See that’s the thing, there are sooooo many funky inconsistencies in this game that I know did not exist in actual vanilla…
Stuff in Vanilla was so pleasantly static in that excluding things like player / npc level your chance to crit, hit, proc, etc was all very level across the board regardless of the target or zone.
Here in Classic 2019 things are not so consistent and that bothers me…
At this current point in the game, there are only TWO pieces of +spell hit gear in the entire game. We all KNOW what you speak of, we just CANT get more than 2% hit right now. The +spell hit talent we get only applies to affliction spells, shadowbolt is a destruction spell.
My theory is their use of the legion version of the client for classic. Because if you play a private server version of vanilla wow it feels much more like the traditional vanilla version of wow than what classic is.
I played on a private server (on my friends account) for about a day and dude, you’re 100% spot on… They feel ABSOLUTELY vanilla concerning the PVP side of things. I don’t know about the PVE side because I was more interested in if I was remembering FD + Trap wrong…
Turns out it’s not me, it’s Blizzard’s crappy servers being crap.
The feign death bug is what made me bench my hunter lol. There just seems to be way too many bugs that were never present originally. Like the rogue vanish not working properly either.
I could be wrong, but I certainly dont remember vanish making rogues immune to all damage that was mid-travel. I’ve casted fireball+PoMPyro onto a rogue that vanished while they were mid-air … and they take zero damage, are afflicted by zero DoTs. It’s like the spells vanished too.
VanishRank 1
Instant 5 min cooldown
Allows the rogue to vanish from sight, entering an improved stealth mode for 10 sec. Also breaks movement impairing effects.
I can’t seem to find the part where it reads “makes the rogue immune to all incoming damage”. I’m pretty sure a fireball doesn’t have eyes.
My level 30 Warrior has the +5% crit talent (& up to date weaponskill) & the green mobs crit me more than I do them. Same with miss/not-hitting rates. It feels whack. On my 32 hodgepodge leveling spec Paladin, her Redoubt talent that activates after being critically hit procs the sound/animation left & right even against green mobs. Meanwhile, here I am on both characters (with +crit talents) not getting nearly as many crits against them. What has Bllizzard been feeding these mobs. Ironically, my 37 Survival Hunter melees better than my Warrior or Paladin it seems like.
I noticed the same thing with warriors when I was heavy enhance spec. I have about 3300 hp without Fort and whenever I would try to engage one in melee, they would just annihilate me even if I started off with full health and they were at say 75%. I’d look at the combat log and see that out of say 7 attacks, 5 were crits. That seemed to be the case with just about every fight I had against warriors.
Another aspect I remember reading about is in classic every outcome of an attack (miss, dodge, parry, crit, etc.) is on the same 1-100 die roll.
This means that if you have 5% miss/dodge/parry your chances of landing a crit or hit are 1-85.
If you have 15% crit then that is taken from the remaining 1-85, making it 1-70 for a regular hit. It also makes it so 15% crit overall is actually a higher % if compared to regular hits and ignoring missed and dodges.
Basically if you land the hit at all, your chance of it being a crit is > than your base crit chance because you already rollled past the dodge/miss/parry.
Overall seems quite accurate given crit mechanics of yellow and white hits. Just pointing out (especially as a seal fate dagger rogue, crits are life) that RNG can be a cruel mistress, and we notice it more when she is.
Lets say for example you have a 20% chance to miss BASE.
Lets also say that your target has a 15% chance to dodge your attacks
Lets also say your target has a 10% chance to parry your attacks.
Lets also for this example say you have 5%+ hit on your gear and talents total.
Lets also say you have really great gear and have a 45% chance to critically strike a target.
You’re 100% right about it all being on one die role.
When it’s all calculated…
Your targets total avoidance including your chance to miss is 45%.
Your +Hit value reduces the chance to miss by 5% to a 40% chance for your attack to fail to connect.
So now you have a 40% chance to not hit the target based on all the factors that can prevent a hit.
Your Critical strike is calculated based on a 100% chance to hit, meaning you’re missing out on critical strikes if you’re not hit capped.
This is why there was a thing called a “Crit cap” in PVE. Its the value of critical strike up until you’re crit capped. That cap is a soft cap meaning you can push it up by simply adding +Hit.
This is the way I remember it, but I could be wrong, or have a detail or two wrong… Ill see if I can dredge up some old hit vs crit stuff from actual vanilla.