Anatomy of Range Checks - classic-hunter/forever-hunter GitHub Wiki
š Anatomy of Range Checks
Hunter range is not measured only from the distance shown on an ability tooltip.
Actual attack boundaries depend on combat reach, the type of range check being performed, and in some circumstances movement.
For Hunters, this creates the familiar dead zone between maximum melee reach and minimum shooting distance.
Scope: This page documents Classic reference behavior and historical testing. Forever-specific behavior should be tested separately where necessary.
Summary
The Hunter dead zone is not always exactly 6 yd.
Classic testing shows two useful cases:
| Situation | Approximate Dead-Zone Width |
|---|---|
| Melee range limited by the 5 yd minimum | ~6 yd |
| Combat reach extends melee beyond 5 yd | ~6.6ā6.67 yd |
Against two ordinary non-Tauren players, melee range is held to the 5 yd minimum and the measured dead zone is approximately:
11 - 5 = 6 yd
In the Tauren tests, increased combat reach pushes melee range beyond that 5-yard minimum. Once this occurs, the measured distance between the melee and ranged boundaries is consistently about:
~6.6ā6.67 yd
This suggests a useful practical rule:
When calculated melee reach exceeds the 5 yd minimum, the Hunter dead zone is approximately 6.67 yd wide.
Most normal NPCs and bosses have enough combat reach for this to be the more relevant PvE case.
For melee-weaving calculations:
One-Way Dead-Zone Travel ā 6.67 yd
Round-Trip Dead-Zone Travel ā 13.34 yd
The ~6.67 yd relationship is an inference from observed Classic range measurements rather than a Blizzard-published dead-zone formula.
šÆ Combat Reach
A character's visible model is not a reliable representation of attack range.
Three different concepts are relevant:
- Hitbox ā collision or targeting geometry
- Combat reach ā a value used when determining whether an attack can reach another unit
- Center-to-center distance ā the distance between the positions of two units
In a July 29, 2014 theorycrafting response, Blizzard developer Celestalon explained:
What actually matters is combat reach. That's always 1.5yd for players, and larger for larger creatures.
ā Celestalon, Warlords of Draenor Theorycraft Discussion, post #503
For two ordinary players:
Attacker Reach + Target Reach = 1.5 + 1.5 = 3 yd
This does not mean every player literally has a 3-yard physical hitbox.
It represents the combined combat reach involved in the range calculation.
āļø Melee Range
Celestalon described stationary melee range as:
Stationary Melee Range = MAX(5, Attacker Combat Reach + Target Combat Reach + 4/3)
For two ordinary players:
MAX(5, 1.5 + 1.5 + 1.333) = 5 yd
The important part is the 5 yd minimum.
The natural combat-reach calculation in this example is only:
1.5 + 1.5 + 1.333 = 4.333 yd
Because that is below 5 yd, melee range is raised to the minimum:
Melee Range = 5 yd
This minimum is particularly important for understanding why the ordinary player-to-player dead zone differs slightly from targets with greater combat reach.
When Combat Reach Exceeds the Minimum
If the combat-reach portion of the formula exceeds 5 yd, the minimum no longer determines melee range.
Instead:
Melee Range = Attacker Reach + Target Reach + 4/3
This can be observed directly in the Tauren testing.
For example, the measured male Tauren versus non-Tauren melee boundary is approximately:
~6.95 yd
rather than 5 yd.
The male Tauren versus male Tauren test reaches approximately:
~9.5 yd
This demonstrates that melee range can extend considerably beyond the normal 5-yard player minimum.
This distinction becomes important when calculating the Hunter dead zone.
š¹ Minimum and Maximum Ranged Distance
Classic testing shows that a Hunter's ranged tooltip does not directly represent center-to-center distance.
Against two ordinary players, Auto Shot's 8 yd minimum becomes approximately:
8 + 1.5 + 1.5 = 11 yd
Likewise, a 35 yd maximum becomes approximately:
35 + 1.5 + 1.5 = 38 yd
This produces an ordinary player-to-player ranged window of approximately:
11ā38 yd
Celestalon's 2014 ranged formula similarly adds the combat reach of the source and target to the attack's stated range.
The Hunter minimum ranged boundary was not separately documented in that post, so the approximately 11 yd minimum is supported by Classic testing rather than an explicit Blizzard-published minimum-range formula.
š« The Hunter Dead Zone
The dead zone begins where melee stops working and ends where ranged attacks become available.
Dead-Zone Width = Minimum Shooting Distance - Maximum Melee Reach
The important detail is that melee range has a 5-yard minimum, while ranged checks continue to respond to combat reach.
This creates two slightly different dead-zone behaviors.
The 5-Yard Melee Floor
Against two ordinary non-Tauren players:
Natural Melee Calculation = 1.5 + 1.5 + 1.333 = 4.333 yd
Because this is below the minimum:
Maximum Melee Range = 5 yd
The tested minimum shooting distance is approximately:
11 yd
Therefore:
11 - 5 = ~6 yd
This is the source of the familiar 6-yard Hunter dead zone.
However, the 6-yard value is partly a consequence of melee range being artificially raised to its 5-yard minimum.
š Where ~6.67 Yards Comes From
Once combat reach is large enough that the melee formula naturally exceeds 5 yd, the relationship changes.
Melee range is then:
Attacker Reach + Target Reach + 4/3
The tested ranged minimum behaves approximately as:
8 + Attacker Reach + Target Reach
Subtracting the two gives:
Dead Zone ā (8 + Attacker Reach + Target Reach) - (Attacker Reach + Target Reach + 4/3)
The combat-reach terms cancel:
Dead Zone ā 8 - 4/3
Dead Zone ā 6.667 yd
This matches the pattern observed in the Classic video.
The significance is that once the 5 yd melee minimum is no longer controlling the result, increasing combat reach moves both the melee and ranged boundaries outward by roughly the same amount.
The distance between them therefore remains approximately:
6.67 yd
Observed Tauren Results
The video's stationary tests show this behavior clearly.
| Matchup | Maximum Melee | Minimum Ranged | Dead Zone |
|---|---|---|---|
| Non-Tauren vs. Non-Tauren | ~5 yd | ~11 yd | ~6 yd |
| Male Tauren vs. Non-Tauren | ~6.95 yd | ~13.55 yd | ~6.6 yd |
| Female Tauren vs. Non-Tauren | ~6.6 yd | ~13.2 yd | ~6.6 yd |
| Male Tauren vs. Male Tauren | ~9.5 yd | ~16.1 yd | ~6.6 yd |
The non-Tauren matchup is the outlier because its calculated melee reach falls below the 5 yd minimum.
The Tauren tests all extend beyond that minimum and converge on approximately the same dead-zone width:
~6.6ā6.67 yd
This supports the relationship derived above.
š² NPCs and Bosses
Blizzard's description of combat reach specifically notes that larger creatures can have larger combat-reach values.
Most normal NPCs and especially bosses therefore should not be assumed to use the exact ordinary-player geometry.
If an NPC's combat reach is sufficient for:
Attacker Reach + Target Reach + 4/3 > 5
then melee is no longer constrained by the 5 yd minimum.
Under the range model supported by the Classic measurements, the resulting dead-zone width becomes approximately:
6.67 yd
This makes 6.67 yd the more useful working value for most PvE melee-weaving calculations.
Practical Rule
If the target's melee boundary is still limited to:
5 yd
expect a dead zone closer to:
~6 yd
If combat reach extends the melee boundary beyond:
5 yd
expect a dead zone closer to:
~6.67 yd
Very small or player-sized NPCs may therefore behave closer to the 6-yard case.
Bosses and NPCs with greater combat reach should generally fall into the approximately 6.67-yard case.
Note: Applying the Tauren-derived relationship to NPCs is an inference from the observed range formulas and measurements. Individual NPCs can have unusual combat-reach values and should be tested when exact positioning matters.
š Tauren and Shapeshift Forms
The video's tests show that the race and form of both participants can affect attack boundaries.
The important result is not simply that Tauren can attack from farther away.
Their increased combat reach pushes both:
- maximum melee range outward
- minimum ranged distance outward
Once melee range exceeds the 5 yd floor, those changes largely cancel when calculating the width of the dead zone.
This is why the Tauren tests produce approximately:
~6.6ā6.67 yd
despite having substantially different absolute melee and ranged boundaries.
Empirical Reach Adjustments
The video modeled its measured results using the following adjustments:
| Race or Form | Adjustment in the Video's Model |
|---|---|
| Non-Tauren | 0 yd |
| Male Tauren | +2.55 yd |
| Female Tauren | +2.2 yd |
| Cat Form | -0.1 yd |
| Bear, Travel, or Wolf Form | -0.45 yd |
These are empirical model adjustments derived from testing.
They are not Blizzard-published combat-reach values.
Magey's Research
Magey's Tauren hitbox, reach and deadzone research thread documents the video, measured boundaries, and competing explanations.
In that discussion, watchyoursixx questioned the literal "3-yard player sphere" interpretation and connected the observed results to Celestalon's combat-reach formula.
The useful distinction is between:
- observed attack boundaries
- the model used to explain those boundaries
The measurements are the primary evidence.
The combat-reach model provides a consistent explanation for why the boundaries move as they do.
š Movement and Leeway
Stationary range measurements do not describe every moving encounter.
Celestalon's 2014 formulas include additional range allowances while units are moving.
| Check | Stated Movement Allowance |
|---|---|
| Melee | +8/3 yd when both source and target are running |
| Ranged | +2 yd when both source and target are running |
| Area Effect | +2 yd when the source is running |
For two ordinary players, the stated melee allowance produces:
5 + 2.667 ā 7.67 yd
This behavior is commonly referred to as melee leeway.
Movement can therefore allow attacks to connect beyond their stationary boundaries.
Minimum Ranged Distance While Moving
The 2014 formulas provide useful historical context, but they do not by themselves establish exactly how Classic's Hunter minimum shooting distance behaves during every moving situation.
The stationary dead-zone relationships should therefore not simply have movement allowances added to them without testing.
For precise melee-weaving work, stationary range provides the cleaner baseline.
š Different Abilities, Different Checks
An ability's range behavior cannot always be inferred from another ability with a similar tooltip.
The video demonstrates that Arcane Explosion does not receive the same Tauren-related extension shown by targeted attacks.
Consequently:
- melee reach does not define the radius of every area effect
- larger combat reach does not guarantee a larger AoE interaction radius
- targeted ranged attacks and area effects should be tested separately
- traps should not automatically be assumed to use targeted-attack range behavior
- similar tooltip ranges do not guarantee identical internal checks
The type of ability matters as much as the displayed range.
š¬ Testing Range
The video's measurement addon combines:
UnitPositionto obtain unit coordinates- a three-dimensional distance calculation
IsSpellInRangechecks for Wing Clip and Auto Shot- movement across the boundaries to record the observed limits
Distance is calculated as:
Distance = ā((xā - xā)² + (yā - yā)² + (zā - zā)²)
The demonstration uses a party member during a duel.
It does not establish that precise coordinates are available for every hostile target.
For practical range indicators, ability checks provide direct evidence of whether melee or shooting is available.
Displaying precise numerical distance additionally requires valid position data.
Testing the Dead Zone
When testing an NPC, the most useful measurements are:
- Find the maximum distance where a melee ability remains usable.
- Find the minimum distance where Auto Shot becomes usable.
- Subtract the two boundaries.
Dead-Zone Width = Minimum Ranged Boundary - Maximum Melee Boundary
If melee ends at approximately 5 yd, the expected dead zone should be closer to:
~6 yd
If melee remains usable beyond 5 yd, the expected dead zone under this model should be approximately:
~6.67 yd
This provides a straightforward way to test whether an NPC follows the same combat-reach relationship observed in the Tauren measurements.
Measurement Precision
Three decimal places in a range display do not imply milliyard accuracy.
For example:
6.667 yd
should be interpreted as an approximate mechanical relationship rather than a guaranteed boundary accurate to 0.001 yd.
Possible sources of measurement variation include:
- movement between samples
- update frequency
- terrain height
- latency
- exact boundary sampling
- coordinate availability
Repeated crossings of the same boundary provide stronger evidence than a single measurement.
š Practical Hunter Model
For ordinary non-Tauren player-to-player interactions:
Melee Range = 5 yd minimum
Dead-Zone Width ā 6 yd
When combat reach naturally extends melee range beyond 5 yd:
Dead-Zone Width ā 6.67 yd
This second case is the more useful working model for most NPCs and bosses.
For PvE melee weaving:
One-Way Dead-Zone Travel ā 6.67 yd
Round-Trip Dead-Zone Travel ā 13.34 yd
The absolute melee and ranged boundaries remain dependent on the target's combat reach.
See Melee Weaving for how this travel distance affects weave timing.
Sources
- Classic WoW Hitbox and Deadzone Mechanics ā video demonstration and measurement code
- Magey's Classic research ā Tauren hitbox, reach and deadzone test #21
- Celestalon ā Warlords of Draenor Theorycraft Discussion, July 29, 2014, post #503
- Aggrend ā Hunter Beta Issues Update, July 2019