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Mechanics of Dark Command
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  #21  
Old 06-03-2009, 01:36 PM
a_Tank_01
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it might be the new content also.
I was mostly refering to the fact that there was minimal taunting required in naxx, but many of the encounters in ulduar require it.

I'd also be interested to see some testing done with and without the taunt glyphs, but like Satorri said, taunt testing is very tedious. I did my own mini trials with my warrior and came up with similar findings that everyone else is quoting, but I only did about 50 taunts, and with immunes thrown into the picture, it makes it even more difficult to test.

I have my own suspicions about taunt hit, that the coding for it may have gotten mixed up with the stat consolidation patch and then fixed when they added in taunt DR. This is just me, but i can never remember a time when i was melee hit capped on my warrior and missing a taunt, till the taunt changes. On my druid, I never tanked before the taunt change, so I can't offer any comparisons, but I had expected to pick up any deficit in my druid's hit rating for taunts with the glyph, but was disappointed with the results comparatively. I was going to try picking up the taunt glyph on my warrior and trying out the dummy, but the thought of spending an hour hitting taunt every 10 seconds curbs my enthusiasm on the subject.
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  #22  
Old 06-03-2009, 07:22 PM
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That's a good question, I'm pretty sure they aren't double dipping either. My best guess would be that it uses spell hit conversion for your hit rating, but I haven't seen or done enough testing to get a solid number value to support that.

Mmmm double dipping would make hit rating a complete non-issue.
I just got through testing it. In 283 non-diminished attempts I had 0 misses with 448 hit rating (13.66% melee hit and 17.08% spell hit).

That's a little over a 6 in 100000 chance that I was unlucky. It appears to increase with spell hit.

Here's the thread I put the data in if you are interested:
Taunt Mechanics Guide/Discussion

Last edited by jere; 06-03-2009 at 07:27 PM..
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