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[[Image:Roland's Doom.jpg|thumb|Roland's Doom]]
{{Merge|Critical strike}}
 
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'''Roland's Doom''' is the mine which the [[Scythe of Elune]] apparently resided. The mine, now [[Worgen]]-infested, is where [[Jitters]] first found the Scythe, releasing the [[Worgen]] and in time the [[Dark Riders]] upon [[Duskwood]] and [[Darkshire]], condemning them to permanent darkness. Whoever Roland was, he apparently died here. It is possible he led the team who uncovered the scythe, and were subsequently murdered by the worgen. The mine is now the location of [[Gutspill]] and [[Nefaru]], who lead the worgen at [[the Rotting Orchard]].
{{cleanup|merged, but could use some help}}
 
   
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It also contains a [[Mound of Dirt (Duskwood)|mound of dirt]] which invokes a spectre of [[Velinde Starsong]]. Before the Cataclysm, it was involved in the [[Scythe of Elune quest chain]].
   
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{{Duskwood}}
:''This page is about spell critical strikes only. For physical, see [[Critical strike]].''
 
   
 
[[Category:Worgen]]
 
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[[Category:Caves]]
{| class="darktable" align="right"
 
|-
 
! colspan="4" | Intellect per crit %
 
|-
 
! Class !! Expected<br/>@ 60 !! L. 60<br/>1% Crit !! L. 70<br/>1% Crit
 
|-
 
! Warlock
 
| 200 || 60.6 || 81.92
 
|-
 
! Druid
 
| 192 || 60.0 || 80
 
|-
 
! Shaman
 
| 259 || 59.5 || 80
 
|-
 
! Mage
 
| 286 || 59.5 || 80
 
|-
 
! Priest
 
| 160 || 59.2 || 80
 
|-
 
! Paladin
 
| 106 || 54 || 80.05
 
|}
 
'''Spell critical strike''' (often abbreviated as "spell crit") is when a spell attack does extra damage. A spell critical strike effect is when any other effect (usually, but not limited to, a [[heal]]) has an increased effect.
 
 
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]]
 
*[[Potions]] (temporary)
 
*[[Buffs]] (temporary)
 
 
Spell critical strikes deal 150% normal damage without talents; however, most spellcasting classes have talents to increase it, most commonly to 200% normal damage. Spell critical heals will only heal for 150% of their normal amount.
 
 
The base chance to critically strike with spells is based on the [[Attributes#Intellect|Intellect]] attribute. To see your chance to critically strike with spells, open your character pane and view your spell stats; however, talents that only increase the critical strike chance of certain spells (such as [[Incineration]] and [[Force of Will (talent)|Force of Will]]) will not be included in the character pane.
 
 
==Spell Critical Strike Rating==
 
The easiest method to increase the chance of a critical strike is to equip gear with the attribute "Improves spell 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==
 
WotLK spell crit formula for level 80 character:
 
(Intelect/130) + (Spell Critical Strike Rating/45.91)
 
There appears to be no class specific constants.
 
 
For a level 70 character:
 
* Every class except Warlocks uses: (Intellect/80) + (Spell Critical Strike Rating/22.08) + Class Specific Constant
 
* Warlocks use : (Intellect/82) + (Spell Critical Strike Rating/22.08) + Class Specific Constant
 
* Class Specific Constants:
 
** [[Druid]] - 1.85
 
** [[Hunter]] - 3.6
 
** [[Mage]] - 0.91
 
** [[Paladin]] - 3.336
 
** [[Priest]] - 1.24
 
** [[Shaman]] - 2.2
 
** [[Warlock]] - 1.701
 
** [[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 [[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.
 
* As a general rule, even though there are exceptions, increasing your pure spell damage is more effective damagewise 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 60% mana 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 14:50, 29 May 2011

Roland's Doom

Roland's Doom

Roland's Doom is the mine which the Scythe of Elune apparently resided. The mine, now Worgen-infested, is where Jitters first found the Scythe, releasing the Worgen and in time the Dark Riders upon Duskwood and Darkshire, condemning them to permanent darkness. Whoever Roland was, he apparently died here. It is possible he led the team who uncovered the scythe, and were subsequently murdered by the worgen. The mine is now the location of Gutspill and Nefaru, who lead the worgen at the Rotting Orchard.

It also contains a mound of dirt which invokes a spectre of Velinde Starsong. Before the Cataclysm, it was involved in the Scythe of Elune quest chain.