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Chance to hit gear

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Armor

+To Hit gear is most commonly used for dual-wielding, since there is a penalty for dual-wielding that makes for a large chance to miss. This article is designed for plate wearers (such as Fury warriors). (The base chance to miss for Druids in cat form is 8.6%)

It seems the maximum hit chance from all armor only (excluding rings, trinkets, and weapons) pieces here is +12%. With the addition of rings and trinkets, it becomes 18%. With the right weapons, you can achieve a maximum bonus chance to hit of 21%

By default there is a 5% miss chance. However, a warrior who's dual wielding has a 24% chance to miss. So the lowest your chance to miss will go to is 3%. Since the last talent update there is a talent in the Fury tree to increase the chance to hit by 3%, so the miss rate could theoretically be 0%.

Warriors should aim for higher amounts of +To Hit gear in general, however it is important to know that it should not be taken in disregard to other important stats such as +Crit and +Str/+Attack Power. There is no iron rule to how much of each you should get, but in general, a miss rate of 10-14% (+10-14% To Hit) is a point at which to let it slide due to lack of availability in +To Hit on gear of equal level.


Back

Chest

Feet

Finger

Hands

Head

Legs

Neck

Shoulder

Trinket

Waist

Wrist

Melee Weapons

Axe, Main-Hand


Axe, Two-Hand

Dagger, One-Hand


Fist Weapon, Off-Hand


Mace, Main Hand

Mace, One-Hand


Mace, Two-Hand

Polearm

Staff


Sword, One-Hand


Sword, Two-Hand

Ranged Weapons

Bow

Crossbow

Gun

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