In Season of Discovery (SoD), a Shadow Priest needs 16% spell hit to never miss a level 63 boss (the raid target cap), but the practical cap is 10% from gear and talents because you get 3% from talents and 3% from the Misery debuff. This guide explains the exact numbers, how to reach the cap, and what changes in SoD compared to Classic Era.
Formula
Spell hit chance is calculated as: Hit Chance = Base Hit + Spell Hit from Gear + Hit from Talents + Hit from Debuffs. The base hit chance against a target of equal level is 96%, and each level difference reduces it by 1% (so 95% vs +1 level, 94% vs +2 levels, and 83% vs +3 levels for a level 60 caster against a level 63 boss). The formula for the total hit you need is: Required Hit = (Target Level – Caster Level) * 1% + 17% – Base Hit. For a level 60 caster vs a level 63 boss, that is (3 * 1%) + 17% – 96% = 16%. Each 1% of spell hit from gear reduces your chance to miss by 1%, and the cap is 16% total from all sources.
Worked Example
Using the default values from the calculator above (which are for a lawn, not a Shadow Priest—this is a general calculator page), let’s compute a volume: length = 40 ft, width = 25 ft, depth = 3 in. Convert depth to feet: 3 in / 12 = 0.25 ft. Volume in cubic feet = 40 * 25 * 0.25 = 250 ft³. Volume in cubic yards = 250 / 27 = 9.26 yd³. The calculator gives 9.26 yd³ and 250 ft³, matching the steps.
How Spell Hit Works in SoD
Spell hit is a secondary stat that reduces the chance your spells will miss. In WoW Classic, the base chance to hit a same-level target is 96%, and you lose 1% per level difference. Against a raid boss (level 63), a level 60 caster has a 83% base hit chance, meaning 17% of spells miss. To cap, you need +16% spell hit from all sources combined. In SoD, the mechanics are identical to Classic Era, but the availability of hit gear and runes changes how you reach the cap.
For Shadow Priests specifically, the key sources of hit are:
- Talents: Shadow Focus gives up to 3% hit (in the Shadow tree).
- Debuffs: Misery (a Shadow talent) applies a 3% spell hit debuff to the target, but it only affects the caster’s spells (not other casters).
- Gear: Items with +spell hit rating (in SoD, it’s a percentage, not rating, until later phases).
- Runes: Some runes may grant hit, but as of Phase 4, no Shadow Priest rune directly grants spell hit.
How to Choose Your Hit Cap
Your target depends on what content you’re doing. For leveling and dungeons (targets up to +2 levels), you need less hit. For raid bosses (level 63), you need the full 16%. Here’s a breakdown:
- Level 60 vs level 60 mob: 4% hit needed (96% base, cap at 100%).
- Level 60 vs level 61 mob: 5% hit needed.
- Level 60 vs level 62 mob: 6% hit needed.
- Level 60 vs level 63 boss: 16% hit needed (83% base, cap at 99% because there’s always a 1% miss chance).
In practice, most raiders aim for the 16% cap. With Shadow Focus (3%) and Misery (3%), you need 10% from gear. Some players stop at 15% because the last 1% is often not worth the stat budget, but the true cap is 16%.
Common Problems and Misconceptions
One common mistake is thinking that Misery affects all casters. It only affects the Shadow Priest who applied it. Another is confusing spell hit with melee hit—they are separate stats. Also, in SoD Phase 4, hit is still a percentage on gear, not a rating, which makes it easier to calculate. Some players incorrectly believe that the cap is 17% because they forget the 1% miss chance that always remains. The actual cap is 16% because you can never exceed 99% hit chance against a boss.
Comparing to Other Casters
Shadow Priests are in a unique position because they have both a talent and a debuff that provide hit. Most other casters (Mages, Warlocks) have to get all 16% from gear and talents (e.g., Elemental Precision for Mages gives 3%, Suppression for Warlocks gives 3%). Shadow Priests effectively need only 10% from gear, which is a significant advantage. However, the Misery debuff requires you to cast Shadow Word: Pain or Mind Blast on the target, which you’ll do anyway as part of your rotation.
Costs and Trade-offs
Stacking hit gear often means sacrificing other stats like spell power, crit, or haste. In SoD, hit is a percentage on gear, so each piece with +1% hit takes up a budget that could be +spell damage. For a Shadow Priest, the priority is usually: hit to cap > spell power > crit > haste (if available). You should not go over the cap, as extra hit does nothing. Use a hit cap calculator or addon to track your total.
Alternatives and Practical Tips
If you can’t reach the 16% cap, you can use consumables like Wizard Oil or Greater Arcane Elixir (though these don’t give hit in Classic—they give spell power). In SoD, there are no hit potions, so gear is your only source. Use the in-game character sheet to see your spell hit percentage. Also, remember that the Misery debuff is applied by you, so it’s always active if you keep your DoTs up. For PvP, you don’t need to cap hit—just get as much as you can without sacrificing too much burst.
Frequently Asked Questions
Do I need 16% or 17% hit as a Shadow Priest?
You need 16% total spell hit to never miss a level 63 boss. The 17% figure is a myth; the base miss chance is 17%, but the hit cap is 16% because you can only reach 99% hit (there’s always a 1% miss). With talents and Misery, you need 10% from gear.
Does Misery give hit to other casters?
No, Misery only affects the Shadow Priest who applied it. It’s a personal debuff, not a raid-wide buff. Other casters still need their own hit gear.
What is the hit cap for leveling as Shadow Priest?
For leveling against mobs your level or +1, you need 4-5% hit. Since you have Shadow Focus (3%) and Misery (3%), you likely don’t need any hit gear while leveling. Just use talents and keep Misery up.
Can I overcap on spell hit?
Yes, you can. Any hit beyond the cap is wasted. For example, if you have 11% from gear plus 3% talent and 3% Misery, that’s 17% total, which is 1% over the cap. You’d be better off replacing that 1% hit with spell power.
Does spell hit affect Shadow Word: Pain or Mind Blast?
Yes, all Shadow spells benefit from spell hit, including DoTs and direct damage. The initial application of a DoT can miss, but if it lands, the ticks always hit.
Related
Formula used
in l | Lawn length | ft | 40 | 0 | 100000 in w | Lawn width | ft | 25 | 0 | 100000 in d | Depth | in | 3 | 0 | 120 out yd | Volume | yd³ | l * w * d / 324 | 2 out ft3 | Volume | ft³ | l * w * d / 12 | 1
Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work
Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.
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