Agility

- Increases Armor Class by 2 for every point of agility

- Increases the chance of a critical hit with melee and ranged attacks. The amount is dependent on class and level

- Increases the chance to dodge an attack. The amount is dependent on class and level, and is subject to diminishing returns - see here

Defense

- Increases the chance of being missed by an attack:- Increases the chance to dodge, parry, and block:Each point of defense will increase the chance of being missed by an attack from a same level opponent by .04%, subject to diminishing returns- Decreases the chance of being affected by a critical hit:Each point of defense will increase the chance you will dodge, parry, or block an attack by .04% for each category, dodge and parry are subject to diminishing returns, but block is not- Decreases the chance of being affected by a crushing blow:Each point of defense will decrease the chance of being affected by a critical hit by .04%Each point of defense will decrease the chance of being affected by a Crushing Blow by 2%. The benefit defense will have on a Crushing Blow is limited by your level. In other words, increasing your defense will only reduce the chance of being struck by a crushing blow if your current defense value is below your level maximum unbuffed value.Attack Power

- Attack power increases your base melee DPS by 1 for every 14 attack power.

- Strength increases your melee attack power by 2 for warriors and paladins

Block Value

- Two points of strength increases your block value by 1

Critical Hits

The way WoW calculates crit rate is over ALL attacks. Crit rate is not based on hits only. In other words, if you have a 5% crit

rate, that 5% chance includes misses. All crit rate adjusting abilities, items, and talents add the flat % to the base % crit

rate. So if I have a 5% base crit rate and then use an item or talent that increases that crit rate (let's use Improved Backstab

talent for example - +30% crit), my new crit with backstab is 35%.

Regarding how defense decreases the rate of critical strikes, each point of defense that a target has over the attacker, the

attacker loses 0.04% chance to crit. So, for example, if a level 60 Rogue is attacking a level 60 Warrior who has 25 defense,

the rogue's crit rate will be decreased by 1%.

To Hit

+ToHit items subtract from your chance to miss. So, ignoring all defensive actions (Block/Parry/Dodge/etc..) if I have 20% crit

chance, 20% miss chance, and 60% hit chance and I equip an item that gives me +5% toHit and +5% crit, my stats become 25% crit,

15% miss chance, 60% hit chance. You can reduce your chance to miss with dual wield below 18% by piling on +toHit items.

New hit chance = (Original hit%) + (toHit modifiers) - (crit modifiers)

60% + 5% - 5% = 60%

New crit chance = (Original crit%) + (crit modifiers)

20% + 5% = 25%

New miss chance - (Original miss%) - (toHit modifiers)

20% - 5% = 15%

Mitigation

Mitigation due to armour is capped at 75%.

Armour cap versus a level 80 mob is 45698

Armour cap versus a level 83 mob is 49905

Rating Conversions

At level 80:

Code:`- 4.91850 defense rating = 1 defense skill`

- 16.39450 block rating = 1% block chance

- 39.34799 dodge rating = 1% dodge chance (subject to diminishing returns)

- 49.18499 parry rating = 1% parry chance (subject to diminishing returns)

- 32.78999 hit rating = 1% melee hit chance

- 26.23199 hit rating = 1% spell hit chance

- 32.78999 expertise rating = 1% reduction in opponent's chance to dodge and parry

- 45.90599 critical strike rating = 1% critical strike chance (melee or spell)

- 32.78999 haste rating = 1% haste (melee or spell)

- 81.97498 resilience rating = 1% less chance of being struck by any type of critical strike,

and 2% less damage taken from critical strikes