Spell Casting Hit% Cap

I have been researching pre raid BiS gear and stat priority, refreshing myself as I reach the end game 5 mans on what to look out for but when I started looking at hit cap for spell casters and I’ve hit a wall.

For example Mages need 16% they get 6% from talent and the rest is expected to be picked up from gear. However on wowhead & icy veins gear lists the equipment is showing very few pieces with any hit.

Hit % gear is listed and incorporated heavily in the hunter and other melee DPS classes. Is there just not as much Hit % cloth gear so it’s not as important? Just wanted to make sure I wasn’t over looking something.

+spellhit pieces pretty much don’t exist yet. Pre raid theres only the neck from live strat and the belt from brd arena or the belt from kirtonos in scholo. Inside MC for locks only our robes have +hit. So its not that its not as important so much as you just can’t get it yet.

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Thank you for clarifying that.

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Yep, its one of the reasons Warlock DPS in MC is pretty terrible, but they scale into the best caster DPS by Naxx.

if u pvp id suggest getting bloodguards boots. they have 1% hit on them. i have belt and neck from brd arena and strat live then ill get that so ill be hit capped (3%)

If blood guard PvP items were added before phase 5 it would be nice.

they are. theyre in game rn pal

Lock ones don’t have hit.

Warlocks are a utility class until AQ…

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It’s not as important.

Tanks need to cap spell hit not because they want to maximize damage/threat, but because they want to never, ever miss. If a tank misses with a critical ability, it can mean your entire raid wipes as the threat management strategy collapses.

Melee want to hit cap for a combination of reasons. First of all, melee have enormous amounts of critical compared to casters. While it varies somewhat, a rule of thumb is 60 Int = 1% spell critical while 20 Agility = 1% melee critical. Moreover, the melee system is a ‘one roll’ system where misses can cause you to become ‘critical capped’ - you need more hit chance before you can actually benefit from your critical.

Lastly, the scaling of attack power is 14:1. If you equip +14 attack power, you get +1 dps (before all those multipliers you get from talents, etc.).

For Hunters, you would simply gear raw Agility for the best dps. However, it’s not actually all that much better than making the almost trivial effort to hit cap and Hunters are more of a ‘utility’ class than a pure dps class in Vanilla. Given the choice between an almost imperceptibly smaller amount of dps so they can fit another +3% hit chance (on top of talents/enchants) and missing Tranquilizing Shot, most raids are going to choose the former.

Now, look at casters. They very rarely cast ‘must land’ abilities. It’s nice not to miss with Polymorph or Banish, but you can simply cast them again immediately - it’s not like Sunder where you need to wait on Rage or Tranquilizing Shot where you’ve got a 20 sec cooldown. You’re also not casting these abilities on raid bosses, but on lower level (and thus easier to hit) minions. They don’t have a ‘one roll’ system where critical is limited by their hit rate and even if they did they don’t have enough critical to worry about it.

Lastly, the scaling of spellpower is 3.5 Spellpower = 1 dps (again, before various talent multipliers).

While spellpower has a slightly (72% for pure spellpower, 40% for single school spellpower) higher itemization budget, this doesn’t come close to making up the disparity between spellpower and attack power.

This creates a situation where spellpower is the dominant caster stat by a huge margin. There is no point at which an equal iLvl spell hit/critical piece is better than its spellpower counterpart. If Warlocks could equip pure +shadow damage in every slot, that’s what they’d do (the same with Frost Mages and +frost or Fire Mages and +fire), happily ignoring hit and critical entirely.

But casters can’t actually do this. While pre-raid BiS manages to do well for a while, eventually the itemization budget for epic and higher iLvl items just swamps the value of wearing pre-raid BiS items - especially when you consider all the additional Stamina and mana provided by those raid items.

So the question really isn’t “how much spell hit do I need?” but “how little can I get away with without avoiding otherwise incredible gear?”.

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idk man too long to read so i read the first part and yea if youre raiding i suppose its not quite as important but for pvp u absolutely need that hit rating

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casters get shafted untill like AQ in terms of itemization

Sorry I had not logged on for a few days and just saw your detailed response. Thank you for clarifying this, it will be very helpful to us.

I wholeheartedly disagree that hit isn’t important. Not only is it somewhat undervalued by most locks at this point, hit has an additional benefit aside from pure patchwerk DPS: it makes DPS output more consistent.

I’m sensitive to this because warlocks in particular have a highly variable DPS output. This makes it much more difficult to manage threat while going all out on DPS. One fight I’ll go hit, miss, miss, miss, hit, hit. The next fight I’ll go “hit, hit, crit, hit, crit, CRIT, PULLED AGGRO

Due to improved shadowbolt and Ruin, the warlock in the second fight did as much as 4× the damage.

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Hit is your most important DPS stat right up until you’re hit capped. Once you’re capped it’s the most useless.

I swap out my mana igniting cord for bangthok on boss fights only. I plan on doing the same for the T1 helm when I finally win it. This is what casters should be doing to maximize DPS on trash AND bosses. Since hit will not be as important on trash due to the reduced spell hit requirements

Boss level mobs are considered to be 3 levels above the cap. So you will have an equivalent miss chance on a boss as you would have on a level 63 mob: 17%.

So you’ll have the same chance to miss a Molten Destroyer as you would a boss. (bosses also have spell resist, but that require spell pen to overcome)

But… even for the lower level mobs, I’m not going to be at the hitcap. Reducing my chance to miss from 17% to 16% has about the same value as reducing my chance to miss from 6% to 5%. So there’s no point for me to switch.