Arcane Brilliance: Cast fast and hit hard

Every week, Arcane Brilliance strives to make us all a bit Mage-ier. This week, we shine our spotlight on two stats every Mage should have, but far too few of us know enough about: Spell hit rating and spell haste rating. Last week we saw that patch 2.4 has made these two ratings a bit easier to obtain on gear, and this week we'll find out why that should make the Mage nation a happy place.
When I wrote up the list of shiny new Mage gear the patch delivered to us last week, I couldn't help but notice a strange preponderance of two stats I was relatively unfamiliar with. Currently, I have a whopping 53 spell hit rating on my Mage, from the Scryer's Bloodgem and the Gladiator's War Staff. None of my current gear gives a single point of spell haste rating. When I saw those stats reflected on so much of the new 2.4 gear, I became very curious. Why is Blizzard pushing these two ratings? Where's my spell crit and spell damage?
I broke out my most scholarly looking pair of glasses, perched them upon the end of my nose so that I could squint down through them at my computer screen, and did some research. I may have scribbled some complex formulae upon a chalkboard, and it's entirely possible that I muttered the occasional "astonishing!" or "brilliant!" under my breath in a faux English accent as I conducted this study.
What did I learn? Well, two things really: first, both of these ratings are important to Mages, and in PvE you can make the argument that spell hit is the single most important end-game stat for a Mage to have. And secondly, I fricking hate researching things. I mean seriously, my mind pretty much shuts off when I see a decimal point. After the break, I'll try to save you the trouble of doing what I did this week, and break down what these two ratings mean in layman's terms. Don't worry, math nerds, I'll link you to the crazy numbers articles too, so you can go make out with your calculators or whatever.
Spell hit rating
Ok here's the story: this rating determines your chance to hit the thing you're shooting your magical balls of fire at. Your chance to hit with a spell (or the chance your target won't resist your spell) is a base percentage determined by your level and your target's level. At level 70, against a level 70 mob, a Mage has a 96% chance to hit with every spell they cast. Against a Burning Crusade raid boss (level 73), that same level 70 Mage has only an 83% chance to hit. That's horrible. That means that of every 5 spells you cast against Gruul, on average one will be resisted.
Think about that. I hate crunching numbers, as I may have insinuated previously, but I had to see the numerical impact of this. Here's my grossly over-simplified math: say you're averaging 2k damage with your Fireballs. Barring crits, 5 casts will inflict 10,000 points of damage...or would have if one of those casts hadn't missed entirely. To make up for this loss of 2k points of damage, you'd have to add an extra 500 or so spell damage through gear/enchants/gems/talents. That's a lot of spell damage.
Adding 12.6 spell hit rating gives you 1% better chance to hit. the cap for your chance to hit with spells is 99%. There will always be that 1% chance to miss, no matter how much spell hit rating you stack. To cap out your chance to hit against the highest level enemies in the game currently (level 73), you will need a spell hit rating of 202 at level 70. Once you reach that rating, any additional spell hit will essentially be wasted. Now...I don't know about you, but 202 spell hit rating looks a lot better than stacking an additional 500 or so spell damage. You hit that cap, and that means that on average only one out of every one-hundred spells you hurl at Brutallus will be resisted. Only 1% of your spell damage or spell crit will be wasted.
Now, to be fair, in PvP this gets a bit muddled. Just about every class has talents or spells or abilities that increase their resistances or decrease your chance to hit them with spells, which may explain how that Rogue resisted four spells in a row from me the other night in Arena. He had like 10 hp left, too...stupid Cheat Death. Only lasts 3 seconds, my butt. Anyway, this stat is far more clear-cut in PvE encounters, where resistances are static. Increasing spell hit rating helps in both aspects of the game, but moreso in PvE. If you are a raiding Mage, you need to start stacking it, and if that means you have to sacrifice a bit of spell damage in your itemization, so be it. You don't do any damage when you miss.
You have a lot of options now to increase this rating. Here are a few:
Gear
You have a few options here, especially since the patch. You can find a very comprehensive list of what was available before on this WoWWiki page. Cloak of the Betrayed and Gloves of Arcane Acuity both drop off of bosses in normal Magisters' Terrace. Legwraps of Sweltering Flame, Boots of Incantations, Shroud of the Lore'nial and Fused Nethergon Band will all be available as soon as your realm gets its new badge vendor in phase 3 for 100, 75, 100, and 60 Badges of Justice, respectively.
Gems
Get yourself a Great Dawnstone, a Great Golden Draenite, a Veiled Flame Spessarite, or a Veiled Noble Topaz from your friendly neighborhood Jewelcrafter. Vivid Chrysoprase, Lambent Chrysoprase, and Shining Fire Opal are all heroic drops, and as of 2.4 are no longer unique, so you can now equip more than one of them. As of the patch, the recipe for Great Lionseye is available from the Shattered Sun Offensive reputation vendor instead of just as a drop in Black Temple, so you might see more of these on the auction house than you used to.
Talents
If you're a Fire or Frost Mage, you want to put 3 points into Elemental Precision. If you happen to be one of the rare and wonderful Arcane Mages out there, spend 5 points on Arcane Focus on your way to all your other glorious talents. Arcane Subtlety reduces your opponents' resistances to all of your spells, so it effectively increases your spell hit as well.
Draenei
Get in a party with one, or check to make sure you are one yourself. Inspiring Presence raises everybody in the party's chance to hit with spells by a flat 1%.
Spell haste rating
Now, this one's not quite as black and white. To put it as simply as I can, 15.7 points of spell haste rating gives you a 1% bonus to your casting speed, and as of patch 2.4, it also gives you a 1% reduction in the time your global cooldown takes between spellcasts. If your Frostbolt takes 2.5 seconds to cast now, 1 point of spell haste rating reduces your cast time by 0.00159 seconds. In order to reduce your cast time to 2 seconds on that same Frostbolt, you'd have to stack about 314 points of spell haste rating.
Again, I'll post the disclaimer that we're dealing with dumbed-down Christian Belt math here, but here's the bottom line with this stat. Each 1% of spell haste you gain lets you cast 1 more Frostbolt for every 100 Frostbolts you cast. Every 1 point of spell haste rating you stack gives you a constant increase of 0.063694267% to your DPS, according to WoWWiki. How does this stat compare to adding raw spell damage or spell crit? It's hard to really say, but on paper it doesn't look too favorable.
Here's the thing, though: spell haste rating doesn't just speed up casting times. It makes your channelled spells like Arcane Missiles take less time to cast, it makes instant cast, no cooldown spells like Arcane Explosion castable with less time in-between (because the global cooldown is shorter), and there is now no discernable cap to it. Before the patch 2.4 changes, you could only shorten your spells to the point where they overlapped with the global cooldown, which is 1.5 seconds with no spell haste at all. Now that global cooldown can be shortened to a minimum of 1 second.
So what does all this mean? All of these numbers do very little of any tangible value for me. Looking at them makes my head hurt, and makes me throw up in my mouth a little, but I don't equate them into anything of worth. The way my brain works, I need to know what that new piece of gear is doing for me in terms that I understand without having to break out an abacus and a slide-rule. Here's a way of looking at it that works for me:
If Vexallus drops that Band of Arcane Alacrity for me, it gives me 18 spell haste rating. That gives me the following: my Fireball spell takes about 2.47 seconds to cast, down from 2.5 seconds. For every 87 Arcane Explosions I spam, I get one extra cast. My global cooldown is now down to a whopping 1.47 seconds. My raw DPS is up a grand total of 1.146496806%.
I'll have to see how this rating affects me in practice before I really jump on the spell haste bandwagon, but the idea of my spells casting faster makes me happy, regardless of the numbers. The best part of spell haste? It doesn't help with most DoT spells at all. That's right, screw you Warlocks! Cough...sorry...had a moment there.
So if you decide you want this stat, where do you get it?
Gear
A really good list of the pre-patch stuff can be found on this page, again courtesy of WoWWiki. After the patch, you can get some new gear, of course. The aforementioned Band of Arcane Alacrity, and Bindings of Raging Fire are boss drops in Magisters' Terrace. The Jaded Crystal Dagger drops off of Selin Fireheart in heroic mode. The Sunfire Robe and Sunfire Handwraps come from new tailoring recipes that drop off the raid trash in Sunwell Plateau.
Gems
If you have a burning desire to use a Mystical Skyfire Diamond as your meta gem, you have a small chance to increase your spell haste slightly. New in the patch are a few spell haste gem cuts, as our own Alex Ziebart reported last month.
Troll Shaman Leatherworkers who are nearly dead
Trolls have a racial ability called Berserking that increases their casting time by up to 30%, and is most effective the more badly injured they are. That's equivalent to a lot of spell haste. Also, Shamans can cast Bloodlust / Heroism which increases everyone in the party's casting speed by 30% and is completely awesome. If you happen to be or group with a Leatherworker, you can con them into making a nice set of Drums of Battle and dropping them for you.
The jury's still out for me on spell haste, as far as it being a more effective stat for Mages than spell crit or spell damage, but I don't think anybody can argue that isn't nice to have. Faster casting is always going to be a good thing. Spell hit rating is a no-brainer. At end-game, you need it, and you need to be approaching the cap of 202.
If you want to explore the theorycrafting side of things and flex your math muscles, there's a wealth of statistical information at these two WoWWiki pages: spell hit rating, and spell haste rating. There is a ton of invaluable wisdom here at WoWInsider as well, from Alex Ziebart's brilliant take on how it will affect Shadow Priests to Marcie Knox's wonderful exploration of what the spell haste changes will do to raid healing. Take a look if you want more, and I know you do. Or maybe you don't? You'll tell me in the comments, I suspect, as well as tell me all the ways in which I'm wrong. That's why I love you guys. You keep me humble, and make me feel like a retard, and frankly I wouldn't change it for the world.
Filed under: Mage, Patches, Items, Analysis / Opinion, Tips, Jewelcrafting, Guides, Classes, (Mage) Arcane Brilliance
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Reader Comments (Page 2 of 3)
marj Apr 5th 2008 4:07PM
Your post doesn't really make any sense. Correct grammar helps. Complete sentences are awesome. WTF is "22.46-9.9 12.56 critical strikes"?
Aigarius Apr 5th 2008 4:16PM
Spell hit is much cheaper in item budget that spell crit. If you try to trade 4% of spell hit for spell hit you will find that you will only get around 2-2.5% of spell crit.
Balasan Apr 5th 2008 4:25PM
I don't get it. Are you trying to diss spell hit vs spell crit? If so you still proved that you lost 6900 damage (around 3 fireballs) by not having sufficient spell hit. Not to mention that spell hit also benefits your crits occuring more often too.
You lost me at "I get for each crit-- in my case *arcane* crits return a great deal to me...
so those bonuses hit an amazing 226% more often."
Also, it's important to note that there's a very very reachable hit cap, unlike crit. And as Aigarus said hit rating budget is way cheaper than crit as well.
I'm still confused on whether to complain at your whining or to support your evidence...
Iliveanddie Apr 12th 2008 3:45PM
At first, you made sense, in the middle, you started doing unnessecary (I'm aware I spelled that wrong) things, and at the end, you started to blurt random numbers.
There's a lot of ways you can simplify this without reducing calculation accuracy.
Aigarius Apr 5th 2008 4:15PM
It is really absurd to read this article - a mage writing such a column should know better. All the point that follow are for lvl 70 PvE mages.
1. Every fire and frost mage must spec 3 points into elemental precision and get 164 spell hit rating on his 'boss kill' gear set before thinking of anything else.
2. Arcane mages only become viable after having lightning capacitor ant two pieces of T5 at which point getting the 64 spell hit rating that arcane spells need (with 5/5 arcane focus) from gear is rather trivial.
3. Until you have capped +spell hit don't even think about other mage stats. Even after you are at the hit cap, keep the extra hit gear around so that you can swap pieces around when you get an upgrade.
4. Build a set of gear with maximum damage for trash. Ignore hit there.
5. Once you have the spell hit, stack the spell damage. Secondary stats are: stamina (you do 0 dps when you are dead), int (if you are running out of mana), spirit (if you are running out of mana in T5/T6 *and* have arcane concentration and mage shield up), crit (more for fire mages).
6. Only worry about spell haste if your +dmg is over 1000 and you are having trouble spending all your mana during a boss fight. Unless you are arcane, you should have this problem if you learn to chain-gem, chain-pot and love your shadow priest and your shaman. Frost mages get the best benefit from spell haste due to the longer cast time of the frostbolt and their very high DPM.
7. Spell haste increases your DPS while your DPM stays the same, so you are blowing through your mana faster, but the boss dies faster too. This means faster fights, less healing needed, but also less time to use your cooldowns. Beware of breaking spell rotations due to reduced casting time.
In summary: you should never have a spell hit of 202, because you must take talents that will reduce your cap to 164 (frost/fire) or 64. Spell hit is the best stat (until capped), spell damage is the second best and haste contends with crit, int and spirit depending on your spec, spell rotation, gear and how your mana is doing during the fights that you do.
Always aim to get as much mana as possible but at the same time to be at 0 mana at the end of a boss fight.
ErsatzPotato Apr 5th 2008 7:27PM
Wonderful summary. It's what the article actually should have been. Only quibble is you left out ghost hit for frost. It's real, it's wonderful, and 2.4 didn't remove it.
Xioyn Apr 5th 2008 4:15PM
Whats the Cap if you have Arcane Focus?
Aigarius Apr 5th 2008 4:24PM
64 on arcane spells.
way2trivial Apr 5th 2008 8:07PM
Apologies for disclarity
"22.46-9.9 12.56 critical strikes"? with the low spell crit, (10%) I'll get it 9.9 times out of a hundred, with the high spell crit, I'll get it 22.46 times out of a hundred, the difference being, 22.46-9.9 equals 12.56 more crits per hundred casts..
You lost me at "I get for each crit-- in my case *arcane* crits return a great deal to me...
so those bonuses hit an amazing 226% more often."
the line feed after 'bonus' should not be there, but same thing.. with lower crit, I'll crit 10 times out of a hundred, with higher- I'll crit 22 times out of a hundred-- that means all my bonuses for critting (clearcasting etc) will happen 12 times more per hundred casts...
I didn't think of it as whining, I love max crit because it helps my bottom line & proc on crit bonuses so very very much...
Jeanelly Apr 8th 2008 4:46PM
Well for one, getting hit capped would probably not require sacrificing 12.46% crit rating. In my experience you'd be sacrificing perhaps around 4%. Of course if someone theoretically had like 75% crit and 0 spell hit they would do more damage than someone hit capped with very little spell damage or crit, but those types of gear situations simply don't happen in game.
Also I am not sure which procs you are talking about. The clearcasting talent in the arcane tree procs whenever you *hit* something, so it actually procs more with +hit. I can think of a couple trinkets that proc when you crit, but remember that if you can't hit, you can't crit, and in real world situations, you'll crit more by prioritizing spell hit.
buenoexcellente Apr 5th 2008 7:13PM
PVEers can go wipe. The rest of us have people to kill, and I needed an explanation as to what the damn stats did. Christian Belt did that and I thank him.
So what I got out of this is that Spell Hit is great when you have a static mob, but probably won't help much in the way of punching a hole in that COS Rogue, and that I would have to stack about a billion points in Spell Haste to see any real effect in Arena.
So I have absolutely no reason to go bore myself at Magister's Terrace.
Good article.
Christian Belt Apr 5th 2008 7:34PM
Wow...remind me never to share any of my stats again. Apparently your spell hit also determines your worth as a person. My Mage is specced entirely for Arena PvP at the moment, and so yes, I knew very little about spell hit before I researched the article. Apparently that disqualifies me from writing about my class? I guess? To be perfectly frank, I don't write this column for those of you who clearly already know everything there is to know about Mages. What are you doing here, anyway? Go be uber in Black Temple. I write this column for people who have fun playing Mages and would like to read what I hope is an entertaining column about their class. If you want to hear from the guy who has 202 spell hit and has Hyjal on farm, I'm sure he'll be happy to tell you all about how awesome he is on his personal blog somewhere out there on the interwebs. If you can somehow forgive me my 53 spell hit and my ongoing learning process about the game, I would love to have you here, reading my column. I promise to always write it honestly, and in as entertaining a fashion as I can manage.
Christian Belt
niku Apr 5th 2008 8:10PM
Christian,
Far from it being "the guy who has 202 spell hit and has Hyjal on farm" complaining! One of the first stats you need to max out on every raiding caster, from Kara to SP, is spell hit. This is not a minor point, and not some abstract pie-in-the-sky theorycrafting exercise.
If you want to pull your weight, you need to know your class - and knowing your +spell hit numbers based on spec is part of knowing your class. If you're going to see fit to comment on spell hit, you should have delivered that insight.
Balasan Apr 5th 2008 8:30PM
No, we don't expect you to be Uber 1337 or even go to kara once in a while. What we expect is you, as you have taken the job of informing the readers of WoWInsider the insights of playing a mage, regardless of where and why (pvp, raiding, soloing, 5 man instances), the ins and outs of mages.
You love pvping, fine. But not everyone PvPs, just as not everyone raids and do instances. Arcane Brilliance is a topic for mages, old and new, to come together to share insights. The Senior mages come here to share their experiences, and the new fresh mages come here to learn how to be a better mage.
You not raiding does not mean you don't need to know the ins and outs of mage raiding. You took this job to write on AB about mages. AFAIK AB is for mages, regardless of whether they pvp or not. Thus, some fresh new lelvel 70 mage might be curious about raiding. It would be unfortunate for them to be misinformed (or rather, in this situation, not given the whole information) about the need for spell hit in raiding situation.
You have accepted the responsibility of writing a column about mages. You've been writing about experiences in PvP for a mage, and you have done so very well. Kudos to you for that. When you write a topic that is unfamiliar to you however, it is best that you make sure you have made the right homework first. And not informing new raiding mages that spell hit is important looks badly upon yourself, as a writer for a mage column.
Be a master of the mage class, that is all we ask. You are writing to fill the gap between a new mage and an experienced one. And that means being a Mr-Know-it-all.
Christian Belt Apr 5th 2008 9:18PM
Point taken, but here's the thing: I'm pretty sure, if you read the entire article, and not just the part where I admitted at the beginning that I didn't know as much as I needed to about spell hit and haste, you'll find that I did indeed point out the importance of spell hit in PvE. I believe I actually wrote the sentence: "spell hit is the single most important end-game stat for a Mage to have." Later, I wrote this: "Spell hit rating is a no-brainer. At end-game, you need it, and you need to be approaching the cap of 202."
Now, accuse me of being late to the party, but try to avoid suggesting that I don't do my "homework" when researching a subject I don't know enough about. When I decide a subject deserves a column, I study it thoroughly, as I did in this case. I then write the column based on what I've learned. I appreciate any insight you can add in the comments, but have to take exception when you accuse me of distributing misinformation. If I've made mistakes (and of course I have and will continue to do so), I appreciate feedback on those mistakes, but in this case I set out to learn as much as I could about these two ratings and put what I learned into a column so that anyone who needed to know more about them, as I did, would be able to do so. I feel like I did what I set out to do.
Your knowledge is apparently vast, and seems to outpace my own, and that's fine. There are theorycrafting columns out there that have things to teach you. This column was clearly not for you, I'm afraid. I sincerely hope that there are some other readers out there who found it was for them.
Christian Belt
Aigarius Apr 5th 2008 9:23PM
As I explained in another comment, there are no mages with 202 spell hit rating, because it is much more effective to get the spell hit via talents and thus the spell hit rating from gear would likely be 164, 64 or a lower one *if* the mage in question can be 100% sure to have an Draenai in the group. (+1% hit racial to group is way overpowered in raiding).
I get a lot from your posts about mage pvp and arena, but it would be wise to get more information about the mid-game and end-game (pre-70 is just a pre-game IMHO) before writing an opinion piece about it.
I understood that the casting call for mage columnists last year was there to help with end-game coverage for mages (and signed up there for that reason). I think there are better people out there to cover mage raiding experience. Please contact me if you want some help with that.
Balasan Apr 5th 2008 9:48PM
I have to apologize, I did read the whole article, and you did mention the value of hit rating, but I was concerned by the very small hit rating you had, and with others insulting your capablities I accidentally jumped into the bandwagon. I didn't re-read the article after my first comment and the further discussions did not help boost the general perception of you.
Considering now that I am aware that you are speaking from a PvPer's perspective into the instancing perspective, it is much more understandable. It's just that knowing that you have been level 70 for some time already (enough to be able to write a mage column) and yet this matter of spell hit being something completely new to you is quite dissapointing.
Again, I need to apologize for jumping into the bandwagon and accusing you of not doing your homework. It was uncalled for.
I do go read theorycrafting threads. But it's also quite important for me to make sure that the mages (and other DPS classes, really) know that going into a raid with me with less than optimal hit rating is going to gimp his or her own DPS. Thus it's important to spread the word of the values of the varous stats to maximize DPS.
Thank you, and kudos Mr. Belt for approaching this matter in the first place. God knows you could just keep on going talking about PvP, but you have decided this week to talk PvE, and although it's less than what I (and probably many others) expected, it's better than no discussion at all.
DonJuanito Apr 6th 2008 11:09AM
1. The minute I saw the content of this post, I knew that there would be much 'nerd rage', per the mage forums. Not sure why we are all so angry but there you go.
2. Post 23 was an excellent summary of hit and (to a lesser degree) haste considerations. However the original article spoke about ways to increase these stats as well, and there is a great deal of information there. Sometimes you want the 10 line summary, other times you want the 2-3 pages talking about hit gems and the like. It is quite obvious that this is NOT an article for end-game raiding mages, and this is not a bad thing as we aren't all raiding BT. Still there are some inaccuracies and these have been commented on.
James Stevenson Apr 6th 2008 2:56AM
1. Don't lash back, makes you look like a child
2. You need to state in your column you do not raid, you are a PVPer better.
3. Your research was ok, not great. Next time ask a raiding mage for insights if you want to do a raiding blog
4. The column was good for a newly minted mage who wants to know the basics of the class at 70.
Nick S Apr 6th 2008 3:23AM
maybe it's time to split the columns - one for pvp and one for pve?
just a thought.
there are a lot of us raiding mages out there, and we feel marginalized when the columnist is a PvP specialist.