Arcane Brilliance: Do mages need to be hit-capped?

We've discussed this before. But this is a new expansion, and a new crop of players seems to be playing it, and I just had to berate a holy pally in Zul'Gurub for like 15 minutes about how he doesn't want the Hakkari Loa Drape that just dropped because he doesn't need the hit rating on it and he should give it to the elemental shaman instead -- and did I mention it took 15 minutes to convince him of this? Needless to say, the run was long, yeah, and lo, it was also full of wiping.
So the facts are these: The game has been out a long time, but the playerbase is constantly rotating. It may be hard for old-timers to accept, but even the most basic of gameplay concepts still need to be explained, and ignorance of a thing doesn't constitute a bad player, necessarily -- just a new one or one who is returning after an extended absence.
All of this is the long way of answering the many emails and comments I've gotten lately about hit rating, its importance, and whether or not mages still need to worry about capping it.
The short way? Cap hit.
The problem is exacerbated in this current expansion because for mages, capping hit has become a much more difficult proposition. A lot of things are working against us, and the issues don't seem to be going away as our gear improves.
Let's indulge in a quick rundown of how the stat works, to provide context. If you've been playing a mage for a million years and already know absolutely everything, feel free to skip the next two paragraphs.
Hit rating, hit chance, and the hit cap
Hit rating is a stats that improves your chance to hit an enemy with your spells. Your chance to hit a mob depends on three things: your level, your target's level, and your hit rating. At level 85, missing with your spells is usually not an issue until you start going into raids, where by default, the bosses are three levels higher than you. At that point, without any extra hit rating, your mage has an 83% chance to hit a raid boss. That means every time you cast a spell, you have a 17% chance to completely miss with it.
It takes 102.45 points of hit rating to increase your chance to hit by 1% at level 85. So to reduce your chance of missing to zero, you need precisely 1,742 points of hit rating from gear and other outside sources -- no more, no less. That 17% hit chance or 1,742 points of hit rating is what's considered the "hit cap." Until you reach it, you can still miss, but if you're at the hit cap, any extra hit rating is completely wasted.
Those numbers again: 1,742 hit rating, which equals 17% hit chance.
How important is it to cap your hit?
Extremely.
There has been some debate this expansion, even among hardcore raiding mages, about whether or not capping hit is still a priority over intellect, a stat that is so incredibly sexy to mages in Cataclysm it's almost ridiculous. With so much hit being required for the cap and intellect being so amazing, is there a point at which a raiding mage can say, "You know what? I don't care if I still have a 2% chance to miss the boss -- I'm taking that trinket with the 300 intellect."
It's a valid argument, but ultimately a wrong one. I will say this once, and only once. It has always been true and will continue to be true as long as Blizzard uses its current statistical design. So pay attention, because I only have room left for a few hundred more words, and I don't want to have to repeat myself:
You still need to cap hit.
The complicated math is there to back this up, but the concept is pretty simple: You do zero damage when you miss. In fact, when you factor in the time you spent casting the spell and the mana you wasted on the miss, I'd say you're actually doing negative damage. If you are missing even 1% of the time, you're reducing the value of every other stat you have, especially intellect.
Now, should you be giving up intellect to cap hit when other stats are an option? No. But when push comes to shove and you are forced to choose between that awesome intellect trinket and the one that caps your hit, until other options present themselves, you need to suck it up and choose the hit trinket.
You see, mages truly have an uphill battle to fight here.
The problems with reaching the hit cap
Aside from the staggeringly high amount of hit rating you need to cap hit, mages also have a unique issue to contend with. Unlike most other DPS classes, mages have no talent that increases their hit chance. As an example, shadow priests have Twisted Faith, which for two talent points grants them hit rating equal to 100% of their spirit. Mages have no such talent. Granted, spirit is not a stat we benefit from in any other way, so a spirit-to-hit conversion talent wouldn't really help us, other than opening up additional gear options.
Still, the fact of the matter is that not having a hit talent means we have to scrabble together all 1,742 points of hit rating from gear, buffs, and gems/enchants.
How hard is it to get that amount of hit rating? Well, let's look at the current tier of gear. In a full set of tier 11 gear and a selection of item level 359 gear that has hit rating on it filling in the gaps, here's the amount of hit rating I come up with before enchants/gems/reforging:
1,268
That's with a hit rating-only filter on my item level 359 gear, a pair of hit trinkets, and a dagger/off-hand frill combination that also has hit on it. To cap that, you're going to have to come up with 474 points of hit rating from gems, enchants, buffs, outside buffs, and reforging. So with very carefully prioritizing hit on all my gear choices, I come up with a significant amount of extra hit that I still need to sacrifice other stats in order to obtain. It's not impossible by any means -- just difficult.
And it doesn't really get much better as gear improves. The number I come up with prioritizing my gear choices for hit in the Tier 12/Firelands gear? 1,235. Keep in mind that the stats on this gear are subject to change; more gear may very well be incoming on the PTR before things go live, and know that there is no item level 378 hit trinket option available, so you might very well still be using a lower-level option that helps you with that initial hit number.
The bottom line
To get your hit capped, even at very high levels of gear, you will need to sacrifice other stats. It's designed to be a trade-off, and for mages, it absolutely is one. In the past, mages didn't need to worry too much about capping their hit, since at high gear levels, your hit from gear pretty much covered it and then some.
These days, though, reaching the hit cap has to be a constant, conscious decision. If you're planning to raid, you simply can't just blindly equip every new upgrade you come across. You have to take into account its effect on your hit situation and then calculate its value after reforging.
The strategy for capping is pretty straightforward. First, pick your least attractive secondary stat. Depending on your spec, this will either be haste or crit. Reforge that into hit on every piece of gear you have. Once you've done this, it's time to make up the difference through enchants and gems. If you still fall short, keep in mind that you can also glean a bit of hit from consumable items
Edit: I am Horde, and don't play with Draenei. Also, I don't read tooltips very well, apparently. None of which excuses that I am painfully, blatantly wrong in suggesting that Heroic Presence still applies to anybody other than the Draenei in question. As always, I blame warlocks.
Hit is still the priority for mages. Once hit is capped, you can absolutely stack other stats. It's a difficult road right now, but doable. Make the effort. No single stat increases your DPS in raids faster than hit rating until capped. Not even intellect.
The good news, though, is that the hit rating required to kill warlocks is still zero. So get on that.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 6)
Touphemia May 28th 2011 8:07PM
Actually, Heroic Presence only works on the individual Draenei now :(
In before I'm like the third person to point this out.
Harvoc May 28th 2011 8:21PM
Was going to point out Belt's mistake but guess you beat me to it. How could you make such an amateur mistake though Belt? I'm ashamed of you. :)
Cephas May 28th 2011 9:05PM
It's a really easy mistake to make if you're a Horde player and therefore were never in a Raid with a Draenei before or after the change.
Orrine May 29th 2011 6:55AM
@Harvoc
Are you closeted warlock?
Chase May 30th 2011 5:27AM
I would suggest checking out wowreforge.com It has an optimizer calculator that allows you to get the most out of your gear. I found it while going around the EJ forums. It helped me go from over capped, to capped perfectly and get more out of my other reforges. Pretty awesome.
Mairead May 28th 2011 8:12PM
Tsk tsk, silly mage. Blizz changed how Heroic Presence works in that it no longer affects the raid or party. It only works for Draenei now.
Warlocks learned this a while ago.
Sane May 29th 2011 4:18AM
And that's why there aren't any Draenei warlocks, because upon learning this, they all rerolled mages.
Greenwillow May 28th 2011 8:15PM
Only the Draenei themselves get the hit bonus from the racial :)
Ice May 28th 2011 8:17PM
I was casually opening wowinsider here and what comes to my eyes?
That bloody trinket I CANNOT remove even with way better trinkets. Nope, sorry. Cant lose that hit. Go away trinket, I dont like you. But I have to like it because they wanted to make it "intresting". Now it haunts me here too!
Speaking of intresting, its funny how some classes flat have so good other stats that reforging, gemming, enchanting for hit is dps loss.. cos "when you hit you hit hard".
p.s Draenei hit is no longer aura, only self-racial-buff. Only draenei is affected (and their pets)
p.p.s I found http://www.askmrrobot.com/wow pretty nice to get something like 17.00% hit instead of vastly over hitcap like 17.80% tho I wouldnt take it as pinch of salt, it sometimes tells me to lose 4% haste and 3% crit over 3.0 mastery and 0.10% hit..
cbags May 28th 2011 8:19PM
There is a reason I chose Draenei, When I faction/server switched. The obvious hit cap was one of them, being able to transition to more valuable stats, earlier in the tier, certainly was one of them. I have still contemplated switching to worgen later on, when hit is less of an issue, and the flat Crit bonus is easier to use.
scherbaddie May 30th 2011 12:44AM
"No single stat increases your DPS in raids faster than hit rating until capped. Not even intellect."
>being able to transition to more valuable stats, earlier in the tier, certainly was one of them.
>transition to more valuable stats
>more valuable
Adam Jun 3rd 2011 8:48AM
@scherbaddie - finicky word choice harassment besides, OP has a good point: less hit required on gear means more int etc = awesome. ?
devilsei May 28th 2011 8:33PM
Sometimes I think Blizzard should just drop the hit mechanic. Of all the simplifications and oversimplifications they've made, removing the weapon skill and all that, they still cling to this pathetic and annoying system which accomplishes nothing besides wasting our time in-game, and taking up space on their gear.
The disparity you bring up doesn't help it either. Shadow priests get a huge chunk of hit just from spirit, how's that fair compared to other dps? Maybe it has something to do with them being a hybrid instead of a pure? Well, why doesn't that apply to the rest of them?
Dump the bloody stat, you dropped weapon skills so just remove this out of the equation, seriously. It does NOTHING for the game.
Sunaseni May 28th 2011 8:43PM
Spirit doesn't raise Shadow Priest DPS either. It's equivalent to Hit for them, it only makes it so they have a wider variety of gear, it doesn't change the mechanic.
And I disagree that hit doesn't add to the game; without hit, every piece of gear with a bigger iLevel is without question an upgrade due to intellect and reforging. With Hit, you'll have to occasionally put SOME thought into gearing. However, I think there should have been more pieces of armor to choose from this tier so that we actually had a choice, instead of relying on a few drops to get our hit rating up.
Xanadal May 28th 2011 8:49PM
Shadowpriests and the other caster hybrids do indeed get Hit from Spirit, but why do you think this is somehow an advantage?
Any hit we get from spirit is still included in an items budget, all it does is allow us to gear up two specs easier.
Anony Moss May 28th 2011 9:33PM
The 'benefit' of spirit=>hit isn't in raw numbers but the diversity of gear choices. Allowing spirit to act as hit means there are more options for pieces of gear that have "hit" (or spir-hit) on them as a main stat.
It doesn't, like the writer suggests, produce any raw statistical advantage but it does allow more access to gearing options. As just an example, it means there are 2 Valor Point rings they can pick up, instead of just the one.
Animaneth May 28th 2011 10:57PM
I think a better point on why blizz should drop Hit rating, would be if you compare it to the old defense cap required for tanks. Blizzard decided that "it wasn't fun having to cap defense in order to be able to tank and never get crited" and they removed Defense as a stat you see, they just baked that functionality in the different stances of tanks (righteous fury, defense stance, bear and blood precense)
The same could be said about hit. I dont enjoy at all the fact that we need such an absurd level of hit rating that forces you to pass on things that have all the stats you need, just because you'll end up with 0.3% chances to miss...
eel5pe May 28th 2011 10:56PM
My understanding is that the spirit => hit conversion for spriests, ele shammies and boomkin is for one reason- to make it easier for hybrids to gear a healing set and a DPS set simultaneously (note that none of the pures get such a talent). This way they don't have to constantly reforge gear every time they switch specs from DPS to heals or vice-versa.
devilsei May 28th 2011 11:23PM
The fact that they have to include a talent just for that, should be indicative of something though I think.
Specially when weapon skill was in the game, I never understood the need of having "hit". If we have to grind up our weapon skill JUST to use the weapon, you'd think that would be indicative of knowing how to hit with said weapon. The skill cap increased with each level up, so it fits as such since you'd be fighting harder and stronger enemies.
Now though, its just a stat, and I agree Anim, but honestly if it was about fun, I don't know a single raider who found it enjoyable having to regem and figure out how much hit they needed just to actually do anything in a raid. And with them dropping the equally stupid and pointless "defense" stat, as well as the skill system, hit rating is the last vestiges of an archaic system.
It's not like removing the stat would unbalance gear, and if it did all it would take is a little re-balancing.
Arrohon May 28th 2011 11:42PM
I'm a fury warrior. We probably can't reach the hit cap with all hit heroic raid gear, hit gems, hit enchants, and reforging in the gaps. Our 27% hit cap (I think?) is much higher to reach and is a major part of our dps. The more our strikes hit the more rage we get. We can get swamped with rage well below the cap at times so if hit was removed then warriors would have constant rage until Blizzard redesigned it... again. Remember the end of wrath where warriors very commonly topped the meters? That is what happens when a warrior is drowned in rage. Hit has its place though it could still be made better.