Insurmountable random resists gone for Wrath
If you haven't heard yet, that 1% chance to miss with spells that has always been in place that you couldn't overcome with Hit on your gear, no matter how much you had? Kalgan confirms that it is gone. Gone like the wind! As of Wrath, at least. Are you excited? I'm excited.In all seriousness, I find this to be a fantastic change. That 1% chance to miss no matter what you did was always annoying to me, and it was one of those random factors that could ruin your day no matter how good of a player you are and how good your gear is, both in PvE and PvP. That resisted Fear or Frost Nova in a pinch shouldn't happen anymore, if you gear properly.
Rogues? This helps you guys, too. Since your hit rating applies to both melee and spells, your poisons will benefit from +Hit, and you can reach that point where your poisons are never resisted. Exciting? Exciting!
Filed under: Analysis / Opinion, Expansions, Wrath of the Lich King






Reader Comments (Page 1 of 2)
slimj091 Sep 8th 2008 2:39PM
for pve.. about damn time! tho you will still get resists in pvp if you are a caster because of magic resistances. well except with fear, and holy damage.
brent Sep 8th 2008 2:40PM
BOOOOOOOO
IMO that 1% represents the intrinsic element of luck that exists everywhere, both good or bad. Forevery time i got screwed on a resist i've caught a lucky resist my self, i'd rather see it in
Michou30 Sep 8th 2008 2:41PM
It's a sort of buff to racial magic school resistance! Unless oyu have spell penetration enchant.
It was anoying, but I liked the randomness of things which make stuff more unpredictable more exciting.
brent Sep 8th 2008 2:40PM
wowinsider.com/2008/09/08/insurmountable-random-resists-gone-for-wrat h
Hehealme Sep 8th 2008 2:50PM
About...(censored)...time.
Nadrysta Sep 8th 2008 2:59PM
Because even with 202 spell hit, a resist on Soul Shatter might be fun every once in a while.
Nathan Jessup Sep 9th 2008 2:31AM
Or how about that first spell steal Council? Losing a healer early is a good start.
p3ngu11 Sep 8th 2008 3:03PM
i'm surprised this change hasn't happened sooner
nice to see it finally
jtrain Sep 8th 2008 3:10PM
I know 202 is the current spell hit cap, at least for destro locks...will that number remain at 202 when everyone is level 80?
202 spell hit gives you 16% chance to hit, and since a level 73 boss has 17% to resist, that was were the 202 came from. So will it be slightly higher to hit 17%, or will level 83 bosses have a higher chance to resist?
brent Sep 8th 2008 3:16PM
untalented you need around 420 hit to cap @ level 80
26.23 = 1% hit
Blackhorn Sep 8th 2008 3:17PM
You're missing something...
hit ratings of any kind actually scale.
It takes more and more +hit (or any "rating") to keep up with the required percentage. Blizzard did this specifically so that you couldn't just keep using the same old gear for 20 levels because it added a flat percentage. As you level, your "ratings" get less effective, so you gotta pile more of it on.
brent Sep 8th 2008 3:18PM
PS. actually 446 since 17% gives you 100% hit
jtrain Sep 8th 2008 3:45PM
Thanks for the info. So, 446 hit to cap. I believe there are talents in both the affliction and destruction tree to add 3%, so 3% * 26.23 means if talented, locks will need 368 hit to cap, correct?
brent Sep 8th 2008 3:53PM
367 actually i rounded slightly.
83 (Boss) 83% 446 | 86% 367
Blackhorn Sep 8th 2008 3:14PM
Now let's tackle the issue with mobs 50-70 levels lower than us still being able to knock us down or stun us.
A couple examples would be the duskbats outside of Undercity and Brill (maybe it's the demon dogs though)
And the shield-bashers in RFC. Do you have any idea how embarrassing it is for a giant tauren bull warrior in nearly a ton of plate armor to get knocked over by a guy with a wooden shield the size of a dinner plate?
Avestaris Sep 8th 2008 3:15PM
Hurray! This was a massive problem for tanks in some fights, such as Brutallus. Getting the 1% resist on a transition taunt usually results in a raid wipe. For most guilds, transitions have to be done 100% perfect to get a kill.
brent Sep 8th 2008 3:56PM
Considering the mitigation stats warrior tanks need, and current gear itemization most of them aren't close to hit capped anyway so that 1% isn't a big deal.
Gritiron Sep 8th 2008 4:53PM
Yeah sadly for example none of the updated T4, T5, T6 sets have any hit rating (probably wouldn't want to waste itemization anyway), and only two of the tanking Naxx-10 drops listed on MMOchampion have some hit rating. Just another reason to wear the Abomination Shoulderguards, apart from the awesome name.
alex Sep 8th 2008 3:18PM
I believe this will have major impact on the new CC spells introduced, which have some cooldown (Hex, Repentance etc). With enough hit rating it wont be resisted! No more "It resisted my trap :/"
stylewalker Sep 8th 2008 3:31PM
I really don't like this change at all, I maybe crazy, but i kinda like the factor that you cant be 100% sure to succeed with everything.