All rogue DPS guides require the rogue to hit a 9% hit cap on gear in order to be able to land 100% of abilities on bosses 3 levels above level cap. That I understand.
My question is if this 9% hit takes into account the Precision talent boosting a rogues hit by 5% bringing it up to a 14% if wearing 9% hit on gear?
If so can rogues be fully optimized wearing only 4% hit on gear + 5% from precision?
The 9% hit thing is a constant for melee special attacks… and the 5% from precision reduces that number.
BUT… if you also have at least 6 weapon skill, that number is further reduced.
For example, a dagger rogue with the precision talent and Distracting Dagger offhand, only needs 6% total hit, to cap their specials for raids. Precision then reduces that number by 5%, leaving only 1 remainder to pick up.
That being said, hit is by no means useless after that point. I’m significantly fuzzier on the exact math (and I’d recommend using the spreadsheet in general) but hit beyond the cap is worth something around 20 attack power is what I’ve been told… Furthermore, there is something called a “crit cap” because of the way melee mechanics work, and at a certain gear level (which I don’t believe is attainable yet), crit ceases to add value, until you first add more hit. The rogue discord has tons of info like that (and is significantly more in depth and better explained than my attempts here).
For a Level 60 Rogue:
29.8% Crit = Crit Cap of Auto Attacks with 0% Hit Rating, from behind the Boss
38.8% Crit = Crit Cap of Auto Attacks with 9% Hit Rating, from behind the Boss
86.4% Crit = Crit Cap of Abilities with 0% Hit Rating, from behind the Boss
95.4% Crit = Crit Cap of Abilities with 9% Hit Rating, from behind the Boss
So yes there is a crit cap for your autos thats possible to hit if you have 0% hit and are stacking crit (aka Ony buff, Mongoose pot and Feral druid in party).
Charax nailed it. If you have 305 weapon skill, all you need is 1% hit on your gear.
Having more than 6% hit does not hurt you however as that means just more white hits which is the top damage for us. Now… IF you can replace all the +hit you have with crit or agility you are way better off doing so. 30 agi = 1% crit and 30 AP. For example getting rid of truestrike with the ones from balnazar is a huge upgrade. Eventually all the pre raid stuff will be replaced with raid gear which has less hit on em anyways and a crap load of agi.
AQ40 is going to be a different deal when we get to it as seal fate build will be viable and will require a majority to get 4% on gear instead of just 1% (you lose expertise), unless of course you are a human rogue (305 for swords/maces). That transition will happen when you have 30% + crit (or 28% and pop mongoose).
World buffs and daggers will let you hit 30% + crit right now after you get PB + CHT but I would still recommend sticking with combat daggers for that till aq.
I stack hit a bit heavier than most rogues, 15% with talents and seem to typically beat them even ones slightly better geared. I always check back after a raid or dungeon and see my melee white dmg miss usually hovering around 7.5% while theirs is considerably higher. I think there is some sort of sweet spot to keep it where too much is detrimental to overall output but I feel like I’m in a good place at the moment.
I think 10% is honestly all you need, but the argument only goes so far as hit gear from raids gets harder to get. There’s barely any avialable prior to BWL and even then it doesnt add much.
People can say stack hit all they want but its a mute point when hit gear is scarce.
I know that for fury warriors, you want the very bottom level of hit that you can get away with to prioritize crit. Can’t say whether that is true of rogues though.
When it comes to warriors hit rating needed depends on what youre doing. Without raid buffs sitting at the minimum hit rating isn’t amazing since you wont be able to heroic or cleave spam to convert your offhand to the yellow damage hit table. This will result in spotty rage generation.
I dont know the math for rogues but the value of extra hit changes depending on your attack power so a fast and loose rule like 1 hit is equal to 20attp isnt accurate across the board.