Basic Information
Stats At lvl 70
40.4* Agi = 1% Crit = 22.1 Crit rating vs a lvl 70 enemy with 350 defensive skill
( 1 Agi = 0.025*% crit )
22.8* Agi = 1% Dodge =18.9 Dodge rating versus a lvl 70 enemy with 350 weapon skill
( 1 Agi = 0.0438*% Dodge )
1 Agi = 1 Attack Power
1 Agi = 2 Armour
1 Str = 1 Attack Power
1 weapon skill = 3.9 weapon skill rating
Parry Rating: 31.5 rating grants 1% parry
Haste Rating: 15.8 rating grants 1% haste
Hit Rating 15.8 hit rating 1% hit
Attacks and there Formulas
Instant attacks, AP calculation
Instant attacks use a fixed "speed" for AP calculation, instead of your weapon speed.
Meaning that for instant attacks, such as Sinister Strike:
Damage = Weapon Damage + SS Bonus + ( (AP/14) * Fixed Speed )
instead of:
Damage = Weapon Damage + SS Bonus + ( (AP/14) * Weapon Speed )
Daggers : 1.7 Sec
1H Swords / Maces / Axes / Fist weapons : 2.4 Sec
2H Swords / Maces / Axes / Polearms : 3.3 Sec
Attack power calculation vs damage
14 AP = 1 dps
Actual damage added = Weapon speed * DPS
(slower weapon = more damage added from AP)
Example : 504 AP = (504/14) = +36 DPS
If weapon speed = 3 Sec, then Damage added = 3*36 = 108 (both min and max)
If weapon speed = 1.4 Sec, then Damage added = 1.4*36 = 50.4 (both min and max)
Hemorhage Formula
It should be noted with Hemo that you get more personal dmg from using slow weapons from it as its one of the few un-normalised instant attack. As its done by xwepaon speed as opposed to normalised using fast weapons on this really is an excercise in futility and to be discouraged. This isnt personal opinion its just obvious fact after looking at the formula for it.
Hemorrhage: Weapon Damage + (AP / 14) * Weapon Speed
Hemorrhage Critical: Hemorrhage Formula * (2 + Lethality Rank * 0.06)
Finisher Ap contributions
Garrote - 18% of your AP
Damage = (AP * 0.18 ) + [fixed ammount]
Eviscerate - 15% of your AP
Damage = (AP * 0.15) + [fixed ammount]
Rupture - 24% of your AP (dependant on combo points present)
Damage = (AP * 0.24) + [fixed ammount]
Crit Capping and Attack Tables
(Note this is mostly taken verbatim from Wowwiki with additional comments by me to explain some of the boggling numbers on occasion)
Crit Cap - For the sake of this we will be looking at it from a raiding PoV which is that mobs are nominally classed as 3 lvls higher than you. Note that Suprise Attacks removes the Dodge factor from the tabling however it was originally changed as on white hits this can actually benfit Rogue dmg as it resets swing timers on hit which in turn gives more attacks etc.
With no +skill/+hit gear on, attacks made by a dual wielder against a level 73 mob will have the following table from the front:
Result Chance
Miss 24.6%
Dodge 5.6%
Parry 5.6%
Block 5.6%
Glancing Blow 40.0%
Combined hit + crit 18.6%
Attacking from the back prevents block and parry, giving 29.8% combined hit + crit. (Attacks from the back can still be dodged.)
If the same character attacks the same mob from the front with a 2-handed weapon, it is not as bad:
Result Chance
Miss 5.6%
Dodge 5.6%
Parry 5.6%
Block 5.6%
Glancing Blow 40.0%
Combined hit + crit 37.6%
This is a 37.6% + your +hit crit cap from the front, 48.8% from the back.
All these crit caps can be increased by increasing your +skill (.16% increase per point from the front, .08% from the back) and by +hit (1% increase per point).
Summary
If your not hitting from behind your losing a possible 11.2%% of your crit chance being effective. If you dont have any points in weapon skill your losing effective crit chance on attaacks as in this case your crit will be lowest priority and moved off the tabling system. Attacking from behind rly is win as it gives you 11.2% more effective crit to play with and raid buffed most are over 40% so its pretty nice dmg boost to be able to use it all.
Hit vs Crit vs AP
Remember though you need 8% or at lvl 70 125.6 hit rating. The reason you need this 125.6 is because of the way attacks are tabled. This table below somewhat shows what i mean has the rogue with 30% crit but it only shows 19.4% crit due to the high missrate and glancing blows lowering his crit considerably basically the +hit will lower the +miss and give you more room for +crit etc to fit onto the table. So until you have 8% +hit effectively gives you +hit and +crit which makes it more valuable than its normal value.
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
Block 5.40% 35.21 - 40.60
Glancing Blow 40.00% 40.61 - 80.60
Critical 19.40% 80.61 - 100.00
Crushing Blow 0% —
ordinary hit 0% —