Stat changes
yes, i'm playing again, which means i'll probably go crazy on researching my chosen class(es)
i'll parse this info later.
• Attack power is being removed from gear. Death knights, paladins and warriors will still gain 2 attack power per point of strength, and all druids, hunters, shamans and rogues will get 2 attack power per point of agility and no attack power from strength, with the exception of druids in bear form / dire bear form, who may get attack power from strength in order to allow them to share tanking cloaks, necklaces and rings with death knights, paladins and warriors.[13]
• Spell power is being removed from gear, with the exception of caster weapons. Characters will gain spell power from intellect much like how they currently gain attack power from agility and strength.
• MP5 and spirit: MP5 is being removed, all healing specs will rely on spirit for mana regeneration, with the rate affected by the Meditation passive talent tree bonus. The 5 second rule may be removed, with "in combat" and "out of combat" mana regeneration based on whether characters are in or out of combat. Spell DPS classes will no longer rely on spirit for mana regeneration, and spirit will no longer be on cloth spell DPS gear. Balance druids and elemental shamans will get talents to gain hit rating from spirit to allow them to share gear with healers and leather and mail caster gear will no longer have hit rating.[14] Shadow Priests will also have hit conversion on one of their talents in order to make it easier for them to gear up through more options.[15]
• Armor penetration is being removed from gear[16]. However, some physical damage specs may still be able to gain armor penetration through talents and / or mastery bonuses.
• Haste for melee and physical ranged DPS classes will affect the rate at which energy, rage, focus and runes are gained. Enhancement shamans and retribution paladins will gain talents which allow them to gain similar benefits from haste. It will continue to provide weapon speed increases for these classes[17]. Haste for casters is unchanged.
• Block value is being removed from the game, blocking will provide 30% damage reduction, which can be increased through talent trees and mastery bonuses.
• Defense is being removed from the game, including both defense rating and the defense skill. All tanking specs will get anti-critical hit talents similar to Survival of the Fittest.[18]
• Weapon skills are being removed. A character has the proficiencies for all the weapons his/her class can use from the start, and doesn't need to improve them.
• Resilience affects only damage and crit damage done by players.
• Mastery rating is being added. The mastery bonuses will be trainable passive bonuses somewhere around level 75. Depending on the primary talent tree, characters will have a different Mastery available on the trainer with a base potency and 0 Mastery Rating.[19]
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http://blue.mmo-champion.com/t/14870319293/12-10-stat-changes-in-4-0-1/ We've previously unveiled some of the stat changes that are coming with Cataclysm (
), including stat alterations, stat removals, or changes to how they're obtained. This is an update to that preview intended to explain the actual changes and to detail what everyone will be seeing on their characters.
Stat Changes
Stamina - Due to the assigning of Strength, Agility, and Intellect, non-plate wearers have more Stamina than before. Health pools are now much closer between plate-wearers and other classes.
Spirit - This stat should only be found on healing gear. Non-healing casters have other systems in place to regenerate mana.
Intellect - Intellect now grants Spell Power and increases your Critical Strike chance with spells.
Haste - Haste should now be more attractive for melee classes by allowing them to recover resources such as rage, energy, and runes more quickly. Our intention is for Haste to let you "do stuff" more often.
Parry - Parry provides the same avoidance as Dodge, and you'll receive a percentage of your strength as Parry Rating.
Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.
Armor - The amount of bonus Armor received per stat point on items has been drastically reduced, and Armor is no longer given by Agility. In addition, Armor now better mitigates differences among Armor types so that protection from mail, leather, and cloth is much closer to that of plate.
Resilience - This now only affects damage done by players and their pets. It will not impact crit chance, crit damage, mana drains, or other such effects.
Removed From Items
Attack Power - This stat is rarely present on items, although it is derived from other stats. Strength and Agility, which are present on items, grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors.
Block Rating - Block has been redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block Rating is no longer given out directly as a stat. Instead, Mastery for Protection paladins and Protection warriors increases the chance to block.
Spell Power - Spell Power is no longer present on most items. Instead, as mentioned above, Intellect now grants Spell Power. One exception is that caster weapons still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.
Armor Penetration - This stat is no longer present on items. Armor Penetration still exists in talents and abilities.
Shield Block Value - There are some effects that increase the Block value by a percentage, but this does not exist as a stat.
Removed From the Game
MP5 - This stat no longer exists in the game. Holy paladins and Restoration shaman have been redesigned to benefit from Spirit.
Defense - Defense is now removed from the game. Tanking classes will become uncrittable versus creatures by shifting into Defensive Stance, Blood Presence, or Bear Form, or by using Righteous Fury.
Spell Ranks - Spell ranks now cease to exist. All spells have one rank and will scale appropriately by caster level. The levels at which you can learn certain spells have been changed in order to fill in some of the gaps, and there are many new spells to learn along the way as well.
Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.
What Else You Should Know
Combat ratings - Ratings are much harder to "cap out" at maximum gear levels. Ratings are steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.
Reforging - This new itemization customization feature allows you to partially change the stats on an item. You can reduce the value of an existing stat on an item, and add an equivalent amount of another stat that was not already present on the item. This makes it far easier to reach important thresholds like the Hit Rating and Expertise Rating caps.
~~~~~~~~~~~~~~~~~~~~
http://blue.mmo-champion.com/t/27187850231/stat-changes-in-4-0-1/ We've previously unveiled some of the stat changes that are coming with Cataclysm, including stat alterations, stat removals, or changes to how they're obtained. This is an update to that preview intended to explain the actual changes and to detail what everyone will be seeing on their characters.
Stat Changes
Stamina - Due to the assigning of Strength, Agility, and Intellect, non-plate wearers have more Stamina than before. Health pools are now much closer between plate-wearers and other classes.
Spirit - This stat should only be found on healing gear. Non-healing casters have other systems in place to regenerate mana.
Intellect - Intellect now grants Spell Power and increases your Critical Strike chance with spells.
Haste - Haste should now be more attractive for melee classes by allowing them to recover resources such as rage, energy, and runes more quickly. Our intention is for Haste to let you "do stuff" more often.
Parry - Parry provides the same avoidance as Dodge, and you'll receive a percentage of your strength as Parry Rating.
Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.
Armor - The amount of bonus Armor received per stat point on items has been drastically reduced, and Armor is no longer given by Agility. In addition, Armor now better mitigates differences among Armor types so that protection from mail, leather, and cloth is much closer to that of plate.
Resilience - This now only affects damage done by players and their pets. It will not impact crit chance, crit damage, mana drains, or other such effects.
Removed From Items
Attack Power - This stat is rarely present on items, although it is derived from other stats. Strength and Agility, which are present on items, grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors.
Block Rating - Block has been redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block Rating is no longer given out directly as a stat. Instead, Mastery for Protection paladins and Protection warriors increases the chance to block.
Spell Power - Spell Power is no longer present on most items. Instead, as mentioned above, Intellect now grants Spell Power. One exception is that caster weapons still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.
Armor Penetration - This stat is no longer present on items. Armor Penetration still exists in talents and abilities.
Shield Block Value - There are some effects that increase the Block value by a percentage, but this does not exist as a stat.
Removed From the Game
MP5 - This stat no longer exists in the game. Holy paladins and Restoration shaman have been redesigned to benefit from Spirit.
Defense - Defense is now removed from the game. Tanking classes will become uncrittable versus creatures by shifting into Defensive Stance, Blood Presence, or Bear Form, or by using Righteous Fury.
Spell Ranks - Spell ranks now cease to exist. All spells have one rank and will scale appropriately by caster level. The levels at which you can learn certain spells have been changed in order to fill in some of the gaps, and there are many new spells to learn along the way as well.
Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.
What Else You Should Know
Combat ratings - Ratings are much harder to "cap out" at maximum gear levels. Ratings are steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.
Reforging - This new itemization customization feature allows you to partially change the stats on an item. You can reduce the value of an existing stat on an item, and add an equivalent amount of another stat that was not already present on the item. This makes it far easier to reach important thresholds like the Hit Rating and Expertise Rating caps.
~~~~~~~~~~~~~~~~~~~~
http://forums.wow-europe.com/thread.html?topicId=12730425011&postId=127292095894&sid=1#0 As many of you know from panels at last year’s BlizzCon and posts here on the forums since then, Cataclysm will bring about major changes to familiar character stats such as Intellect, Attack Power, Expertise, and many others. As these changes will have a significant impact on how stats work and relate to one another, today we wanted to offer you a closer look at exactly what’s in store and explain the rationale behind these changes before Cataclysm arrives.
The most obvious question these changes raise is "Why are stats being changed, and why now?" As the game has matured, we've run into increasingly complex issues with the current stat system. Many stats are inherently confusing, and the way they interrelate can feel convoluted. Attack Power, for example, currently translates to damage, but so does Armor Penetration. Defense provides five different statistical benefits of varying utility. Mana regeneration involves understanding multiple stats and rules and often ends up being irrelevant anyway. In addition, the difference between a "good stat" for a class and a "bad stat" can be extreme. Some casters want Haste but not Crit; hunters want Armor Penetration but not Haste. There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat -- and these are just a few examples.
Our ultimate goal is make gear a more interesting (and less confusing) choice by making each stat valuable to more players. While the reasoning behind some of the following changes may seem clear, we understand that you may have questions about some of the less obvious alterations, and we'll do our best answer any questions you may have here on the forums.
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Ancilorn
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* 1. Re: Cataclysm - Stat Changes 01/03/2010 10:19:41 PST
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Planned Stat and System Changes
Attack Power - This stat will no longer be present on most items as a flat value, though it will still show up on some procs. Strength and Agility, which will be present on items, will grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it currently does.
Spell Power - Spell Power is another stat that you'll no longer see present on most items. Instead, Intellect will grant Spell Power. Intellect will also provide less mana than it currently does. One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.
Haste - Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention for Haste to let you "do stuff" more often.
Stamina - Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.
MP5 - This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit.
Spirit - Come Cataclysm, this stat should only be found on healing gear. Non-healing casters will have other systems in place to regenerate mana, and we are designing special solutions for Elemental shaman and Balance druids who often share gear with healers (more on this below). Raid buffs that currently boost Spirit (such as Blessing of Kings) will only boost the primary stats of Stamina, Strength, Agility, and Intellect. We are also likely changing the five-second rule and other quirks of the current regen system.
Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.
Block Rating - Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.
Shield Block Value - This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.
Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.
Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.
Spell Ranks - Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.
Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.
Armor Penetration - This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities.
Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the Armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.
Resilience - This will only affect damage done by players and critical damage done by players. It will not impact crit chance, mana drains, or other such effects.
Combat ratings -- All ratings will be much harder to "cap out" at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.
Reforging - While these changes will go a long way to making a wider variety of stats more attractive, we understand that sometimes you simply don’t want more Hit on your gear or you’d rather have more Haste than more Crit. In Cataclysm, we are going to give players a way to replace stats on gear as part of the existing profession system. As a general rule of thumb, you’ll be able to convert one stat to 50% of another stat. While some conversions (like converting Stamina to Strength) won’t be permitted, the goal is to let you customize your gear more.
Gems - We are changing the gem colors of a few stats as a result of these adjustments. For example, Hit is likely to be blue instead of yellow. We'll have more details on this in the future.
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Ancilorn
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* 2. Re: Cataclysm - Stat Changes 01/03/2010 10:22:27 PST
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Changes to Existing Gear
As with previous expansions, we plan to roll out these changes and modify all existing gear shortly before Cataclysm launches, though it’s still too early to say exactly when. For the most part, the gear you have will still be good for you, though there will be exceptions, such as warriors using leather and mail armor.
If you are a tank (druids excepted), expect to see:
* No more Defense on gear. Existing Defense becomes Dodge, Parry, or Block.
* No more Block Value on gear. Existing Block Value becomes Block Rating.
* You’ll have as much Stamina as you’re used to, though you may notice you have less Stamina than a comparable piece of DPS plate, since we tend to take the gem budget out of your most attractive stat.
* Bonus Armor on gear will go down slightly.
If you are a melee DPS class, druid tank, or hunter, expect to see:
* A lot more Stamina. Bear form Stamina scaling will be lowered as a result.
* Strength if you wear plate. Agility if you wear mail or leather.
* Existing Attack Power becomes Agility and Stamina.
* Armor Penetration becomes Haste or Crit.
* No Intellect on melee gear. Hunters won’t need Intellect since they will no longer use mana. Shaman and Retribution paladins will get mana and spell damage in other ways.
If you are a DPS caster, expect to see:
* A lot more Stamina.
* All of your Spell Power converted to Intellect and Stamina.
* No Spirit. You won’t miss Spirit, though, because you won’t need it for DPS or mana regen.
If you are a healer, expect to see:
* A lot more Stamina.
* All of your Spell Power converted to Intellect and Stamina.
* Spirit instead of MP5. You’ll probably be happy with Spirit, though, because mana regen is going to matter more than it does currently. Healing paladins and shaman will benefit more from Spirit than they do currently.
If you are a Balance druid or Elemental shaman:
* You will still share gear with Restoration druids and shaman.
* Your gear will have Spirit on it. It won’t have Hit on it.
* You will have a talent that converts Spirit to Hit. We will adjust talents accordingly so that you want about as much Spirit as, say, a warlock wants Hit.
* Hit on rings and other such gear will still benefit you.
* Raid buffs will no longer boost Spirit, so you shouldn’t find yourself unexpectedly over the Hit cap because of buffs.
Many lower-level items with nonsensical combinations of stats, such as Agility and Spirit, will be changed. We're also updating quest rewards, trade skills, and loot drops to support better itemization for class builds that weren't widely available or used prior to The Burning Crusade (such as Balance druids).
We're aware this is a lot of information to take in, but this is still only a piece of the larger picture, and many of these changes rely on integration with other systems we haven't yet discussed in detail. In the weeks and months ahead, we'll continue to tell you more about these changes, along with all of the new and exciting features we have planned for Cataclysm.
"Most of us have a special place we like to visit because we actually feel good being there."