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{{Forumheader|Warcraft lore}}
{{Merge|Critical strike}}
 
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{{cleanup|merged, but could use some help}}
 
   
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No doubt we've all seen the cinematics by now - either leaked on the Internet or we've seen Deathwing's jaw fragment in Stormwind/Orgrimmar. (Or, if you're one of those people who's that damn good, you've killed him already.) Am I the only one who found that whole thing sadly anticlimactic? --[[Image:IconSmall_Deathwing.gif]] '''[[User:Joshmaul|Joshmaul, Loremaster of Chaos]]''' ([[User talk:Joshmaul|Leave a Message]]) 09:24, 3 December 2011 (UTC)
   
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: I think it was a bit too happy ending. The Arthas cinematic was somewhat bitter-sweet and many people made theories and speculation out of that ending. Deathwing didn't really have a final line here which was a bit disappointing and I found it odd how the Aspects said their mission ended when the killed Deathwing as their mission was to protect Azeroth WITH Deathwing at the time. And you know maybe it would be nice to see once, but i'll be raiding it alot and just going back to the same city and same heroics ruins the mood of it, that's not a lore problem but it doesn't really feel right. Overall it had some things that didn't make sense like the Nozdormu never being corrupted issue but it could have been much worse. [[Image:inv_helmet_44.png|22px]][[Image:inv_helmet_119.png|22px]]&nbsp;'''{{qtt|[[User:MoneygruberTheGoblin|High Warlord MoneygruberTheGoblin<span style="color:#0e5c84; cursor:help" title="MoneygruberTheGoblin"></span>]]|Chieftain of the Gentleman Tribe}}''' ([[User talk:MoneygruberTheGoblin|talk]] [[Special:Contributions/MoneygruberTheGoblin|contribs]]) 09:31, 3 December 2011 (UTC)
:''This page is about spell critical strikes only. For physical, see [[Critical strike]].''
 
   
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I saw it too. Very short, not well done (in my opinion), and disappointed. Arthas was definitely the ending I was expecting. At Blizzcon 2011, Arthas's body is somewhere, so I don't know if they will bring him back or make a proper burial eventually when they feel like it. Deathwing, I thought they would do a lot more to, but it is what it is right? Yeah he's important, but he didn't necessarily do anything throughout Cataclysm, just Twilight Highlands, Legendary staff storyline with Arygos, Well of Eternity and Dragon Soul. Not a word during the Fangs of the Father Storyline. Mentioned, but not seen. No death quote too? That's unusual, they would make a cry or so when he died. Nozdormu, yes it's true he maybe the next dragon aspect to die, but Alexstrazsa said they will back off and leave the rest to mortals now. I don't know if we will see the aspects again... ([[User talk:Darksora110|talk]] [[Special:Contributions/Darksora110|contribs]]) 9:40, 3 December 2011 (UTC)
 
'''Spell critical strike''' (often abbreviated as "spell crit") is when a spell or magical effect (most damaging spells, [[healing spells]], some [[damage over time]] effects) has an increased effect. To see your chance to critically strike with spells, open your character pane and view your spell stats. Mobs are unable to get critical strikes with spells.
 
 
 
==Spell Crit Damage==
 
At base effect -- without talents, class abilities, metagems, item bonuses, or other enhancements -- spell critical strikes incurred by players specced for DPS deal 200% normal damage. Spell critical strikes incurred by players' pets (such as an [[Imp (warlock minion)|imp]]'s [[firebolt]]), and spell critical strikes incurred by players specced for other roles (e.g. Restoration druids), deal 150% normal damage.
 
 
Certain [[metagem]]s, such as the [[Chaotic Skyflare Diamond]], can increase spell critical strike damage beyond 200%.
 
 
Spell critical heals will only heal for 150% of their normal amount.
 
 
=== Historical Note ===
 
Prior to [[Patch 4.0.1]], spell critical strikes from players dealt 150% normal damage by default. However, most spellcasting classes had talents (or, in the case of [[Death Knights]], a class ability) to increase it, most commonly to 200% normal damage.
 
 
==Base Spell Crit chance ==
 
The base chance to critically strike with spells is based on the [[Attributes#Intellect|Intellect]] attribute and a class specific constant.
 
 
{| class="darktable"
 
|-
 
!
 
! colspan="3" | Intellect per crit %
 
! rowspan="2" | Class Specific<br>Constants
 
|-
 
! Class !! Level 60 !! Level 70 !! Level 80
 
|-
 
! [[Druid]]
 
| 60.0 || 80 || 166.6667
 
| align="center" | 1.85
 
|-
 
! [[Hunter]]
 
| ? || ? || 166.6667
 
| align="center" | 3.6
 
|-
 
! [[Mage]]
 
| 59.5 || 80 || 166.6667
 
| align="center" | 0.91
 
|-
 
! [[Paladin]]
 
| 54 || 80.05 || 166.6667
 
| align="center" | 3.336
 
|-
 
! [[Priest]]
 
| 59.2 || 80 || 166.6667
 
| align="center" | 1.24
 
|-
 
! [[Shaman]]
 
| 59.5 || 80 || 166.6667
 
| align="center" | 2.2
 
|-
 
! [[Warlock]]
 
| 60.6 || 81.92 || 166.6667
 
| align="center" | 1.701
 
|}
 
 
==Increasing Spell Crit chance ==
 
Spell critical strikes have a generally low chance of occurring, however, you can increase your crit chance in certain ways:
 
 
*[[Attribute]]s
 
*[[Talents]] (some classes)
 
*[[Equipment]]
 
*[[Critical strike rating gems]]
 
*[[Enchantment]]s
 
*[[Glyph]]s
 
*[[Potions]] (temporary)
 
*[[Buffs]] (temporary)
 
 
==Spell Critical Strike Rating==
 
The easiest method to increase the chance of a critical strike is to equip gear with the attribute "Improves critical strike rating by 'x'." For some classes, spell critical strike rating is of less value.
 
 
Unlike Intellect, spell critical strike rating increases the chance to get a critical strike equally for all classes. At level 70, 22.08 spell critical strike rating increases the chance to critically hit with a spell by 1%. At level 80, 45.91 critical strike rating increases the chance to critically hit with a spell by 1%.
 
 
{| class="darktable" style="text-align:center; width:23em"
 
|-
 
! colspan="8" | Critical Strike Rating Required Per 1%
 
|-
 
! Level 60
 
! Level 70
 
! Level 80
 
|-
 
| 14
 
| 22.08
 
| 45.91
 
|}
 
 
==Formula==
 
For a level 80 character:
 
Crit Chance % = (Intellect / 166.6667) + Class Constant + (Crit Rating / 45.91)
 
 
Note:
 
* Talents that affect the crit chance of "all spells" (ie: [[Conviction]]), or talents that specifically affect spells of a certain school (ie: [[Critical Mass]], [[Holy Power]]), directly add to the calculated "Crit Chance %" on the character pane.
 
* Talents that only affect the spell crit chance of a specific spell (such as [[Incineration]] and [[Force of Will (talent)|Force of Will]]) are NOT included in the spell "Crit Chance %" on the character pane.
 
* Mousing over the "Intellect" value in your character pane will show you the Intellect portion of your spell "Crit Chance" (ie: "Increases Spell Critical Hit by x.xx%"). This works out to the "(INT/166.667)+ClassConstant" portion of the formula.
 
* [[Death Knight]]s receive no bonus Spell Crit Chance from intellect and so also do not have a class constant.
 
* [[Rogue]]s and [[Warrior]]s have a spell critical strike chance of 0% no matter what their Intellect is. However, the Warrior ability [[Thunder Clap]] uses Spell Critical Strike Rating to determine the chance to crit. Rogue poisons use this and Spell Damage as well.
 
 
==Using spell crit effectively==
 
When choosing between equipment with higher spell critical strike or higher +spell damage, there are some things to consider:
 
* Some classes have abilities or talents which [[proc]] off of spell critical strikes, as do some items.
 
* Spell crit can lead to more unpredictable damage. As such, it can be powerful, but unreliable.
 
* In a group, a string of spell crits can lead to pulling aggro off the tank (and possibly a dead caster).
 
* Many spells, particularly untalented [[DoT]]s, cannot crit. Spells that have a direct damage component and a DoT component (e.g. [[Holy Fire]]) are able to crit on the direct damage component but not the DoT. The same is true of [[HoT]]s. Notable exceptions are mages with [[Glyph of Living Bomb]] and warlocks with the [[Pandemic]] talent.
 
* As a general rule, even though there are exceptions, increasing your pure spell damage is more effective damage wise than increasing your critical strike rating.
 
 
=== Spell hit or spell crit? ===
 
All other things being equal and without considering talents, an 1% increase in spell crit chance will result in a gain of 0.5% of a spell's base damage, whereas a 1% increase in spell hit chance will give a 1% increase of a spell's base damage. As long as no other effects come into play (like [[Ignite]], which would make +crit slightly more important), +spell hit rating is more effective than +spell crit rating. But although increasing +spell hit over 99% is not a complete waste if using binary against a resist chance (since in that case the resist chance works as a reduction of the hit chance), in general a 99% spell hit chance will be sufficient for most casters.
 
 
If a [[Mage]] has taken the Ice Shards or Spell Power talent to increase the crit damage to 200%, hit and crit are basically equal, similar to the situation as it exists with physical damage. Other classes have similar "increase critical strike damage by 50%" talents. There is still debate whether spell casting is based on a one-roll system (like "normal" melee) or not, although there is currently overwhelming evidence that it is a "two-roll" system - [[spell hit|hit]] rolled for first, followed by a roll for crit.
 
 
Another important factor to consider are the many effects which can [[proc]] from spell crits. These include a [[Warlock]]'s [[Improved Shadow Bolt]]; [[Shaman]]s, [[Mage]]s, and [[Paladin]]s saving mana on spell crits, and Holy [[Priest]]s and [[Shaman]]s proccing an armor buff on heal crits (see [[Inspiration]]).
 
 
For most of the Burning Crusade, spell crit rating was nearly worthless for Shadow Priests. With Patches 3.0.2 and 3.0.3, it became a much more valuable stat, becoming roughly equal to spell hit on a percent-to-percent based comparison.
 
 
For dedicated healers, +spell hit rating is essentially worthless. Spells cast on friendly targets (such as heals, buffs, and dispels/cures) '''always''' hit. However, +spell crit rating improves the chance of getting a critical effect on helpful and harmful spells alike. Although it is not advisable to ''rely'' on the extra healing granted by critical effects from healing spells, a lucky critical heal in a fight going badly could mean the difference between life and death for a group member, or even the entire group. Even if a critical heal results in an [[overhealing|overheal]], this extra healing has no impact on the [[threat]] generated by the healer. Additionally, there are talents available to Priests, Druids and Shamans which grant a short-duration [[armor]] [[buff]] to the recipient of a critical heal. When given the choice between +spell hit rating and +spell crit rating, a primary healer will always benefit from more +crit, while they will see little if any benefit from +spell hit rating. Just to be clear, if an item says "Improves spell critical strike rating", it will also improve the crit chance of healing spells.
 
 
Paladins also have the [[Illumination]] talent, which gives them back 30% of the mana cost of the healing spell they crit on. Shamans have a similar talent, [[Improved Water Shield]], which consumes a [[Water Shield]] charge on a crit. Since this essentially amounts to an average reduction in mana costs, it's common for Paladins and Shamans to stack +spell crit rating, and find themselves in the area of 25% crit chance.
 
 
==See also==
 
*[[Combat]]
 
*[[Combat rating system]]
 
 
 
{{Attack table}}
 
[[Category:Combat]]
 
[[Category:Formulas and game mechanics]]
 

Revision as of 15:31, 3 December 2011

Forums: Village pumpWarcraft lore So, Deathwing is dead...

No doubt we've all seen the cinematics by now - either leaked on the Internet or we've seen Deathwing's jaw fragment in Stormwind/Orgrimmar. (Or, if you're one of those people who's that damn good, you've killed him already.) Am I the only one who found that whole thing sadly anticlimactic? --IconSmall Deathwing Joshmaul, Loremaster of Chaos (Leave a Message) 09:24, 3 December 2011 (UTC)

I think it was a bit too happy ending. The Arthas cinematic was somewhat bitter-sweet and many people made theories and speculation out of that ending. Deathwing didn't really have a final line here which was a bit disappointing and I found it odd how the Aspects said their mission ended when the killed Deathwing as their mission was to protect Azeroth WITH Deathwing at the time. And you know maybe it would be nice to see once, but i'll be raiding it alot and just going back to the same city and same heroics ruins the mood of it, that's not a lore problem but it doesn't really feel right. Overall it had some things that didn't make sense like the Nozdormu never being corrupted issue but it could have been much worse. Inv helmet 44Inv helmet 119 High Warlord MoneygruberTheGoblinChieftain of the Gentleman Tribe (talk contribs) 09:31, 3 December 2011 (UTC)

I saw it too. Very short, not well done (in my opinion), and disappointed. Arthas was definitely the ending I was expecting. At Blizzcon 2011, Arthas's body is somewhere, so I don't know if they will bring him back or make a proper burial eventually when they feel like it. Deathwing, I thought they would do a lot more to, but it is what it is right? Yeah he's important, but he didn't necessarily do anything throughout Cataclysm, just Twilight Highlands, Legendary staff storyline with Arygos, Well of Eternity and Dragon Soul. Not a word during the Fangs of the Father Storyline. Mentioned, but not seen. No death quote too? That's unusual, they would make a cry or so when he died. Nozdormu, yes it's true he maybe the next dragon aspect to die, but Alexstrazsa said they will back off and leave the rest to mortals now. I don't know if we will see the aspects again... (talk contribs) 9:40, 3 December 2011 (UTC)