Nudge those Hit and Expertise Caps downward

Raze - Warrior at level 82 in random drops

Hit those Caps. Look badass!

I found a new blog this week – Balkoth’s Word as he commented on a post of mine (go read it). Upon reading though his posts I saw a good suggestion for how to handle the Hit and Expertise caps in terms of stat weightings.

So what is a Cap?

It is the value which must be reached to avoid the monsters either dodging/parrying/avoiding your attacks, or your own attacks missing due to randomness in rolls.

My own opinion differs slightly from Balkoth’s (I think), so here is a summary of how I handle the Hit and Expertise caps in game.

My guidelines:

  • First and always – check what values you actually need for your play level. This is important as the cap maximum is different for 5 mans, vs raids, vs leveling. typically you should aim for the raid level cap if you can, but you might be able to go for less if you really want to.
    • When leveling = don’t worry, just kill stuff.
    • Caps for normal 5 mans = Melee 6.0% hit and expertise, casters 12% hit. This means you will be ok fighting a monster who is two levels higher than you (ie. level 92 max).
    • Caps for heroics / raids = Melee 7.5% hit and expertise, casters 15% hit. You’ll be OK fighting level 93 monsters.
  • Secondly choose a tool to assist you work this out, and use it often. Mr Robot, Wow Heroes, etc. It is so much easier to do this and know its about right, than fusk around for 40 minutes doing the math.
  • If given the choice you are better off being a tiny amount under the Hit/Exp cap than being over it. This is because a 0.2% under will only affect one or two swings/casts in a raid encounter, and the rest of the swings/casts you are doing in the raid will be increased by the alteration of the other preferred stats up by 0.2%.
  • Some dual-wield classes (rogues, shamans, warriors, DKs) might benefit from having slightly higher Hit due to the off-hand penalty to Hit, but generally (a) the theorycraft tools adjust for this, (b) talents typically adjust for this too, (c) it is often only affecting a very small percentage of your damage.

Aside – some notes snaffled from the internet:

  • Mr Robot’s summary, which is what convinced me to nudge the scores downward slightly.
  • Hit and Expertise are normalised, so that adding one is the “same cost” as adding the other. Their weighting should therefore be very similar.
  • Against an equal level creature: 6% spell miss, 3% melee miss, 3% dodge, 3% parry (from the front only), 3% block (from the front only).
  • Against a +1 level creature: 9% spell miss, 4.5% melee miss, 4.5% dodge, 4.5% parry (from the front only), 4.5% Block (from the front only).
  • Against a +2 level creature: 12% spell miss, 6% melee miss, 6% dodge, 6% parry (from the front only), 6% Block (from the front only).
  • Against a +3/boss level creature: 15% spell miss, 7.5% melee miss, 7.5% dodge, 7.5% parry (from the front only), 7.5% block (from the front only).
  • Ranged attacks will be able to be dodged. Hunters will benefit from expertise and will have it on their gear, which will also allow hunters and Enhancement shaman to share gear more easily.



2 thoughts on “Nudge those Hit and Expertise Caps downward

  1. Your comment made me realize I wasn’t clear enough (updated the post slightly).

    In terms of reforging, Hit/Expertise are generally the best stats until cap, absolutely.

    However, when choosing the items themselves, they’re among the worst stats. If your best secondary stat (besides Hit/Expertise) is Haste, you’re much better off with a Haste trinket than a Hit trinket, because you can reforge your worst secondary stats into Hit.

  2. Ahh, spot on Balkoth – agree totally. Frustratingly the BiS items switch between specs for DKs which has me loving haste now, liking crit but disliking mastery, but mastery is way over Crit for unholy. Such is gearing

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