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mmonster

WoW Forever Stats and Hit Cap

To never miss a raid boss in WoW Forever you need 8% hit with melee and ranged attacks, 17% with spells and 27% when you dual wield, says the character sheet of the beta client. Hit and crit now count for spells and attacks alike, a few items add expertise, and items carry far less weapon skill than in Classic.

hit cap, melee and ranged
8%
hit cap, spells
17%
hit cap, dual wield
27%
items with expertise
7

Hit cap in WoW Forever

AgainstMelee and rangedSpellsDual wieldSource
Raid bosses8%17%27%Beta dataClient 70532
Targets and players of your level5%4%24%Beta dataClient 70532
Raid bosses in Classicabout 9%, 6% at 305 weapon skill16%, 1% always missesabout 27–28%ClassicClassic caps
  • Hover Hit Chance on your character sheet: the tooltip lists your miss chance with melee abilities, auto attacks and spells against your level and against enemies 1, 2 and 3 levels higher. Check it after a gear swap.

    Beta dataClient 70532

  • Hit gear is endgame gear. Of the 177 green or better items with hit in the client, 166 have item level 55 or higher. The early ones are small, like Pyrewood Signet Ring for Rogues with 0.4%, Precision Bow and Moonsight Rifle with 0.3% each. While you level, your hit comes from talents.

    Beta dataClient 70532

Blizzard has not published a hit cap. The client's 8% and 17% read as if Classic's last 1% of spell misses and the 1% penalty at 300 weapon skill are gone. Nobody has tested it, the beta stops at level 30. We test it against a raid boss in launch week, from November 4, and add the result here.

Talents that add hit

What the talent texts of the beta give at their last rank. Talents for one school of magic only help those spells. Beta data

Rogue

Shaman

Warlock

Every talent with its ranks in the Talent Calculator

One hit stat, one crit stat

In Classic, hit and crit came in two flavours, one for spells and one for melee and ranged attacks. Forever folds them together: one hit chance and one crit chance count for everything you cast or swing. Hybrids like Retribution Paladins and Enhancement Shaman gain the most, and Taunts, Poisons and Traps land more reliably.

AnnouncedBlizzard, Deep Dive

ItemClassicForever
Bloodvine Vest2% hit with spells2.0% hit for everything
Lionheart Helm2% hit and 2% crit for melee and ranged attacksThe same 2.0% and 2.0%, for spells as well
Wildthorn Mail+11 Spirit and +34 Nature spell damage1.0% hit and +11 spell damage and healing, no Spirit

Beta dataWowhead tooltipsClassicClassic column

Critical strikes

Expertise

Expertise is new in Forever. It lowers the chance that the target dodges or parries your attacks, and items show it in percent: "Reduces chance to be Dodged or Parried by 1.0%". The tooltip on your character sheet shows what you are up against.

AnnouncedBeta dataBlizzard, Deep DiveClient 70532

AgainstDodgeParry
Raid boss6.5%16.5%
Creature of your level5.0%5.0%

In Classic, attacks from behind could still be dodged but never parried. If that holds, damage dealers behind the boss care about the 6.5% dodge, tanks in front about both.

Classic

ItemExpertiseWhat and where
Dwarven Tree Chopper0.6%Two-handed axe, item level 20
Servomechanic Sledgehammer1.0%Two-handed mace, needs Engineering 100
Adaptive Combat Assistant2.0%Level 60 trinket, you can wear one Undermine trinket at a time
Stalwart Watcher's Signet1.0%Level 60 ring in 4 ranks, Friendly to Exalted with The Watchers
Weapon Expertiseup to 2.0%Rogue talent, Combat, 2 points

Beta dataClient 70532Talent data

Where The Watchers hand out their signets and how you earn their reputation is not known yet. We add it once the faction shows up in the game.

Weapon skill

Weapon skill works as it always did, but items carry much less of it, so a +skill weapon is no longer the automatic pick.

AnnouncedBlizzard, Deep Dive

ItemClassicForever
Huge Thorium Battleaxe+10 Two-handed Axes+2 Two-handed Axes
Servomechanic Sledgehammer+7 Two-handed Maces+1 Two-handed Maces and 1.0% expertise
Dwarven Tree Chopper+2 Two-handed Axes0.6% expertise instead

Beta dataWowhead tooltips

  • No race starts with extra weapon skill anymore: the October 16 build replaced the weapon specializations of Humans, Dwarves and Orcs with the crit racials above.

    ConfirmedBlizzard notes

  • For Warriors and Rogues, Intellect now speeds up how fast weapon skill rises. The weapon skill tooltip shows your chance to hit and to crit against raid bosses and enemies of your level.

    Beta dataClient 70532

  • Which weapons your class can learn and where: your class guide on the classes page.

    Editorial

Weapon skill most likely still decides misses and glancing blows as in Classic, but Blizzard has not said so. We check the attack table at level 60 after launch.

Spell power, damage and healing

Defense for tanks

  • At 440 Defense raid bosses cannot crit you, the Defense tooltip counts it as 5.60% less crit chance. Creature crits deal 200% damage, and creatures 3 or more levels above you can land crushing blows for 150%.

    Beta dataClient 70532

  • That is the Classic rule. A level 60 character has 300 Defense, so a tank needs 140 more from gear and talents.

    Classic

  • Stalwart Watcher's Signet adds 6, 7, 8 and 8 Defense over its four ranks, on top of its 1.0% expertise.

    Beta dataWowhead tooltips

Haste and the other stats

Haste

On the character sheet, but no Forever item we found carries it. The only rows with Haste rating in the client's item table are test items and two old entries, one of them a level 70 weapon. Skyborne get 3% Haste from Wind Blessed since the October 16 build.

Beta dataConfirmedClient 70532Blizzard notes

Armor Piercing, Spell Piercing

The client renamed the two penetration stats. No item carries armor penetration.

Beta dataClient 70532

Spirit

Mana regeneration from Spirit stops for 5 sec after you spend mana, the five second rule of Classic. Sitting raises health regeneration by 33%.

Beta dataClassicClient 70532

Attack Power

Every 14 Attack Power adds 1 damage per second to your weapon, as in Classic.

Beta dataClassicClient 70532

Pets

Your pet gets 100% of your hit chance, your crit chance and your expertise, says the client. Expertise only started to count for pets with the October 16 notes, and since then pets take your melee or ranged crit, whichever is higher. More on the hunter pets page and the pet abilities page.

Beta dataConfirmedClient 70532Blizzard notes

Stat priority by class

A stat order per spec follows once there is level 60 gear and logs after the November 4 launch. First check November 18. Until then your class guide has your talents, builds and tools, and the tier lists show which specs lead.

Where our data comes from

These are values from the beta, which runs until October 23, and from the newest build of October 21. In launch week, from November 4, we read every tooltip again.

Questions about stats and the hit cap

What is the hit cap in WoW Forever?

Against raid bosses the character sheet of the beta client says 8% hit for melee and ranged attacks, 17% for spells and 27% when you dual wield. Against targets and players of your level it is 5%, 4% and 24%. Blizzard has not published a cap of its own, and nobody has tested the raid numbers yet, the beta stops at level 30.

Is spell hit separate from melee hit in WoW Forever?

No. Blizzard combined spell, melee and ranged hit into one hit chance, and the three crit chances into one crit chance. An item with 2% hit helps your spells and your attacks alike, which is why hybrids like Retribution Paladins and Enhancement Shaman gain the most.

What does expertise do in WoW Forever?

It lowers the chance that your attacks are dodged or parried. Raid bosses dodge 6.5% and parry 16.5% of your attacks, enemies of your level 5% each. Only 7 items carry it so far, from Dwarven Tree Chopper with 0.6% to Adaptive Combat Assistant with 2%, and Rogues get up to 2% from the talent Weapon Expertise.

Does weapon skill still matter in WoW Forever?

Yes, it works as before, but items give much less of it. Huge Thorium Battleaxe went from +10 to +2 Two-handed Axes, and the October 16 build turned the weapon specializations of Humans, Dwarves and Orcs into crit racials. Warriors and Rogues now raise weapon skill faster with more Intellect.

Can damage over time crit in WoW Forever?

Yes, most periodic effects can crit now, damage and healing over time alike. In Classic they could not. The beta notes fixed it spell by spell, for example Rejuvenation, Renew, Riptide, Devouring Plague and Hellfire. Inner Focus no longer raises the crit chance of periodic effects.

Does healing gear give spell damage in WoW Forever?

Yes. Bonus healing now adds a third as much spell damage. Vigilant Watcher's Signet, for example, gives up to 37 healing and up to 12 damage. A healer in healing gear can quest without swapping.

What is the stat priority for my class?

We do not give one per spec yet, because nobody has played Forever at level 60 with its gear. We publish it once there are level 60 logs after the November 4 launch, first check November 18. Go to the class guides.

What is the defense cap in WoW Forever?

440, says the Defense tooltip of the beta client: at that value raid bosses cannot crit you. A level 60 character has 300 in Classic, so tanks need 140 more from gear and talents, the same rule as in Classic. Stalwart Watcher's Signet adds 6 to 8 Defense depending on its rank.

Page history

What changed

Updated

  • New guide: the hit cap (8% melee, 17% spells, 27% dual wield against raid bosses), crit, expertise, weapon skill, spell power and defense in Forever.

First published Every change on the guides

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