Scattered Shots: Hunter stat caps: hit, crit, haste, and armor penetration

I don't know whether it's from charity or curiosity, but I often spend time talking with the sad and dispossessed members of WoW, which is to say, other classes. In one conversation I thought we had found a common ground: the trials and troubles of choosing gear. Any kinship I may have felt, however, shattered when they started complaining about having five (or only four) different stats to compare.
Yeah, a whole five different stats on gear that matter to you? Cry me a river.
Hunters have a lot of stats to juggle -- more than most classes. On any given piece of gear our DPS could be affected by attack power, agility, intellect, hit rating, haste rating, armor penetration rating, crit rating, ranged weapon DPS, and even stamina. Not only does each stat affect our DPS differently, but many of our stats have some kind of cap after which they become much less useful -- or no longer useful at all.
Today we're going to head back to hunter school and take a look at the hunter stats that have caps: hit rating, crit rating, haste rating and armor penetration rating. We'll look at the hard caps and soft caps and how these stats change as our gear improves.
Hard Cap vs. Soft Cap
When we talk about stats that have caps, we often hear the terms "hard cap" and "soft cap."
A stat is considered at its hard cap when it ceases to help us at all. Any more of the stat does nothing at all for our DPS. You're filling a glass with water, and the top of the glass is the hard cap. You can keep pouring water in it, but it won't help anymore. The glass is full, it can't get fuller.
When we refer to the soft cap of a stat we're talking about the point where a stat suddenly becomes much less useful. We're still getting a benefit from the stat -- it's still increasing our DPS -- but not nearly as much as it did before the soft cap. Frequently this is because the stat helps us in a couple of different ways, and one of those ways becomes capped.
Hit Rating
Hit hard cap: 8%, or 263 hit rating*
32.79 hit rating = 1% hit
Hit rating is often lauded as the stat that is the single largest contributor to our DPS (though technically that would be the DPS on our ranged weapon) and hit is certainly a critical stat for hunters. Any time we attack, there is a small chance that our attack will miss. This chance is based on the level of our opponent. Hit rating helps us to reduce the chance that we'll miss.
Eventually, with enough hit rating, we don't miss at all, ever. That point is the hit cap. Since we can't hit any more often than "always" any extra hit rating doesn't do anything for us at all. It doesn't hurt us, technically, but it doesn't help at all and we'd rather that extra hit was another stat that would benefit us.
Hunters have several ways of reaching the hit cap, including hit rating from gear and gems, the Focused Aim talent, and the Dreanei racial bonus. So for example if we have one point in Focused Aim, we now only need another 7% hit, or 230 hit rating.
Is it important? Heck yes. Every hunter's first goal should be to reach the hit cap. You should always take the gear that is the biggest upgrade, but if you're below the hit cap gemming hit will be a better use of your gems slots than any other kind of gem.
* 8% is the hit cap for a raid boss. A heroic boss has a hit cap of 6%, and a level 80 has a hit cap of 5% (though players may have other ways of increasing your chance to miss them, depending on the class). For exact hit rating amounts based on talents, see the WHU hunter hit cap guide.
Crit Rating
Crit hard cap: 104.8%
Crit soft cap: Varies
45.91 crit rating = 1% crit
We hunters love to crit, and we crit more often than most classes out there, with base unbuffed crit chances going up to and over 60%. Because we have a reduced chance to crit mobs with a higher level than us, our crit chance against raid bosses is actually 104.8%. That's our hard cap, and we are never in danger of hitting that.
However, we also have talents and glyphs that increase the crit chance of specific shots. In addition to that we have raid buffs, which can give us as much as another 14% crit. SV hunters have Master Tactician giving them an extra 10% crit, Glyph of Explosive Shot giving 4% crit to Explosive Shot, and Sniper Training giving 15% crit to Kill Shot. MM has Improved Barrage boosting Aimed Shot and Muli-Shot crit by 12% and Glyph of Trueshot Aura boosts Aimed Shot crit chance by 10%.
The result is that some shots become soft capped, and that exact number depends on your raid buffs. Assuming an extra 14% crit from raid buffs (this is the high end) our crit soft caps would look something like this:
- Kill Shot (SV): 65.8% with 3/3 Sniper Training and Master Tactician procs.
- Explosive Shot (SV): 72.8% with Glyph of Explosive Shot, Survival Instincts, and master Tactician procs.
- Aimed Shot (MM): 68.8% with Glyph of Trueshot Aura and Improved Barrage.
- Most Other Shots: 90.8% if you have full raid buffs and a high agility. Survival Instincts will lower that by 4% for Steady Shot and Arcane Shot.
Haste Rating
Haste soft cap: 523 haste rating for MM and SV -- 0 haste rating for BM
32.79 haste rating = 1% haste
Where hit rating is one of the most important hunter stats, haste rating is one of the least important -- but make no mistake, every point of haste rating is still improving our DPS. Haste increases the rate of our auto shots, and decreases the cast time of our other shots, most importantly, Steady Shot. However, haste does not decrease our global cooldown at all. No matter what we do, we always have a global cooldown of 1.5 seconds.
So we consider the haste soft cap to be the point where it reduces our Steady Shot cast time down from 2 seconds to 1.5 seconds. If we get more haste, it will keep making our Steady Shot cast time shorter, but it doesn't really do us any good to have a 1 second Steady Shot cast time when we have to wait 1.5 seconds no matter what.
However, even after we hit the haste soft cap, more haste is still going to help us. Our auto shots will still be going off faster, even when we stop getting any benefit from our Steady Shot.
BM hunters get 20% haste automatically with the Serpent's Swiftness talent, and are at the haste soft cap already without needing any haste rating from gear at all.
Is it important? Not at all. Haste is not something that we hunters want to go out of our way to stack. Reaching the haste soft cap is not important. Like all stats, you should take gear with haste when it's an upgrade, but it's not important like reaching the hit cap.
Armor Penetration Rating
ArP hard cap: 1,400 ArP rating
ArP soft cap: Varies
14 ArP rating = "up to" 1% ArP
ArP is one of the most confusing stats out there, so much so in fact that Blizzard had to come out and explain to the theorycrafters exactly how it worked. It's a strange stat: the more ArP we have, the better each point of ArP rating is for us. However, once we reach 1,400 ArP we are at the "up to 100%" point, and we become hard capped, which is possible with very specific gear choices. You're only considered hard capped if you always have 1,400 ArP. If you get some of it from a proc, then it's not always there and you are not hard capped. Note that technically even when you're ArP hard capped, you still won't be getting rid of 100% of your opponent's armor (that's what that sneaky "up to" means) -- like I said, it's a strange stat and there's a reason it's going away in Cataclysm.
It is also possible to soft cap ArP. This happens when we have a trinket with an ArP proc, such as Mjolnir Runestone or Needle-Encrusted Scorpion. When our ArP rating plus the ArP proc adds up to 1,400, we're at the soft cap. Getting more ArP will still help us; however, it won't help at all when our trinket procs, since we're already capped out with the proc.
Is it important? It depends. It depends on your spec and one what you want to do with your spec. SV will typically not go out of their way to stack ArP, while both MM and BM want to chase after the ArP hard cap. However, MM can also ignore both the ArP hard cap and soft cap and still do excellently in raid DPS. The very best raid DPS is achieved by MM at or near the ArP hard cap. But again, like all stats, take the gear that is the biggest upgrade for you -- don't take much worse gear just to increase your ArP rating.
You want to be a Hunter, eh? Well then you came to the right place. You start with science, then you add some Dwarven Stout, and round it off some elf bashing. The end result is massive dps. Scattered Shots is the WoW.com column dedicated to helping you learn everything it takes to be a Hunter. Each week Scattered Shots will cover topics to help you improve your Heroic DPS, understand the impact of Skill vs. Gear, get started with Beast Mastery 101, and even solo bosses with some Extreme Soloing.
Filed under: Hunter, (Hunter) Scattered Shots






Reader Comments (Page 1 of 3)
feniks9174 Mar 8th 2010 1:09PM
Drop Stamina and add Expertise and you've got the gearing/stat selection of an enhance shaman.
Agility Mail wearers ftw.
Angus Mar 8th 2010 3:09PM
You forgot to change the importance of most of them. ;)
Enhance could not care less about ArP and love haste. Haste is huge depending on your connection and twitch reflex. ArP affects around 50% of our damage.
feniks9174 Mar 8th 2010 3:59PM
I'm certainly not implying that our stat -wieghts- are the same, just that we have much the same difficulty with balancing/juggling them when picking gear. Especially since we shared a lot of gear.
Haste is huge for us, not so much for hunters, but you still like it.
ArP is ho-hum for us, but when up to 50% of my DPS is melee white damage on short fightts like VoA (where Bloodlust is up for a large [art of the encounter), it certainly isnt pushed completely off the table. We just have other things we'd rather have.
Also keep in mind that Enhance shaman's need to maintain the 17% Spell hit cap rather than just the 8% special cap and also meet the 26 Expertise soft cap.
For the record, I'm not saying we have it worse than you guys. I'm being sympathetic. I'll take the necessity of expertise and extra Hit rating over needing to buy ammo all the time.
blindlinus Mar 9th 2010 7:51AM
yeah, and i love how all of the phys. dps mail badge gear is intended for enh shamans. lets see, make a piece of gear that works better for the class that can use only those pieces, or balance it around a single spec of a hybrid class?
DigitalRacer Mar 8th 2010 1:09PM
Another awesome article, thanks!
Amshel Mar 8th 2010 1:09PM
Nice article, I've been confused about whether or not I needed to chase after the Armor Penetration Hard Cap or Soft Cap, and kept some lower level items just to boost it if I get some more of it later. I think it's probably the most confusing stat out there.
Stuman Mar 8th 2010 1:21PM
Great article! The only other thing I would have liked to have seen is at which point it makes more sense to stack ArP than Agility.
Netheral Mar 8th 2010 1:24PM
No, no no no no! You do NOT want to stack arpen as BM. Arpen isn't carried over to the pet so it's only useful for around, let's see, 25-40% of your attacks. BM stacks almost exclusively AP and crit as far as I know, since they are the biggest contributors to a BM hunters dps.
Joequincy Mar 8th 2010 10:05PM
Agreed, and to clarify:
AP and Crit are the only damage stats that properly carry over to the pet. Unfortunately, Agi does not carry over properly (not even the appropriate Crit and AP values it provides), so it is generally worthless to stack it. Not that Agi is a bad stat by any means... but it's not beneficial for 30-45% (depending on the fight) of your damage, so all gems should be pointed at AP, Crit, and possibly Stam (if the socket bonus is just THAT good, which is admittedly rare).
Grovinofdarkhour Mar 8th 2010 1:29PM
So, Cliff Notes for Marksmen:
1. get hit-capped (164 with 3/3 Focused Aim)
2. stack agility primary
3. stack armor pen secondary
and if you get crit and haste along the way, swell.
Sound about right?
MaatJusticeTruth Mar 8th 2010 1:48PM
That is Cliff Notes for AGI MM, which is sub par compared to ArP MM. While AGI MM is more forgiving to Hunter's you have a harder time with the Shoot and scoot or the jump shot, ArP MM in the end will result in the higher DPS because almost 40% of your Damage will come from Auto-Shot.
Though if you find yourself wanting to Dual-Spec with Surv then going completely ArP is not something you want to do.
Cyrius Mar 8th 2010 3:24PM
YUP!
Heilig Mar 8th 2010 4:39PM
You're missing a very key component of your analysis of ArP vs. AGI.
How much ArP do you have access to? Until you are in ilvl 250+ gear, you generally don't have enough ArP to make it worth gemming ArP over AGI. The break point is somewhere around 800 ArP, I believe. if you can get that much ArP from your gear, go all out and stack ArP in every socket and shoot for the hard cap with every upgrade. Until that point, you will actually get a better DPS increase from AGI.
Remember, ArP scales exponentially, and AGI scales linearly (roughly) so until that exponential curve crosses the linear curve, AGI is still better for MM too.
Cossack Mar 8th 2010 1:53PM
As MM, should you ever gem for ArmP or just gem for Agi?
Gemini Mar 8th 2010 2:14PM
Gemming for ArP is generally necessary to reach the hard cap.
Frostheim Mar 8th 2010 2:23PM
MM will eventually want to gem for ArP, but only after they already have a very high ArP rating from their gear already. The exact time to start gemming (when ArP is better than agility) varies depending on your AP and Crit, but as a rule of thumb you *usually* don't want to start gemming for ArP until you have around 750-850 passive ArP.
Then start shooting for that hardcap!
Kaeleb Mar 8th 2010 2:29PM
Should MM hunters ever gem for ArP? Yes, but that's not to say all MM hunters will benefit from doing so. You need a fairly high passive ArP rating, meaning rating solely from your gear, no procs, gems etc, in order for gemming Armor Penetration to be beneficial. I'd go as far as to say that the majority of MM hunters out there will probably see a dps loss from gemming ArP over agility.
It's difficult to give any specific number at which switching over from Agi gems will result in an increase, because that number will vary depending on your gear, play style, and what buffs/debuffs you regularly have access to. Tools like Shandara's spreadsheet, and www.femaledwarf.com can help you in determining what this point will be for you, but even then you have to keep in mind that those resources have limitations.
Switching to from Agi to ArP gems can be very beneficial to MM hunters, but I highly recommend looking into it for yourself and making sure such a move is right for you.
paul Mar 8th 2010 4:04PM
This reminds me, we had a great BM 101 post a while back, but we never had any 101 posts for SV or MM. Could we have these please? I found the BM 101 incredibly useful, and I think these things will remain a good souce of relevent data until cata hits most likely.
Frostheim Mar 8th 2010 7:16PM
The MM 101 post is coming up, including when to switch to an ArP build and ArP gems :)
chris Mar 8th 2010 3:15PM
Excellent article. The only thing missing on the ArP discussion is when to switch from stacking agility to stacking ArP for MM hunters. I would love to see a definitive answer to this question. I have heard everything from having 700 passive ArP to having an iLvl 245 weapon.