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Attack table
Everything we know so far about attack tables in Burning Crusade Classic (BCC). The basic assumption should be that mechanics are identical to vanilla/classic unless specifically noted here. All the information in this page is derived from testing done on the beta; you can see the results here and in other research issues.
Note: Weapon skill no longer exists as a stat you can gain from gear/racial passives, so there is no practical way to increase your weapon skill above your max value of Level*5
. Additionally, the benefits it used to give to glancing blow damage have been normalized and in BCC your weapon skill is always capped at Level*5
for the purposes of glancing blow damage.
The outcome of a melee swing is handled as a single random roll on the server. The result of that roll is compared against the ranges of every possible outcome to determine which outcome has occurred. Example hypothetical level 70 player vs 73 boss table:
Outcome | Chance | Roll range |
---|---|---|
Miss | 8.0% | 1 - 80 |
Dodge | 6.5% | 81 - 145 |
Parry | 14.0% | 146 - 285 |
Glance | 24.0% | 286 - 525 |
Block | 5.0% | 526 - 575 |
Crit | 5.0% | 576 - 625 |
Hit | 37.5% | 626 - 1000 |
In this example, one random roll with a possible range of 1 to 1000 is done on the server. The result of this roll is then compared against the ranges in the table to determine the outcome of the swing. The table is ordered by the precedence of the outcomes, which means that increasing higher precedence outcomes will reduce lower precedence outcomes and eventually push them out of the table completely, to maintain a total range of 1 - 1000. To illustrate this, let's imagine the hypothetical boss uses a Shield Block ability which increases their block chance by 75%; the attack table would then look this like:
Outcome | Chance | Roll range |
---|---|---|
Miss | 8.0% | 1 - 80 |
Dodge | 6.5% | 81 - 145 |
Parry | 14.0% | 146 - 285 |
Glance | 24.0% | 286 - 525 |
Block | 47.5% | 526 - 1000 |
Crit | 0.0% | - |
Hit | 0.0% | - |
Note how block chance has only increased by 42.5%; this is because block's precedence is relatively low and it can only push the outcomes below it to increase its size, which it does by using all the remaining space in the table and pushing the crit and hit outcomes out completely.
Note: Melee spells (so called yellow attacks, like Bloodthirst or Mortal Strike) use a different roll system / combat table. This wiki page is only applicable to the melee swing table (white hits).
The miss formula is identical to the Beaza formula:
The difference between the attacker’s Attack Rating and the defender’s Defense determines the chance to miss a melee or ranged attack. When a player or mob attacks a player, the chance is a base 5% plus 0.04% per rating difference. Level is not a factor except when attacking a mob level 9 or lower. Miss chance against a low-level mob is a percentage of normal equal to the mob’s level divided by 10. When a player or other mob attacks a mob, the change in miss chance is 0.2% per rating difference if that rating difference is 11 or more. If the rating difference is 10 or less then the change in miss chance is 0.1% per point. If the attacker and defender have the same ratings then of course the total miss chance will be 5%.
If the target is a mob and defense minus weapon skill is 11 or more:
MissChance = 5% + (TargetLevel*5 - AttackerSkill) * 0.2%
HitSuppression = (TargetLevel*5 - AttackerSkill - 10) * 0.2%
If the target is a mob and defense minus weapon skill is 10 or less:
MissChance = 5% + (TargetLevel*5 - AttackerSkill) * 0.1%
HitSuppression = 0%
If the target is a mob below level 10:
LowLevelMissChance = MissChance * (TargetLevel / 10)
If the target is a player:
MissChance = 5% + (TargetDefense - AttackerSkill) * 0.04%
If dual wielding:
DualWieldMissChance = MissChance + 19%
Mob miss chance in table form:
ΔLevel | ΔSkill | Miss chance | Hit cap |
---|---|---|---|
0 | 0 | 5.0% | 5.0% |
1 | 5 | 5.5% | 5.5% |
2 | 10 | 6.0% | 6.0% |
3 | 15 | 8.0% | 9.0% |
For high level players and mobs, the dodge formula is identical to the Beaza formula:
Finally, the last part of the formula written above takes into account the "level" difference between the defender and the attacker, or to be more precise, the difference between the defender's Defense skill and the attacker's Attack skill, which translates into a Weapon skill for players, and level * 5 for monsters. Each point of Defense over the attacker's Attack skill adds 0.04% Dodge against players and 0.1% against mobs; on the other hand, each point of Defense below the attacker's Attack skill cuts Dodge by 0.04% against players and 0.1% against mobs.
If the target is a mob:
DodgeChance = 5% + (TargetLevel*5 - AttackerSkill) * 0.1%
If the target is a player:
DodgeChance = PlayerDodge + (PlayerDefense - AttackerSkill) * 0.04%
Mob dodge chance in table form:
ΔLevel | ΔSkill | Dodge chance |
---|---|---|
0 | 0 | 5.0% |
1 | 5 | 5.5% |
2 | 10 | 6.0% |
3 | 15 | 6.5% |
It's important to note that for lower level mobs (lower than level 70) there seems to be a factor applied to the normal dodge chance. For example, a level 60 player will see 4% dodge chance instead of 5% when attacking a level 60 mob and 6% instead of 6.5% when attacking a level 63 mob.
The parry formula is identical to the vanilla one:
If the target is a mob and defense minus weapon skill is 11 or more:
ParryChance = 5% + (TargetLevel*5 - AttackerSkill) * 0.6%
If the target is a mob and defense minus weapon skill is 10 or less:
ParryChance = 5% + (TargetLevel*5 - AttackerSkill) * 0.1%
If the target is a player:
ParryChance = PlayerParry + (PlayerDefense - AttackerSkill) * 0.04%
Mob parry chance in table form:
ΔLevel | ΔSkill | Parry chance |
---|---|---|
0 | 0 | 5.0% |
1 | 5 | 5.5% |
2 | 10 | 6.0% |
3 | 15 | 14.0% |
Expertise is a new stat introduced in the Burning Crusade which reduces the chance for your attacks to be dodged or parried, unaffected by level or skill/defense differences. Each point of Expertise skill reduces dodge/parry chance by 0.25%, and every ~3.9423 Expertise rating gives you 1 Expertise skill. Note that the conversion from rating to skill is done in whole skill points, meaning that any fractional part is rounded down; e.g. if you have 39 expertise rating which translates to ~9.89270 expertise skill, you will effectively gain only 9 expertise skill from it.
Some interesting expertise values:
Rating | Skill | Reduction | Description |
---|---|---|---|
4 | 1 | 0.25% | Minimum rating for 1 skill |
20 | 5 | 1.25% | Racial expertise bonus |
24 | 6 | 1.50% | 3/3 Defiance |
52 | 13 | 3.25% | Dodge cap vs. 73 with racial and 2/2 Weapon Mastery |
60 | 15 | 3.75% | Dodge cap vs. 73 with racial and 3/3 Defiance |
71 | 18 | 4.50% | Dodge cap vs. 73 with 2/2 Weapon Mastery |
79 | 20 | 5.00% | Dodge cap vs. 73 with 3/3 Defiance, full cap vs. 70 |
103 | 26 | 6.50% | Dodge cap vs. 73 |
178 | 45 | 11.25% | Parry cap vs. 73 with racial and 3/3 Defiance |
198 | 50 | 12.50% | Parry cap vs. 73 with 3/3 Defiance |
221 | 56 | 14.00% | Parry cap vs. 73 |
Note: The skill values in the table above are the values required on top of the other sources of Expertise/-Dodge% listed in the Description column; e.g. if you're an Orc with 2/2 Weapon Mastery you will have 5 Expertise on your character sheet from your racial, Weapon Mastery will not show because it gives straight -Dodge%, and you will need an additional 13 expertise skill for 18 skill total to be dodge capped vs. 73 mobs/bosses.
Glancing blow formulas are different from vanilla for both chance and damage penalty:
GlanceChance = MAX(0, 6% + (TargetLevel*5 - AttackerSkill) * 1.2%)
The damage penalty is determined with a random roll in a range calculated as follows:
SkillDiff = TargetLevel*5 - AttackerSkill
If defense minus weapon skill is 11 or more:
LowEnd = MAX(0.01, MIN(1.4 - 0.05 * SkillDiff, 0.91))
HighEnd = MAX(0.2, MIN(1.3 - 0.03 * SkillDiff, 0.99))
If defense minus weapon skill is 10 or less (this is the old Beaza formula):
LowEnd = MAX(0.01, MIN(1.3 - 0.05 * SkillDiff, 0.91))
HighEnd = MAX(0.2, MIN(1.2 - 0.03 * SkillDiff, 0.99))
It then averages out over multiple hits to the value:
GlanceAveragePenalty = (LowEnd + HighEnd) / 2
And in table form:
ΔLevel | ΔSkill | Glance chance | Glance penalty (avg) |
---|---|---|---|
0 | 0 | 6.0% | 5.0% |
1 | 5 | 12.0% | 5.0% |
2 | 10 | 18.0% | 15.0% |
3 | 15 | 24.0% | 25.0% |
The block formula is identical to the Beaza formula:
The base chance to block an attack is 5% and this is modified by a factor of the rating difference between the attacker's weapon skill and the defender's defense. Each point of difference adjusts the base chance by 0.1% if the target is a mob and 0.04% if the target is a player. Mobs level 9 and lower do not block as frequently, just as they are not missed as frequently as they should be. Also, mobs cannot block more than 5% of attacks regardless of rating difference.
If the target is a mob:
BlockChance = MIN(5%, 5% + (TargetLevel*5 - AttackerSkill) * 0.1%)
If the target is a player:
BlockChance = PlayerBlock + (PlayerDefense - AttackerSkill) * 0.04%
Mob block chance in table form:
ΔLevel | ΔSkill | Block chance |
---|---|---|
0 | 0 | 5.0% |
1 | 5 | 5.0% |
2 | 10 | 5.0% |
3 | 15 | 5.0% |
The critical strike formula is identical to the Beaza formula:
When the target is a mob and attack rating minus defense is less than 0, the change is critical hit chance is 0.2% per point of difference. If the target is not a mob or the rating difference is above 0 then the critical hit chance is adjusted 0.04% per point of difference.
If the target is a mob and weapon minus defense skill is less than 0:
CritChance = AttackerCrit + (AttackerSkill - TargetLevel*5) * 0.2%
If the target is a mob and weapon minus defense skill is above or equal to 0:
CritChance = AttackerCrit + (AttackerSkill - TargetLevel*5) * 0.04%
If the target is a player:
CritChance = AttackerCrit + (AttackerSkill - TargetDefense) * 0.04%
Skill-diff-based crit modifier in table form:
ΔLevel | ΔSkill | Modifier |
---|---|---|
0 | 0 | 0.0% |
1 | 5 | -1.0% |
2 | 10 | -2.0% |
3 | 15 | -3.0% |
Additionally, when fighting +3 level mobs there's a flat -1.8% suppression placed on your total crit chance gained from auras. Auras in this context are talents such as Cruelty or Axe Specialization, gear that gives crit rating through Equip:
effects, buffs that increase you crit rating or chance like Songflower Serenade or Leader of the Pack, and consumables such as Elixir of the Mongoose. It does not include crit gained indirectly through Agility, neither base Agility nor Agility from gear.
If you don't have any crit from auras you are not affected by this, but still affected by the -3% modifier due to skill/defense difference described in the table above. Realistically, you will most likely have at least 2% crit from auras through one of the sources mentioned above even while leveling past level 10 (think 2/5 Cruelty) and certainly at level 70, putting your total crit modifier against +3 level mobs at -4.8%.
All outcomes combined into one table:
ΔLevel | Miss% | HitCap% | Dodge% | Parry% | Glance% | GlanceDmg | Block% | CritSupp% |
---|---|---|---|---|---|---|---|---|
0 | 5.0% | 5.0% | 5.0% | 5.0% | 6% | 5% | 5% | 0.0% |
1 | 5.5% | 5.5% | 5.5% | 5.5% | 12% | 5% | 5% | -1.0% |
2 | 6.0% | 6.0% | 6.0% | 6.0% | 18% | 15% | 5% | -2.0% |
3 | 8.0% | 9.0% | 6.5% | 14.0% | 24% | 25% | 5% | -4.8% |