TheoryCraft 101: The melee hit table, page 2

With all of the numerical bits out of the way, let's take a quick look at how the attack table actually works in real terms. For these examples, we'll use Mutter, the level 80 frost death knight (seriously, it's a real character!). Now, Mutter has chosen to run into ICC without a single clue as to what he's doing. He doesn't have any hit rating on his gear, he has no expertise and he didn't take key talents such as Nerves of Cold Steel nor Tundra Stalker. (Yes, he is exceptionally fail.) Mutter wants to feel like a berserking warrior of death and is wildly swinging at the boss from the front instead of being behind it, like a sensible player. One saving grace that Mutter does have is that his chance to crit is up to 40% by this point. Due to dual-wielding, Mutter has a base chance of 27% to miss with every swing. The boss has a 14% chance to parry every attack and a 6.5% chance to either dodge or block it. There is also a baseline 24% chance that all of the death knight's attacks will land a glancing blow.
| Result | Chance | Roll |
| Miss | 27% | 0.01 - 27 |
| Dodge | 6.5% | 27.01 - 33.5 |
| Parry | 14% | 33.51 - 47.5 |
| Glancing Blow | 24% | 47.51 - 71.5 |
| Block | 6.5% | 71.51 - 78 |
| Critical Hit | 22% | 78.01 - 100 |
| Hit | N/A | N/A |
One of the most interesting aspects of the single roll system, the crit cap wasn't a concept that had much theoretical application until Wrath of the Lich King. Up until this point in the game, it wasn't really possible for melee attacks to reach the crit cap outside of extreme circumstances. The thing about the crit cap is that it is a bit awkward in practice. First and foremost, hit and expertise rating do not have any impact on your chance to crit until you reach the crit cap. In the above example, Mutter's crit chance is artificially deflated because he has stacked crit at the expense of everything else. If he were to get 18% chance to hit, then he would end up with a 9% chance to miss and a 40% chance to crit. However, any additional hit or expertise he gained beyond that point would merely convert all of the remaining attacks into hits. Since everything things except glancing blows can be removed from the table, the crit cap is effectively 80.8%. If at any point you end up having a higher chance to crit than can fit on the table, then increasing your crit chance will have no net effect on your actual crit rate; you will have to gain additional hit or expertise instead.
For dual-wielding classes, the formula for determining your current crit cap is:
104.8% - (24% + (27% - Hit Chance) + (6.5% - Dodge Reduction))
For classes that use a two-handed weapon or a single weapon, the formula for determining your current crit cap is:
104.8% - (24% + (8% - Hit Chance) + (6.5 - Dodge Reduction))
A final note about the crit crap is on a different phenomenon known of "crit depression." Crit depression is an occurrence that happens against raid-level mobs wherein your actual crit chance is statistically lower than expected beyond the elements of RNG. It was determined through various parsing and testing methods that all melee attacks suffered a 4.8% crit depression, where the actual chance to crit against a raid boss was going to be a RNG variable closer to a value that was 4.8% less than the crit chance displayed on your character sheet. Due to the lowered chance to crit against these mobs, a player's crit cap is always going to be set against a constant of 104.8% instead of merely 100% since the additional loss of crit needs to be made up as well in order to push regular hits off the table.
Special attacks and the two-roll system
Everything explained thus far has been in relation to "white" or auto-attacks. "Yellow" or special attacks follow a different roll system than auto-attacks do. Special attacks are any attacks which are a result of a player's actively using an ability. This can be an instant swing ability such as Shred or Lava Lash or it can be an on-next-swing attack such as Heroic Strike or Rune Strike. All of these attacks follow a two-roll system instead of the one-roll system that standard attacks utilize. Beyond the difference in roll systems, there are two differences in the way that special attacks functions as opposed to normal attacks. First, all special attacks follow the same base miss chance rules as a two-handed or single weapon even when dual-wielding. Second, special attacks cannot land as a glancing blow.
A two-roll system operates in a functionally similar way to a single-roll system; there are just a few minor differences. When a special attack is made, the server rolls a single "dice" first to resolve how the attack lands. The first roll that is made determines whether the attack misses, is dodged, blocked, parried or lands normally. After that roll is completed, a second roll is made to determine whether the attack lands as a critical hit or a normal hit. To this end, the crit cap for special attacks is different than that of normal attacks. Instead of capping at 71.2% as with white attacks, special attacks have a crit cap of 95.2%.
Another difference between the two-roll system of special attacks and the single-roll system of normal attacks is that results from different tables are not mutually exclusive. This means that even if a special attack is blocked, it is still capable of landing as a critical hit. Obviously, however, critical attacks are still exclusive against misses, dodges and parries.






Reader Comments (Page 1 of 3)
kunukia May 10th 2010 2:08PM
Am I insane, or did a post about hunter pets just disappear?
Cliffbar May 10th 2010 2:14PM
I feel like we're reading this an hour before it gets posted
Spooooky
kunukia May 10th 2010 2:16PM
Spooky indeed, now this is gone, and the hunter pet post is back. I need a nap!
kunukia May 10th 2010 2:47PM
LoL, and now it is back! Comment and all. I love it.
kunukia May 10th 2010 2:48PM
Sorry, not a Theory-crafter. Hey at least I did not say "First!"...
Tyler Caraway May 10th 2010 2:57PM
It's because I disliked the fact that Basil wants to tame me, so I'm trying to take over his post.
kunukia May 10th 2010 3:01PM
The insanity continues...
Reinhold May 10th 2010 6:36PM
They just cast their beta version of Camouflage.
I guess it worked.
Cliffbar May 10th 2010 6:55PM
Seems I was wrong, we were reading it four hours before it was posted. Kinda interesting that they apparently try to space out the posts.
kunukia May 10th 2010 6:58PM
seriously confusing...
Swan May 10th 2010 6:19PM
The description in paragraph 3 of how the roll is compared to the table is confusing and incorrect. The server does not "first check against your chance to miss, etc." As correctly stated later in the article, the server constructs the hit table, and uses the roll to pull the result from the table.
Precedence does not mean that an outcome at the top of the table will "occur first." It means that an outcome at the top of the table consumes its share of the table first; when 100% of the table has been allocated in the order of precendence, no other outcomes will be added to the table--they are "pushed off" the bottom.
Hob May 10th 2010 7:18PM
"Hmm. If we can re-route engine power through the primary weapons and reconfigure them to Melllvar's frequency, that should overload his electro-quantum structure."
"Like putting too much air in a balloon!"
"Of course! It's so simple!"
Morbo May 11th 2010 11:12AM
"It's not working! He's gaining strength from our weapons! "
"Like a balloon, and... something bad happens!"
Burnaphatone May 11th 2010 11:18AM
I love how he even spelled Melllvar with three l's.
Hob May 11th 2010 11:56AM
@burnaphatone
I've done enough conventions to know how to spell Melllvar.
:)
Rakah May 12th 2010 12:17AM
Does the 0.5 yard grace apply from the centre out or the outer ring of the hit box out?
KrisseyB May 10th 2010 7:33PM
I think I'm too pretty to understand this article...
TBaccus May 10th 2010 7:37PM
On the first page you mentioned the boss-level to-hit is:
Two-handed/single weapon - 6% + (Defense Skill - Weapon Skill) * 0.4%
The maths doesn't add up to the 8% difference at max skill, so wowwiki has it as:
Two-handed/single weapon - 6% + (Defense Skill - Weapon Skill - 10) * 0.4%
Minor change, but it confused the hell out of me for a few minutes ;)
Tyler Caraway May 11th 2010 1:22AM
Bleh, was that not in there? I guess not since I just added it in again.
Not entirely sure how it ended up dropping the -10 to begin with, but the formula should be correct again. Maybe it got accidentally cut off when I was fixing something else? Strange. :\
ladeezluvlarry71 May 10th 2010 7:37PM
Overall, this was a pretty good (re)start to this series. :D It filled in a couple of the gaps in my knowledge as someone who primarily plays casters.