Though I didn't look for a long time, I found no mages with maxed hit. Most sit between 6 and 10 percent hit. This would raise you to about 89-93 percent against boss mobs, where 99 is the best you can be.

From my understanding, hit percentage is all or nothing on damage. I may be wrong, but if my normal fireball hit is 3000 and I hit for 2300, the spell hit is not responsible for my loss of 700 damage.

I've heard some say that 1% hit = 1% damage increase. This is clearly wrong, because your increase will obviously have

**diminishing returns**. Using theoretical numbers, it looks like this.

You cast a 1000 damage spell 100 times. You hit 83% of the time, doing 83000 damage.

With each percentage of spell hit gained (and thus 1000 more damage per 100 casts) at this point you see increases in damage of:

1.205%, 1.190%, 1.176%, 1.163% ... to the last percentage increase of 1.020%

To use bigger chunks (say 5% hit gain) you see increases of:

6.024% (88% vs. 83%)

5.682% (93% vs. 88%)

5.102% (98% vs. 93%)

Immediately it seems that this is more efficient way to raise damage dealt against bosses, but against mobs that are not bosses (or level 73) the game changes.

My opinion on this matter is to aim for the ballpark of 10%. This will prevent you from hurting stats for the hit gain and still make you quite effective. As a plus, your 10% gain is fully effective against more enemies than a 16%. As of this moment, I'm around 7.1% without any gem swaps and even lacking any gems in my spellfire hood. The 10% level also prevents any waste on those casters who have big gains from talents.

So how does this stack vs. spell crit? Well, that's a trickier question that requires a careful review of your talents.

Here's the rub for my mage. I have an arcane tree talent that gives me a +50% damage on criticals. This increases my damage immediately to 175% on a critical. In addition, I have the talent ignite, which does even more damage on a crit (in the form of a dot.) With both of these talents I can consider myself to gain 215% damage on a critical vs. the base of 150%. The dot may has less value in the short term but even if I consider it at less than full strength it does make a difference.

Doing some more math, let's go back to our trust 83% hit example with a 1000 damage spell over 100 casts. Our base crit is about 5%. Intelligence meddles with this, but for now I'm going to slip past it's rather tricky effect and simply lump it in as raw crit bonus rather than trying to make a distinction between int and crit gear.

Our damage with 5% crit on 100 casts with 83% hit is (remember you cannot crit unless you hit, and on normal spell crits you do 50% more damage):

83000 + (83 x 5% x 1000 x .5) = 85,075

with my spec = 87,773

Raising crit by two chunks of 5% we have

83000 + (83 x 10% x 1000 x .5) = 87,150

with my spec = 92,545

83000 + (83 x 15% x 1000 x .5) = 89,225

with my spec = 97,317

The first gain of 5% grants only 2.439% more damage vs. base. With a fire/arcane mix like mine the gain is 5.751%. The second 5% of crit grants 2.381% and with my spec is 5.156%.

Now to bring a more comprehensive spell hit equation into the mix so it takes into account the gained access to critical spell strikes due to more hits.

Our real base looks like this for damage:

83000 dmg + (5% crit/strike x 83 strikes x .5 dmg/crit x 1000 dmg/strike) = 85,075 damage base (88,810 with my spec)

Gaining 5% hit raises the damage to:

90200 (+6.024%)

Okay, so what does all this mean? It's fairly straight forward, if math-heavy. If you base crit damage is not enhanced, a spell hit of about 16% or so (total, with talents) is a good idea. If you are like me and have crit enhancers, you have to examine the math much more carefully. I will craft another post getting into my own approach.