+hit and +hit talents REALLY need to be looked at

This is beyond frustating to have every single hit talent +hit gear available, and grey mobs resisting your spells multiple times in a row.

I know hit cap is lower in pvp as well, but seeing people resist 3-4 spells in a row (not talking about warlocks, i know they have high resists) and just feel completely defeated, because something is seriously wrong with hit.

This is also for certian abilities, like improved Counterspell having an unusally high resist, 3/4 of the time it usually ends up being resisted.

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Your spells will always have a 1% bace chance to miss/resist even if you gear talent past that.

You need to understand if you cast a spell in classic it always has a chance to resist/miss - its the self balancing nature of the games design.

10 resist is enough in pvp that i might resist a frost nova or a fear. You dont need alot.

I get this, but 3 or 4 times in a row…happening in multple cases? no i think not.

Theres another thread on this bug forum with this exact same complaint. spells are unusally getting high resistance, some more than others.

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when you roll into WSG in full resist gear just to annoy mages/locks >:D good luck hitting me with 150 fire/frost resist.

Just wait until phase 5 when you get spell penetration(reduce enemies resistances) and can actually get spell hit capped. you’ll be one shotting everyone don’t worry.

I noticed this when I leveled my warlock - felt like green mobs were resisting at a much higher rate than expected - but without knowing exactly what kind of stats the mobs had I couldn’t really draw any conclusions.

True but 3 to 4 times in a row is statistically impossible.

I have seen some really odd things regarding the “RNG” in this game, look at strings of critical strikes that while possible and do happen should not happen as frequently as they do in game.

Look at the number of times an attack is dodged, parried or blocked in row on a low health target… That happens just a little too frequently and I suspect it’s a bit of code built into the game to provide some extra survivability for certain class / race match ups…

That bit of code is likely a holdover from Modern WoW where this thing would likely be baked in, this sort of philosphy is / was common in many Activision games of the past where your last little bit of HP is actually a lot more than you’re lead to feel it was… Or you will do more damage than you really ought too VS certain NPC waves, or have more ammunition than you display.

These kinds of things are very much a part of the gaming industry and I suspect are part of modern WoW at the base code level…

/puke…

I also notice this