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## Question of crit and PvPEdit

This section implies that crit is good for PvP, but I haven't found anything that shows why. Well, by chance you may be able to surprise the opponent, but that is unreliable. I claim that high +dmg will be just as beneficial. Not only that, but crits can be resisted by Resiliance, while +dmg can not. -- LarsPensjo 05:44, 23 April 2007 (EDT)

Meanwhile, I can give an example: Suppose you would duel against an identical player, with exactly the same prerequisits, and that it takes 5 shadowbolts on average to win. Then you would win 50% on average.

Now suppose one of you sacrifice 25 +dmg for +1% more crit chance. That means that once every 100 Shadowbolts (on average) the one with higher crit would win. That is once every 20 duels. But the 19 other duels, the one with higher +dmg would win. Would you chose the higher crit? -- LarsPensjo 10:55, 23 April 2007 (EDT)

- Well, to start, +dmg as a flat number does not scale as you get better ranks of Shadowbolt, whereas crit% does (ignoring the fact that int needs to be kept up to maintain the crit%) as it deals 150% damage (without talents). Also take into account that everyone has 5% base crit, not 0%. In your example, that means Warlock1 does +25 on each Shadowbolt, while Warlock2 does x1.5 on 6% of his Shadowbolts. By itself, this 1% crit isn't much and spell damage seems better. Where the big difference comes in is when you start to stack as much crit% as you can over stacking as much +dmg as you can. For instance, say Warlock1 has gotten +dmg on all his gear, for a total of +50 dmg where Warlock2 has gotten +25% crit gear for a total of 30% crit. Now, Warlock1 does +50 with every Shadowbolt, but Warlock2 does x1.5 with every third one on average. On a Shadowbolt averaged to 500 damage, Warlock1 does 550x5=2750 with five Shadowbolts but Warlock2 can do (depending on his luck) up to 750+500+500+750+500=3000. Even if he only crits once in his five Shadowbolts, that still equal with Warlock1, but he also has a chance to crit every single time, doing 3750 damage. Granted, Warlock1 has this chance too, but it is far less likely. I hope my longwinded example helps out some. Decibal 08:52, 26 February 2008 (UTC)

## Critical TalentsEdit

This is about talents such as moonkin form and Thundering strikes. At first glance, these talents don't seem too useful, since if criticals give 200% damage, moonkin aura, for example, gives only a 3% damage increase to effected characters, less if those characters already have chances to critically hit either naturally or from equipment.

The talents are described as providing "large damage increases", or something along those lines, so is there something extra to critical hits? (In the case of thundering strikes, It would work well with flurry, but something like moonkin form and totem of wrath don't seem that useful on their own.)Minionman 16:26, 15 May 2007 (EDT)

## 2.3 ChangesEdit

Critical Strike rating was changed to 23.6 to 1 in patch 2.3

›› Arideni ∙ т ∙ ♣ 15:44, 18 January 2008 (UTC)

## Automated transfer of Problem Report #15203 Edit

The following message was left by * Anonymous* via PR #15203 on 2008-11-11 08:02:31 UTC

The Critical strike % from agil is ~20.45 agil per 1% critical strike. This was taken from my character, once I figured out it was wrong. I am a 70 Human Warrior. The site has it listed as 33 agil per 1% critical strike.

## This page needs updating for 3.0.8 and 3.1. Edit

As of December, according to the page for Hit rating, the base chance to miss is 8% instead of 9%, as reported and verified by Elitist Jerks. Thus, on this page, the portion about hit versus crit needs to be updated.

Also, the page is very BC and lvl 70 centered, and could stand to be updated to be more current with regards to Wrath.