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Pet abilities: Overview of % to hit

Discuss pet battles, strategy and theorycrafting.
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Cabadath
 
Posts: 66
Joined: November 5th, 2012
Pet Score: 2326

Pet abilities: Overview of % to hit

Postby Cabadath » February 14th, 2013, 9:40 am

When it comes to % chance to hit with abilities, a lot of this is known. However, I wished to get a complete list over all the hit chances of all abilities. I found this in mmo-champion's database, and it seems correct as far as I can see. All the abilities not listed has 100 % hit chance or is not eligible to have a hit chance due to the nature of the ability.

Note that 100 % hit chance isn't really true; you could hit, but your opponent can still dodge. Also, you can miss with abilities, indicating some sort of modifier to 100 % hit chance.

Do bear in mind that hit chance also can be modified by abilities such as sandstorm and stench.

For those who would like to have such an overview, here it is:
(I have commented on several of the abilities to clarify the meaning of hit chance. This is based on my understanding, but it may of course be inaccurate or even flat out wrong :))

[Ability] [hit %] [comment]
Burrow 80
Clean-up 80
Deep breath 80
Dive 80
Expunge 80
Heroic leap 80
Launch 80
Lift-off 80
Mana surge 80
Meteor strike 80
Nut barrage 80
Proto-strike 80
Tail slap 80
Banana barrage 50 (Set number hits; 50 % chance for each of those attacks)
Batter 50 (100 % to get one hit; 50 % chance for every additional hit)
Belly slide 50
Blitz 50 (100 % to get one hit; 50 % chance for every additional hit)
Blood in the water 50 (100 % if bleeding)
Cataclysm 50
Demolish 50
Egg barrage 50 (Set number hits; 50 % chance for each of those attacks)
Flank 50 (100 % to get one hit; 50 % chance for every additional hit)
Flurry 50 (100 % to get one hit; 50 % chance for every additional hit)
Haymaker 50
Horn attack 50 (100% chance to dmg, 50 % = chance of stun effect)
Instability 50
Lash 50 (100 % to get one hit; 50 % chance for every additional hit)
Moth balls 50 (Set number hits; 50 % chance for each of those attacks)
Nocturnal strike 50 (100 % if blinded)
Quills 50 (100 % to get one hit; 50 % chance for every additional hit)
Rend 50 (100 % to get one hit; 50 % chance for every additional hit)
Rock barrage 50 (Set number hits; 50 % chance for each of those attacks)
Spark 50 (100 % to get one hit; 50 % chance for every additional hit)
Spectral strike 50 (100 % if blinded)
Thrash 50 (100 % to get one hit; 50 % chance for every additional hit)
Tongue lash 50 (100 % to get one hit; 50 % chance for every additional hit)
U-238 rounds 50 (100 % to get one hit; 50 % chance for every additional hit)
Slicing wind 33 (100 % to get one hit; 33 % chance for every additional hit
Triple snap 33 (100 % to get one hit; 33 % chance for every additional hit)
Deep freeze 25 (100 % chance of dmg, 25 % = chance of stun effect)
Frog kiss 25 (100 % chance of dmg, 25 % = chance of stun effect)
Headbutt 25 (100 % chance of dmg, 25 % = chance of stun effect)
Moth dust 25 (100 % chance of dmg, 25 % = chance of stun effect)
Perfumed arrow 25 (100 % chance of dmg, 25 % = chance of stun effect)
Rupture 25 (100 % chance of dmg, 25 % = chance of stun effect)
Screeching gears 25 (100 % chance of dmg, 25 % = chance of stun effect)
Shock and awe 25 (100 % chance of dmg, 25 % = chance of stun effect)
Sleeping gas 25 (100 % chance of dmg, 25 % = chance of stun effect)
Soulrush 25 (100 % chance of dmg, 25 % = chance of stun effect)
Surge of light 25 (100 % chance of dmg, 25 % = chance of stun effect)


Edit:

Instability, haymaker and demolish has a set 50 % chance to hit, with no possibility to make it a 100 % chance to hit by applying blindness / bleeding such as with blood in the water or nocturnal strike. This means that those abilities seem undesirable as they involve too much RNG.

A way to mend this is to aquire a pet with the abilities lucky dance or uncanny luck, which adds 50 % hitchance to your team for 4 rounds (doesn't hurt with 25 % increased crit as well).

Lucky dance: hard to come by as it is only found on murlocks.
Uncanny luck: hard to come by as it is only found on pigs, which are even harder to come by than murlocks.

There is one exception: Mr. Wiggles can be obtained during the children's week event. He has uncanny luck. Sadly, he doesn't seem like a solid pet. The only thing of real value he brings to the table is uncanny luck. Combine this with pets with the 50 % hitchance abilities, and enjoy heavy hitting abilities with 100 % chance to hit and with 25 % increased crit chance. The issue with this is that you "waste" a pet spot by using wiggles, as he's not good for much other than giving the buff. Therefore, this setup would probably not be viable for tamer dailies. It might be a little more viable in pvp as wiggles can hit hard vs undead and humanoids, but pet switching gives your opponent a free attack one turn. This makes me a little sceptical to the whole concept, even if it is the only way to make those 50 % hit-chance abilities dependable in battles.
Last edited by Cabadath on February 15th, 2013, 9:38 am, edited 1 time in total.

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Thestalker
 
Posts: 3
Joined: January 15th, 2013
Pet Score: 2566

Re: Pet abilities: Overview of % to hit

Postby Thestalker » February 14th, 2013, 10:18 am

I have a team with Mr Wriggles and Stunted Yeti (and a yellow moth). The combo Uncanny Luck + Haymaker is very powerful and hit each time for three turns.

Note : Uncanny Luck also increases critical stikes by 25%, it can make the difference.

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Lowbrowdeluxe
 
Posts: 32
Joined: October 16th, 2012
Pet Score: 3213

Re: Pet abilities: Overview of % to hit

Postby Lowbrowdeluxe » February 14th, 2013, 10:28 am

Been meaning to try the pig with Clock'em for Haymaker, the Robo Cub is a good point, though. Thanks.

ETA: I very much hope they add more team accuracy pets, I very much dislike seeing entire strategies gated by access to content even if I already have access.

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Cabadath
 
Posts: 66
Joined: November 5th, 2012
Pet Score: 2326

Re: Pet abilities: Overview of % to hit

Postby Cabadath » February 15th, 2013, 2:46 am

Tested mr. wiggles with anodized robo cub yesterday.
Sure, it hit for a TON of damage, and oneshots beasts. But still, even if you get one supercharged demolish and one normal demolish in before the buff wears off, it doesn't seem very viable. It's not optimal to switch back to wiggles to renew the buff, as he gets punted easily, and robo cub will also get killed. Might be viable if you use 3 lvl 25's, but if you want a carry pet for leveling it doesnt seem like the way to go.

Interesting to see the dmg numbers, though :)


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