Formulas and Relationships


This is just a collection of formulas and relationships we know about.

Wording plundered shamelessly from the WoW Europe archive forum, and some areas on the WoW America forums.

(Sources: <1> <2>)

Agility

- Increases Armor Class by 2 for every point of agility
- Increases the chance of a critical hit with melee and ranged attacks. The amount is dependent on class and level
- Increases the chance to dodge an attack. The amount is dependent on class and level

Defense

- Increases the chance of being missed by an attack
- Each point of defense will increase the chance of being missed by an attack from a same level opponent by .04%
- Increases the chance to dodge, parry, and block
- Each point of defense will increase the chance you will dodge, parry, or block an attack by .04% for each category
- Decreases the chance of being affected by a critical hit
- Each point of defense will decrease the chance of being affected by a critical hit by .04%
- Decreases the chance of being affected by a crushing blow
- Each point of defense will decrease the chance of being affected by a Crushing Blow by 2%. The benefit defense will have on a Crushing Blow is limited by your level. In other words, increasing your defense will only reduce the chance of being struck by a crushing blow if your current defense value is below your level maximum unbuffed value.

Attack Power

- Attack power increases your base melee DPS by 1 for every 14 attack power.
- Strength increases your melee attack power by 2 for warriors and paladins

Critical Hits

The way WoW calculates crit rate is over ALL attacks. Crit rate is not based on hits only. In other words, if you have a 5% crit

rate, that 5% chance includes misses. All crit rate adjusting abilities, items, and talents add the flat % to the base % crit

rate. So if I have a 5% base crit rate and then use an item or talent that increases that crit rate (let's use Improved Backstab

talent for example - +30% crit), my new crit with backstab is 35%.

Regarding how defense decreases the rate of critical strikes, each point of defense that a target has over the attacker, the

attacker loses 0.04% chance to crit. So, for example, if a level 60 Rogue is attacking a level 60 Warrior who has 25 defense,

the rogue's crit rate will be decreased by 1%.

To Hit

+ToHit items subtract from your chance to miss. So, ignoring all defensive actions (Block/Parry/Dodge/etc..) if I have 20% crit

chance, 20% miss chance, and 60% hit chance and I equip an item that gives me +5% toHit and +5% crit, my stats become 25% crit,

15% miss chance, 60% hit chance. Starting in patch 1.8, you can reduce your chance to miss with dual wield below 18% by piling on +toHit items.

New hit chance = (Original hit%) + (toHit modifiers) - (crit modifiers)

60% + 5% - 5% = 60%

New crit chance = (Original crit%) + (crit modifiers)

20% + 5% = 25%

New miss chance - (Original miss%) - (toHit modifiers)

20% - 5% = 15%

Mitigation

Mitigation due to armour is capped at 75%. That's 31672 armour versus a level 70 mob, or 35880 versus level 73

Rating Conversions

For level 70, rounded to one decimal point:

- 3.9 weapon skill rating = 1 weapon skill point
- 2.4 defense rating = 1 defense skill
- 18.9 dodge rating = 1% dodge chance
- 23.6 parry rating = 1% parry chance
- 7.9 block rating = 1% block chance
- 15.8 hit rating = 1% hit chance
- 22.1 critical strike rating = 1% critical strike chance
- 15.8 haste rating = 1% haste
- 39.4 resilience rating = 1% less chance of being struck by any type of critical strike, and 2% less damage taken from critical strikes