I have noticed that fireball does not seem to be taking any crit increasing talents into account. For instance my normal crit rate is 21% but my fire crit rate with talents is 30%. Fireball never crits more than 20-21% of the time, while every other fire spell does the full 30%. Anybody else having this problem?
BTW, I have tested this with a 5000 fireball cast string. Ended up for 18.7% crit. I am able to repeat this over and over.
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As a rogue I see no issue here.
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How many hours does it take to cast 5000 fireballs in a row?
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5000Fireballs * (2.5Sec / fireball) = (12,500 seconds / (60(sec/min) / (60(min/hr))) = 3.4Hrs
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Do target dummies now exist or was this done on the blasted lands mobs or something?
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Or a mouse machine and damage meter is my guess.
Yeesh, so several times is like 10-ish hours of non-stop casting? That’s… remarkable
Yeah or he’s lying.
Who knows which is more likely?
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Or he just played the game how he normally plays it over the course of a week. Never reset his details, and looked at it. You can learn all sorts of stuff about how your class is preforming if you dive into your details overall meter.
Trinket proc rates, buff uptimes, crit chances. Dodge / parries / misses.
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I think that would be a pretty sloppy set of stats if done that way, what with all the potential buffs and various target levels.
I’d expect the best way would be auto-it script (or programmable mouse) fireball on servant of razelikh and pull stats from that.
Pffffffffffffffffffffffft…
I guess…
Crit chance is not going to be affected by mob level or mob type. Crit chance is crit chance which is what we are discussing here.
If we wanted to analyze damage dealt we would need a more consistent approach. The only way the data would be “Skewed” is if it included pvp targets.
Both our mages last night noticed this including myself. I’ve got 40% crit rate and only crit 17.7% on mag. My friend has 37% and only crit 11%.
I thought we were just unlucky maybe there’s something more here?
I understand you’re talking crit. Apparently I don’t fully grasp the attack table roll(s) and how the outcome of an offensive spell-cast is determined. Which is fine…I’m certainly willing to be schooled in this regard…I’m just not likely to remember 
You actually theoretically “could” have a lower crit chance on a boss type mob depending on how / when those things are calculated in code (if you are below spell hit cap).
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One way is if you calculated that the spell is going to crit when it is cast so @ Tau = 0, Fireball is cast (crit chance = 30%)
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The next instance Tau = 1 you calculate whether or not the boss resists your spell.
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In this scenario your crit chance would essentially be a function of your “resist” chance. Percentages can’t just be added and subtracted and I would need to devote way more brainpower than I want to to figure that out.
This would mean that some of your crittical spells would be resisted.
I have no knowledge what-so-ever of how blizzard coded the damage done and damage received of fireball. This is just one potential explanation of how your crit chance could be lower on a boss type mob.
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Attack table rolls are as follows.
Two rolls:
First roll determines hit, miss, and crit
Second roll determines resistance/partial resist
Most people don’t know crits can’t miss because of how the rolls are done.
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Do you have a sauce for this.
Ancient EJ posts from back in the day. I researched it heavily early classic to determine boss spell resistances
You can test this by getting full crit and mob testing. Assuming you have 100% crit you should only miss 1% due to the last 1% being hard coded
For example assume 10% crit and 0% hit
A 1-100 roll would be 1-17 =miss, 18-28=Crit, and 29-100 would be a normal hit.
The research I did showed that the 1% was only true for players and not bosses, but I could be wrong about that since some of this stuff is very hard to look up.