This started off as me working on the gear weight post that I had promised. I first started by pulling critical feral numbers and how they convert into our statistics. Through this I decided to make a reference page (look above in the header) for Kitty Numbers so that it would be readily available as a resource for everyone including myself. This turned into me delving deeper into how attack mechanics in general work in wow which turned into this post. First and foremost, this is essentially an extension of what Kalon did with his post [Druid] Cat in the Cap, so in no way am I taking credit for all of this. Reading his post again just lead to some more questions which I found through some other resources.
When people talk about the hit/exp caps, everyone knows it’s 8% and 6.5% respectively (at level 80). Through this information, people make gear/gem/enchant choices so that they will reach a threshold to ensure they maximize their dps. There are many posts out there in the blogosphere that tell you this is what you need so make sure you get it, but very few actually elaborate and explain in detail why this is the case.
Starting from the basics, for regular (white) hits there are 7 different options that can happen when you attack something. I have not listed Crushing Blows (which would be between Critical/Regular hit) as this is something only a Boss can do to you which is not relevant as a kitty kat dpsing. There are specific attributes or tactics that you can use reduce or eliminate specific options from the table. Specifically, Hit removes Miss, Expertise removes Dodge, Position to enemy removes Parry/Block, Glancing Blows cannot be removed, Critical Strike Rating removes regular hits.
The priority system of auto (white) attacks are:
- Glancing Blows
- Critical Hit
- Regular Hit
Reference: WoWWiki – Attack Table
Hit and Expertise
At level 80, as I mentioned earlier, it is common knowledge that the hit cap is 8% and the exp cap is 6.5%. What this means is, to remove the option of miss off possible options in the attack table, you need 8% (263) hit and to remove dodge off the possible options in the attack table, you need 6.5% (214).
You’ll notice that a lot of druids don’t have themselves capped on hit or exp, partially because the gear available makes it challenging to reach the caps w/o specifically gemming/enchanting into hit/expertise. While it’s always best to reach these caps, druids have a little trick up their sleeve in Primal Precision. Not only does this provide 10 Expertise Skill (which reduces your expertise requirement down to 132), it also refunds 80% of energy spent on missed finishing moves. Or in other words, even if you miss, you get your energy back to redo the ability.
Parry and Block
Parry can be removed via expertise, but to remove Parry off the attack table you need 14% Expertise. This naturally is very difficult for a kitty kat and there is a much simpler way. Instead if you are behind your target Parry and Block are completely wiped off the table. Since you need to be behind your target to Shred this essentially ensures that both options are not longer available.
Glancing Blows and Critrical Strike
With the above information, if we have taken the necessary steps to remove these abilities off the table, we are left with:
- Glancing Blows
- Critical Hit
- Regular Hit
Now, we only have Glancing Blows, Critical Hit and Regular Hit left on the table. Glancing Blows are non-adjustable number and are a flat 24%. If we were to attempt to remove regular hits off the attack table, we would need to increase our critical strike rating. Or in other words: 100% – 24% (Glancing Blows) = 76% Critical Strike Percentage
Special (Yellow) attacks are a completely different beast and do not use the same table as auto (white) attacks. At this time its still not completely understood how it works but the going theory is that a two-roll system is used:
- This roll determines if the attack connects (Using your Hit/Expertise Rating)
- If the first roll is successful (attack hits), your Critical Strike Rating is used to determine if the hit was a Critical
This means that there are no Glancing Blows for specials.That would imply that to ensure that your specials are crits always you would need 100% critical strike rating. However, in addition it has been determined that a yellow crit reduction (4.8%) is in place which further increases the amount of Critical Strike Rating required. So, to ensure that you will always have critical strikes: 100% + 4.8% (Crit Reduction) = 104.8% Critical Strike Rating.
So there you have it, a complete explanation of each ability on the attack table and what you can do to reduce or eliminate those possibilities to maximize your dps. Remember, as a kitty kat it’s not completely vital that you reach these caps as it will hinder you more than it will help you. Try and balance your statitics to ensure you have a fair amount of hit/exp but don’t kill yourself trying to cap yourself.