What's up with PvP Hit Cap on Nostalrius?

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What's up with PvP Hit Cap on Nostalrius?

by Polio » Mon Apr 13, 2015 12:51 am

Back in vanilla I was fighting people 10 levels higher than me and I was able to hit them with my spells. Here on Nost at level 30 a Horde with an orange level will resist 40% of the time, and red 90% of the time.
inb4 scrub mage; I have 3/3 Elemental Precision (6% chance to hit) so I am well above PvP hit cap, yet players 3 levels below me still resist occasionally.
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Re: What's up with PvP Hit Cap on Nostalrius?

by Tosicx » Mon Apr 13, 2015 12:54 am

Keep in mind that racial resists (dwarf frost, night elf nature, ud shadow) matter a lot at lower levels.
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Re: What's up with PvP Hit Cap on Nostalrius?

by nervous » Mon Apr 13, 2015 12:54 am

Also thought something's been up as I've had many affliction spells resist at 60 with 3 points in suppression. Need to pass it on to the test team.
<GRIZZLY>
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Re: What's up with PvP Hit Cap on Nostalrius?

by Polio » Mon Apr 13, 2015 1:00 am

Tosicx wrote:Keep in mind that racial resists (dwarf frost, night elf nature, ud shadow) matter a lot at lower levels.

The hit cap for PvP is 3% when fighting a player of equal level, I have 6% hit. To my knowledge resistances only attribute to partial resists, and we're talking full resists.
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Polio: Gnome Mage <Theorycraft>

Feenix Warsong Characters:
Bloodraven: Gnome Mage <Resurrection Gaming> C'Thun Server First
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Re: What's up with PvP Hit Cap on Nostalrius?

by Youfie » Mon Apr 13, 2015 2:13 am

Polio wrote:
Tosicx wrote:Keep in mind that racial resists (dwarf frost, night elf nature, ud shadow) matter a lot at lower levels.

The hit cap for PvP is 3% when fighting a player of equal level, I have 6% hit. To my knowledge resistances only attribute to partial resists, and we're talking full resists.

Resistances result in full resists too for binary spells (and +hit acts as spell penetration for them too).

And yeah, +10 Resist might not be huge at 60, but it's a twice as more resist-wise at level 30 for instance.

Some classes might have talent that lower your hit chance.

Don't forget about the 1% resist chance no matter what btw.
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Re: What's up with PvP Hit Cap on Nostalrius?

by Hawksworth » Mon Apr 13, 2015 9:25 am

I've seen posts about this before. Apparently it's universal on mangos servers that the level of the player you are fighting is the same as if you were fighting a pve mob. So if the player is six levels higher or whatever it is like you are fighting a pve mob six levels higher, basically you are hardly going to connect with any attacks.

This is opposed to how it was on retail where your weapon skill was boosted to the highest level for the bracket you were in.

Basically game breaking for pvp.
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Re: What's up with PvP Hit Cap on Nostalrius?

by Youfie » Mon Apr 13, 2015 9:59 am

Hawksworth wrote:I've seen posts about this before. Apparently it's universal on mangos servers that the level of the player you are fighting is the same as if you were fighting a pve mob. So if the player is six levels higher or whatever it is like you are fighting a pve mob six levels higher, basically you are hardly going to connect with any attacks.

This is opposed to how it was on retail where your weapon skill was boosted to the highest level for the bracket you were in.

Basically game breaking for pvp.


Last time I checked, PvP opponents weren't treated like mobs, nope. Could need to be checked again tho, ofc.

Regarding your statement about Weapon Skill, well, coould you find any proof about that ? :)
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Re: What's up with PvP Hit Cap on Nostalrius?

by Hawksworth » Mon Apr 13, 2015 11:16 am

Youfie wrote:
Hawksworth wrote:I've seen posts about this before. Apparently it's universal on mangos servers that the level of the player you are fighting is the same as if you were fighting a pve mob. So if the player is six levels higher or whatever it is like you are fighting a pve mob six levels higher, basically you are hardly going to connect with any attacks.

This is opposed to how it was on retail where your weapon skill was boosted to the highest level for the bracket you were in.

Basically game breaking for pvp.


Last time I checked, PvP opponents weren't treated like mobs, nope. Could need to be checked again tho, ofc.

Regarding your statement about Weapon Skill, well, coould you find any proof about that ? :)


Found this

http://www.wowwiki.com/Weapon_skill#Pla ... g_a_Player Look at 1.6 in the contents "Player attacking a player which states "Player attacking a Player

Weapon skills are maxed in PvP combat. This means leveling a weapon skill for pvp is unimportant; when attacking an enemy player, your Weapon Skill will always be considered to be your level * 5, and your target's Defense will always be treated as his level * 5 (before any Defense Rating from your target's gear is added in).

Weapon skill does not affect your chance to hit other players in the battlegrounds or in the arena, but it still affects your hit chance against enemy players in world PvP or duels."

Also

http://web.archive.org/web/200612112057 ... ngpvp.html

This states:-
"Level Difference
It is possible to kill players much higher level than you. You can hit them. There are certain class match-ups that will work in your favor despite the level difference. It's much easier killing a higher-level player than a high-level monster. One of the main differences between different level characters is damage output. Thus, many lower-level players can take down a single higher-level player with their combined damage output."

Obviously the second source is not hard proof but it does seem very inconsistent with the Op's experiences. It does also strongly imply that level difference shouldn't be a huge factor in regard to actually connecting with your opponent.

Anecdotally I remember back in vanilla when I did bg pvp almost obsessively that I would go in to a bracket at low level and wasn't hampered by constant misses or resists by players at the high end of the bracket. They would still hand my ass to me one on one but in terms of actually connecting with my attacks it wasn't an issue, unlike if I was fighting a pve mob 5+ levels higher which would be a complete waste of time.

Out of interest how do you know that players are definitely not being treated like equivalent level mobs?
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Re: What's up with PvP Hit Cap on Nostalrius?

by Youfie » Mon Apr 13, 2015 11:48 am

Wowwiki isn't a trustworthy source for Vanilla. Doesn't mean it isn't true, but more investigation might be in order. And we were talking about spell hit btw, and there isn't Magic Schools Skills like it used to be during beta ^_^.

The woweurope archive link is interesting though, but it doesn't say anything about a weapon skill specific mechanic in PvP, what Blizzard says on this page could just be the reflection of the mechanic thanks to which you don't need as much +hit to fight players above you than you do against mobs, and that's it.
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Re: What's up with PvP Hit Cap on Nostalrius?

by Polio » Mon Apr 13, 2015 12:25 pm

Hawksworth wrote:
Basically game breaking for pvp.

Yes it is. On this forum it's cliche to say "this makes me lose my desire to play", but it really does.
Being unable to kill a backpaddling scrub that's only 4 levels ahead of me because my spells always miss completely ruins all enjoyment of the level 30-40 PvP I looked forward to so much : \

Youfie wrote:[
Regarding your statement about Weapon Skill, well, coould you find any proof about that ? :)

This one is absolutely true. Haven't you noticed that your unleveled weapon hits an enemy player as much as your fully leveled one, yet it misses a mob much, much more?
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Nostalrius Characters:
Polio: Gnome Mage <Theorycraft>

Feenix Warsong Characters:
Bloodraven: Gnome Mage <Resurrection Gaming> C'Thun Server First
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