After the wlk version of "World of Warcraft" is updated, the skills and talents of each profession in the game need to be re-selected. There may be combat rogue players who have not adapted to the current attribute-adding routines and don't know how to choose. The following editor will We have compiled specific recommendations for everyone, let’s take a look!
Main attribute: Agility
Secondary attribute priority: 3% Physical hit > 26 Accuracy > 9% Spell hit > 1400 Armor piercing > Critical hit (before soft cap) > Extra hit > Haste > Critical hit (after soft cap)
Round Table Theory: This version of melee attack settlement is determined by round table theory. All events triggered by a melee attack are mutually exclusive events, and the sum of the chances of various events occurring is 100%.
That is: miss% + deflection% + hit (critical hit)% + hit (non-critical hit)% + dodge% + parry% = 100%. When 26 accuracy is met, dodge is 0% and deflection is 25%. , when behind the target, the parry probability is 0%, the dual-wielding normal attack comes with a miss penalty of 19%, the critical hit penalty for attacking the BOSS target (level 83) is 3%, and the hit penalty is 8%.
So when the accuracy is 26, the formula can be simplified to: miss% + hit (critical hit)% + hit (non-critical hit)%-3% (BOSS target critical hit penalty) + 25% deflection = 100%.
It can be seen from this formula that when the hit level is higher and the probability of missing in the formula is lower, the sum of hit (critical hit) + hit (non-critical hit) is higher, and when the critical hit probability - 3% ≥ 100% - When the chance of missing a hit, the value of hit (non-critical hit) = 0, that is to say, when the chance of critical hit is higher than the soft upper limit, the extra critical hits will not improve the normal attack, but increase the hit rate and critical hit The soft upper limit will be increased accordingly.
To put it simply: soft upper limit of critical hit = 103% - (19% + 8% + 25% - current melee hit rate) - 5% (Warrior Fury BUFF)
Hits: First of all, there is no doubt that thieves need at least 237 hits to ensure the full hit of the poison under the team BUFF (the poison hit rate is calculated according to the spell hit). On this basis, whether it is necessary to continue to improve the hit, and how much to increase it is the next threshold, which has always been A hot topic of debate.
Under normal BIS conditions, if extra red gems are x20 for agility, the critical hit will exceed the soft upper limit, so at this time, more hit gems or hit food should be used appropriately to increase the hit to match the critical hit.
There is also a limit attribute: after the hit reaches 237, the extra slot x40 attack power, or 20 haste.