No, you always gain additional hit/crit/not-dodge/not-parry/not-block from weapon skill but it's a really small amount.
Your opponent's chance to block your attack decreases by 0.04%.
Your opponent's chance to parry your attack decreases by 0.04%.
Your opponent's chance to dodge your attack decreases by 0.04%.
Drain wrote:snip
1. The Attack Roll
The outcome of a melee swing is determined by a single roll. There is not, for example, a roll to see whether it crits, and then a separate roll to see whether it is blocked.
There are 8 possible outcomes of a swing, and the probability of each is represented by a letter:
1) Miss (M)
1b) Parry (P)
1c) Dodge (D)
2a) Block (B)
2b) Glance (G)
3) Crush (U)
4) Crit ©
5) Hit (H)
They do not combine in any way. There is no such thing as a "blocked crush," nor is there even an abstract concept like a "swing that was going to crit, but was parried"
Each of these things, except "Hit," has a fixed, independent chance of happening (each of these is computed individually in the following sections). "Chance to hit" is actually a fictional concept, and items which affect "chance to hit" are actually affecting M, the chance to Miss. All probabilities are measured out of the total number of swings.
The order and numbering of the above list are important. Each swing is a pie that totals 100%, and the game fills it up in the order I specified. If the first 7 slices do not total 100%, the leftovers slice is called "Hit." If the total is greater than 100%, the things at the bottom get pushed off the list entirely.
Hence, the sum of the 8 probabilities (possibly after truncation) is always 100%, and one roll is made to select the outcome.
For example:
If M+P+D+B+C+G+U = 70, then H = 30.
If M+P+D+B = 100, then C = G = U = H = 0.
a. Ranged Attacks
All computations for ranged attacks are identical to those presented for melee attacks, the only difference being that M, C, H, and B are the only terms which exist.
Unknown: player vs. mob blocked crits? Any detailed info known here?
2. Miscellaneous Terms
Throughout this section, "T" refers to the miscellaneous bonuses which you must always remember to add back in at the end. It is explicitly included in all formulae, just so you don't forget about them (I know it seems silly, but this is the most common cause of "the formula doesn't match my observed numbers").
These include:
Talents
"Equip:"
Bonuses
Racials
Stances
Buffs
3. Skill
Skill affects the probability of a Miss, Parry, Dodge, Block, and Crit.
The magnitude is the same in all of these cases, henceforth known as the Skill Term, S:
S(in %) = (TargetDefense - AttackerWepSkill)/25
For example, each point of defense you gain increases your chance to [be Missed], Dodge, and Parry by 1/25 = 0.04% each. So, 1 defense increases your overall chance to avoid by 0.12%.
The Weapon Skill of a Cat or Bear is always 300.
4. Miss % (M)
Melee attacks: M = B + S + T
B (base Miss chance) = 24% for white hits while Dual Wielding, and 5% for all other attacks (including incoming boss hits).
Ranged attacks: M = B + 6*S + L + T
L = (TargetLvl - AtkrLvl)
Ref: Lactose for increased dependence of ranged hit chance on skill.
5. Crit % ©
C = X + Agi/Y - S + T
Y = 53 for Hunters, 29 for Rogues, and 20 for all other classes.
X = 0 for Warriors, Rogues, and Hunters, 0.9 for Druids. It is higher (3-4%) for casters, so that they have nonvanishing melee crit chances. Someone remind me to check what is it for Paladins.
To compute your crit chance in the spellbook, it assumes the target has 5*level defense skill. This is why you appear to lose .2 to crit when you level; the tooltip is simply recalculated for a target with 5 more Defense.
6. Parry/Block % (P,B)
B = 5 + S + T
P = 5 + S + T
(Note these are not generally equal, as the T terms differ)
7. Dodge % (D)
For classes other than Rogues or Hunters:
D = X + Agi/Y + S + T
(X and Y are determined as in Crit%, II.A.5)
For Rogues and Hunters:
D = 2*(X + Agi/Y) + S + T
8. Crushing Blow % (U)
When a Level 63 mob attacks a player,
U = 15.
Otherwise,
U = 0.
9. Glancing Blow % (G)
G = {0, 10(?), 25(?), 40}, when a player attacks a level {60, 61, 62, 63} mob with a white hit.
A glancing hit will not be capable of critting, as theyre onerolled attack tables.(Theres no such as schrodinger's glancing hits and crits) One rolled attack tables are explained further below.
Elliot the Rogue is level 60, and is attacking a boss mob along with the rest of his raid group. He has stocked up on all sorts of +crit gear, so his crit chance against the boss mob is a whopping 30%. Since he is dual-wielding, he incurs an additional +19% miss chance on every autoattack swing; and although his +5 weapon skill gear does counter a little bit of this, he did not bring any +hit gear with him, so his miss chance against a boss mob is 24.4%. (+Hit gear doesn't directly increase your chance of a hit; instead, it reduces your chance of a miss.)
When he attacks the boss mob from the front,
Elliot's attack table looks like this:
Result Chance "Die Roll"
Miss 24.40% 0.01 - 24.40
Dodge 5.40% 24.41 - 29.80
Parry 5.40% 29.81 - 35.20
GB 40.00% 35.21 - 75.20
Block 5.40% 75.21 - 80.60
Critical 19.40% 80.61 - 100.00
Sources:
http://web.archive.org/web/200611152239 ... 1707&sid=1http://web.archive.org/web/200712290134 ... pageNo=1#2http://www.wowwiki.com/Attack_table?dir ... did=354949Now.. can we please stop discussing this, post inaccurate gut information and stop citating from articles which are post 2.0.1?