We all know that at the moment on all that gear in Throne of Thunder is way to much hit.
I'm wondering if there is some statement from blizzard, how they will work with that hit
in future content, it's no fun being 5% over cap with no chance......
I treat hit like i do oil in a car. its better to be over than under. As long as the excess hit is put into other stuff not much you can do.
Would you like some hit with your hit?
Not to derail, but having too much oil in your car is also a bad thing. The extra pressure can blow many seals and cost lots of money to fix.
which character are you playing as a main? ur dk, monk, or druid? as dk's go we are fine on hit. just take BIS gear only. dont get off crap pieces like the hit trinket.
They need to just adjust what you need to get to "100%" hit. The fact that 2550 (for melee) doesn't change, but our ilvls go up up up as we move through each new raid Tier and item rating allocation is greater each time, is the issue.
The only way you can stay under is if you REALLY stick to the bare minimum of items without hit, and for some classes (like DKs), that relies on random stat items and shared boss loot. Both unreliable :P
on track. with alot of hit you can probably start swapping out to gear with less hit and only keep a few select pieces as a option.
20k and counting...Originally Posted by Blizzard Entertainment
So nobody knows, or at least has seen a comment from blizz where they say how they handle hit in the next tier ?
to bad, i mean on the next tier chest, weapon, trinket or leg will be even more hit then now, who know maybe they are smart enough to put hit on other pieces and not one of them i mean there must be 1500-2000 hit then....
Simple solution: For 5.4 SoO, put exactly zero hit/expertise on any non-tier pieces. That way people reforge the off-pieces to fill in the gaps from the tier.
Also, Blue sockets are the Devil!
Call to arms, the trumpets sound
Hand puppets storm the base, flags up now cannons rage
All clowns head for the rear, slingshots fire to the air
Toy horses start the charge, Robot chessmen standing guard
Crossfire to the marionettes, Slip into the edge of death...
personally as i dnt mind the hit, im currently reforging into it even.
expertise however... ooh god what a nightmare that is. its just everywhere in huge numbers.
i don't think they should be putting Hit or Expertise on things to begin with. they should be redesigned to "reforge only" status.
gets rid of this whole problem, as there's no way you can reforge from 7.3% to 9+% on a single item. yet as it currently stands, there are classes with 9+% of hit/expertise on their gear that they can't reforge off.
edit add: would also remove the question of them increasing boss dodge and miss rates with each tier, which i know they were considering when people stated that this (excess hit and exp that wasn't removable) was going to be a problem earlier this expac.
Last edited by Ssith; 2013-05-22 at 09:02 PM.
Our DK has his feather trinket and 4pc and has no issue keeping hit in check. He doesn't even have to reforge his feather.
YMMV. The devs said they don't want every gear combination to be optimal.
the tortos bow with both expertise and hit is just over the top cruel
Reforging should be 100% of a stat instead of 40% of a stat. MoP has the biggest ilvl increase of any expansion. In 2 tiers we've gone from 463 to 549. In 3 tiers of Cata we went from 359 to 416. Based on the current scaling, I wouldn't be surprised if we reach 600 ilvl by SoO, in which case I expect most gear with Hit / Expertise will be considered useless unless they're an OP trinket or OP weapon.
The easiest 2H sword to get your hands on (council) has a load of hit.
The feather trinket (dat trinket!) would still be BiS if you couldn't use any of the hit... But by god does it have a lot on.
Any non-tier plate-dps chest from ToT IIRC has hit on it, one of them comes from Jin'rokh - a boss that most will be doing on heroic soon enough.
Both rings (discounting Ra-Den and the shado-pan rep one) have hit on them.
It pushes you into a very specific gear path, using as many tier pieces without hit to give yourself some leeway. Hell, if I ended up using a non-tier chest and wanted to keep the 4set I'd suddenly have about 10% hit I couldn't reforge out of because (you guessed it) both the tier helm and gloves have hit :-P
EDIT - IMO the removal of hit/expertise all together would likely be the best way to go, however I could see it needing a load of work to balance existing gear. Maybe the option to reforge more hit/expertise away would be a decent compromise.
Last edited by vmagik; 2013-05-23 at 05:20 AM.
Amazing signature courtesy of Shyama
There is ridiculous amount of hit on some gear, on other not so much.
Getting below 9% on my iLvL 524 (most things upgraded) guardian druid is impossible, even w/o having any hit trinkets.
For our prot. pala, same iLvL, items upgraded, getting bit below hit cap is possible. He even needs to reforge to hit.
I guess it depends on which gear classes/roles use.
Though removing hit (expertise) from gear could pose more problems then being "slightly" over the cap. If the caps of hit/exp would be left the same, then I doubt that you can reach those values w/o loosing most, if not all of your other secondary stats.
Item squash on the other hand will mean that, if that happens, all of the older bosses need to be scaled accordingly as well ^^
There's a ridiculous amount of all stats on items, that's the thing.
They could just make hit weigh more on the item allocation points, so not as much is added in comparison to the other stats, or bump up the rating as the tier goes along. Next tier, with our 570 items or whatever they will be (lol), item allocation will be a lot larger, and I wouldn't be shocked to see the hit cap meet after two heroic pieces of gear.