Ah, the hit caps. This has always been a great source of math for rogues. When a new rogue asks, “What’s the hit cap?” there is usually a knowledgeable veteran who can chime in. Yellow hit cap, poison hit cap, white hit cap. Sounds a little like a Dr. Seuss book.
Amid all of the Mists of Pandaria information coming out, a line in a Ghostcrawler blog post stands out…
Rogue poisons will also use the melee hit chance.
That’s a pretty big change for us. It’s so significant that a lot of rogues thought (and still think) that it was an error when it showed up in the Ghostcrawler post.
Poisons have always been considered spells. In the past we had to make sure that we were over the specials hit cap, and then nestled right up to the spell hit cap for our poisons. Going beyond the spell hit cap had little benefit. Due to dual wielding penalties, there was little possibility of reaching the white attack hit cap, and we got more benefit by increasing haste or mastery.
Now, if that line from Ghostcrawler is to be believed, both special attacks and poisons will have the same hit cap, which appears to be 7.5% for melee attacks. Thus, we should only have one soft cap to worry about for hit chance.
There is still a lot of discussion about this. Poisons have been treated as spells for so long that the rogue community overall is in a “wait-and-see” mode. A lot of rogue forum posts still say that poisons will need a higher hit cap, or at least added expertise to boost them. Lets say that the jury is still out, pending further testing and refinement in beta.
P.S. – it seems like we’ll need just as much expertise as hit. Against raid bosses, there is a 7.5% dodge chance to go with the 7.5 % miss chance. To be truly “capped” we’ll need the +7.5% hit and +7.5% expertise to make sure that our special attacks and poisons neither miss nor are dodged.