So those talents that reduce the chances of ennemy to resist… how do they work? Is it like usefull only to hit a mob higher lvl than you? Meaning 4% is more than enough? For exampke arcane focus reduce up to 10%… its not worth it to max right??
For equal level mobs you need 4% to be capped on spell hit. It’s 6% for +2 yellow mobs, that’s probably the amount you want for leveling if possible.
For +3/orange mobs (e.g., raid bosses), you need 17% to be capped. If you’re planning to do anything that involves killing orange mobs (you shouldn’t in hardcore), then you want more, but its smarter to just level on yellow/green mobs/quests.
Thx exactly what i needed
ill go with 6% arcane fire and frost
Related and unrelated but just an fyi that all spells have an inherent 1% to miss no matter how much hit you have.
Hit rating advice is accurate, but hit rating doesn’t negate resists?
Could be wrong about this, if it applies in Vanilla classic.
Resist =/= Miss
Some spells are binary and either hit or miss completely. Usually spells with a debuff component like death coil.
Most spells can have partial resists based on the monster level, the monster’s resistance (e.g. some mobs have higher base resists to their particular element), your hit rating, and penetration.
In any case, getting at least 6% hit is very good while leveling, and you’ll want as much hit as possible at 60 while raiding. Elemental precision is a really good talent for both leveling and raiding.
Yep, was just trying to clarify. I think this thread is conflating resist and hit.
You really only need 2/3 while leveling.
Better than 2 more talent points free. Will go 4% arcane and elementals
Yeah the arcane one isn’t bad either to reduce poly resists.
The problem is the default UI and talents refer to a spell miss as a “resist” while a partial resist is not displayed by the game at all unless you use an addon it just shows a “strangely small number” as it doesn’t show if it is a 25, 50, or 75% resist.
Abilities that reduce a specific spell resistance work towards reducing partial resists while talents and such that say “reduces chance for an enemy to resist” is actually talking about misses.
PS you probably knew this but this is mostly for the benefit of the OP and it related back to your post.
So how does partial resis work? If the mob has 10 resist frost is it 10% chance to resist frost?
Or does it do the opposite of spell power?
So if i have +10 frost and the mob has 10 frost resist its like if i had 0 spell power?.
Then what if the mob has 0 resist and you have arcane talent to reduce resist by 10, does the mob fall to minus 10 or stays at 0?
I don’t know if its a 1:1, but yes this is the gist of it.
Spell Resist and Spell Power are completely seperate from one another. In TBC they added a stat called “Spell Penetration” which that directly countered spell resist. Spell Penetration worked the same as things like Curse of Elements or Curse of Shadows where it lowered a mobs resistance to spell schools.
Spell power gives bonus damage to all damaging spells while resistances give chances to 25/50/75/full resist abilities. The amount you need to get certain percentage chances depends on level and there is a whole giant table people have made calculating spell resist. Outside of a few exceptions most mobs don’t have enough spell resist on them to be more than a curse of shadows/elements is able to remove and you need a significant amount of spell resist to really notice a difference (however it is needed for specific raid encounters)
For non-binary spells i’s broken into brackets of 100%, 75%, 50%, 25%, and 0% reduced damage, and then there’s a probability of falling into each bin based on mob resist (minus whatever reduction, such as CoS/CoE). Resistances are calculated separately from spell power. Your spell power determines the damage of the spell, the resists determine if that value is then reduced by a % amount. There’s no negative resists (or armor) in PVE, you can only drop things to 0. In raids, most monsters will be at 0 for fire/frost/shadow from warlock curses, though there are some where it doesn’t fully reach 0. Shamans kinda get screwed in some settings because there’s no way to reduce nature resist other than penetration gear, unlike the other elements. I think most mobs have 0 holy resist, but I could be missing some.