorn Sep 26th 2007 4:53PM
@17: Well yeah, and obviously Int would need to be mentioned. I think she was going towards explaining a little of the theorycrafting behind spellcasting, and what exactly each of the spellcasting stats does for a mage.
I am surprised she didn't mention that Int increases your spell crit. I ignored spcrit when I first started buying gems and concentrated on the Int/Stam/spHit/spDmg, and didn't really think about crit by itself until 70 or so. Sure, crits are pretty to look at, but more mana and hit wins the day.