Cataclysm Stat & System Changes
by Eyonix | 01/03/2010 19:00:29![]() 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, Armor Penetration, Defense, and others, ultimately designed to make the effects of stats more easily understandable and make gear choices more interesting. 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 some of the rationale 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 be clear, we understand that you may have questions about some of the less obvious alterations, and we'll do our best to answer any questions you may have here on the forums. What You’ll See on Gear 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. 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. Intellect - Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does. Haste - Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you "do stuff" more often. 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. 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. 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. Strength, Agility, Hit Rating, Expertise, and Critical Strike Rating - These will all still appear on gear as well. Aside from situations mentioned elsewhere in this list, in general these will function similarly to how they do now, though the details -- such as how much Hit Rating you might need to effectively combat high-level creatures (more on this below) -- are likely to change. Being Removed from Items Attack Power - This stat will no longer be present on most items as a flat value, though it will still show up on some process. 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, as mentioned above, Intellect will grant Spell Power. 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. Armor Penetration - This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities. 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. Going Away Completely MP5 - This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit. 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. 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. What Else You Should Know 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 Rating 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. |
by Eyonix | 01/03/2010 19:00:55![]() 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:
If you are a melee DPS class, druid tank, or hunter, expect to see:
If you are a DPS caster, expect to see:
If you are a healer, expect to see:
If you are a Balance druid or Elemental shaman:
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. [ Post edited by Eyonix ] |
by Eyonix | 01/03/2010 19:23:43![]()
The goal is that classes will want to wear the gear intended for them. |
by Eyonix | 01/03/2010 19:41:50![]()
It seems so. I would remind players who are focusing on individual talents and abilities to remember that we're going to be doing a major redesign on all talent trees. So fear not, these changes are meant to work in conjunction with the design of each class come Cataclysm. [ Post edited by Eyonix ] |
by Eyonix | 01/03/2010 19:43:45![]()
If you are a DPS caster, expect to see:
Your gear won't have spirit on it as a mage when Cataclysm hits. |
by Eyonix | 01/03/2010 19:51:17![]()
Haste will basically remain the same for casters. It is changing for melee classes, however. Haste will also allow melee classes to recover their resources more quickly, effectively letting them hit their buttons more often. |
by Eyonix | 01/03/2010 19:54:28![]()
The change to haste for melee dps is "in addition to its current affect". |
by Eyonix | 01/03/2010 20:05:34![]()
Retribution paladins are already working this way on live realms, given that they rely on mana. You're just cooldown limited. [ Post edited by Eyonix ] |
by Eyonix | 01/03/2010 20:10:40![]()
Elemental Shaman and Balance Druids will have access to gear with the same item budgets as every other class. |
by Nethaera | 01/03/2010 20:52:22![]()
Spellpower will still count on the weapon item budget. [ Post edited by Nethaera ] When you're up, there's always someone looking to drag you down. Don't let them. Put on a jet pack and fire it up. |
by Eyonix | 01/03/2010 22:43:21![]()
Plate will still possess much more armor than cloth, the difference just wont be as significant as it is now. |
by Eyonix | 01/03/2010 22:47:28![]()
Tanks will have much more health and armor with gear, enchants, gems, and talents. From gear they'll also be getting mitigation stats such as parry and dodge (when applicable). Don't worry tanks will still be tanks, and dps/healers wont be able to fulfill that role anymore than they are able to now. |
by Eyonix | 01/03/2010 23:16:31![]()
Spell Penetration will still exist on PvP gear. |
by Eyonix | 01/03/2010 23:45:17![]()
We take gem budgets out of the most attractive stat on a piece of gear, in order to avoid anything with sockets always trumping similar gear without sockets. As such, socketed tanking plate has less base stamina but with gems, you’ll almost certainly end up with more health than dps classes. |
by Eyonix | 01/03/2010 23:46:30![]()
Yeah, that is sort of the intent. We don’t like that block allows certain tanks to trivialize older content. Older content is always going to be easy, but it was a little strange that warriors and paladins could literally take no damage with enough block while DKs still took some damage. Stats need to scale and this one wasn’t. |
by Eyonix | 01/03/2010 23:48:47![]()
Holy paladins are still a special snowflake with regard to gear. We have explored alternative solutions, ranging from them not wearing plate to somehow getting spell power from Strength, but we don’t like any of those designs better than just having Holy paladins wear plate. |
by Ghostcrawler | 01/03/2010 23:50:03![]() Think about it like this: DPS cloth: Int, Sta, Hit, Haste, Crit, Mastery (mage, warlock, Shadow priest) Healing cloth: Int, Sta, Spirit, Haste, Crit, Mastery (Holy and Disc priest) Melee leather: Agi, Sta, Hit, Haste, Crit, Mastery, Expertise (rogue, Feral druid) Spellpower leather: Int, Sta, Spirit, Haste, Crit, Mastery (Resto, Balance druid) Physical mail: Agi, Sta, Hit, Haste, Crit, Mastery, Expertise (hunter, Enhancement shaman) Spellpower mail: Int, Sta, Spirit, Haste, Crit, Mastery (Resto, Elemental shaman) DPS Plate: Str, Sta, Hit, Haste, Crit, Mastery, Expertise (Fury, Arms, Retribution, dps DKs) Tanking plate: Str, Sta, Hit, Armor, Dodge, Block, Parry, Mastery, Expertise (Prot, Prot and tanking DKs) Healing plate: Int, Sta, Spirit, Haste, Crit, Mastery (Holy paladins) There will be exceptions. There might be some spellpower cloth with no hit or Spirit that healers and nukers may want. There will likely be Elemental tier sets with no Spirit. Jewelry and cloaks will be more class agnostic than actual armor pieces. I wrote that quickly, so hopefully I didn't mangle anything. :) EDIT: You get a small mastery bonus for wearing the highest-armor gear capable for your class. Hunters in mail get a bonus. Hunters in leather do not. [ Post edited by Ghostcrawler ] Ghostcrawler Lead Systems Designer |
by Eyonix | 01/03/2010 23:50:13![]()
We’re not sure yet how bosses will “level up” in subsequent tiers. The general idea is that currently you need a specific amount of hit and after that hit becomes worthless even though more hit goes onto higher level gear. Furthermore it creates odd balance problems when you are critting and avoiding the most powerful bosses by more than you did the earliest bosses (because your gear keeps getting better while they just get more health and damage). |
by Eyonix | 01/03/2010 23:55:33![]()
DPS won't be able to tank almost as effectively as tanks. |
by Ghostcrawler | 01/03/2010 23:56:56![]()
I actually disagree with that. The problem we have with current stats is that some are good and some are terrible. To use the Resto druid for example, crit isn't useful because so many hots can't crit and haste isn't useful because so many hots can't be hasted (and talents provide generous cast-time reduction already). To use another example, some mages are very near the crit cap to the point where a trinket that proc'd crit (or even a free crit) would be less attractive that one that proc'd haste. It's not that crit is bad for them. It's just that they have too much. The problem is that some stats are twice as good as other stats. If crit was slightly better than haste, you'd take crit given the choice, but still wear haste. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 02/03/2010 00:04:17![]()
There is a small Mastery bonus for wearing "your" gear. So a Balance druid who takes cloth will be essentially giving up free stats. Sometimes that may be worth it to them (just as sometimes it's worth it for a Resto druid to take that piece of +hit gear), but often times it won't be worth it especially if it's an upgrade for you. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 02/03/2010 01:01:57![]()
There won't be a way or need to cast the lower level spells. If you're just worried about losing the flavor of croissants vs. strudel, we're keeping that. At some point you'll just start making the better breads. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 02/03/2010 01:07:26![]()
Think of reforging like enchants. It's not that you take a piece of gear and turn it into whatever you want. You pick up specific scrolls with specific conversions. We haven't decided on them all yet, but I imagine crit -> parry is not something you're likely to see. Maybe we'd do hit -> dodge for the tank who is full on or doesn't want hit. Maybe we'd do block -> parry to help DKs benefit from more plate. Rest assured that we're not going to promote a system where Prot paladins want dps plate for tanking more than tanking plate. Part of all of these changes are to discourage behavior like that. We don't want to recreate it immediately in a different form. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 02/03/2010 01:11:11![]()
Someone (Angua?) had a post awhile back that explained this using numbers. Cloth won't have as much armor as plate. But maybe it will have half as much armor as plate instead of one fifth as much armor as plate (or whatever the ratios end up being at higher levels). Really, cloth isn't the issue, since cloth wearers have spells to buff their mitigation. Leather wearers are the ones who end up the most fragile. Mail would be bad too except that shaman can use shields when needed and hunters typically don't get hit by melee much. We just want to bring things a little closer to each other. It's easier to establish a baseline for how hard a particular attack should hit for when one dps spec isn't literally four times as survivable as another. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 02/03/2010 01:12:28![]()
Once upon a time, being a "mana sponge" was a scary thing. Nobody (esp. druids) wanted to be the meat shield that had huge health pools but drained the healers dry. When mana matters, avoidance matters more too. I'm not saying parry will ever trump Stamina, but perhaps Stamina won't trump parry by quite as much as it does today. Ghostcrawler Lead Systems Designer |
by Eyonix | 02/03/2010 18:21:58![]()
Feral attack power will be gone. The damage of the weapon affects cat and bear attacks like other melee classes. |
by Eyonix | 02/03/2010 18:25:19![]()
Classes are being changed. Warlocks won't rely on spirit for damage. [ Post edited by Eyonix ] |
by Eyonix | 02/03/2010 18:30:33![]()
Our plan is to make haste good for all classes, even warriors. The goal is to make all the stats that appear on your gear attractive. [ Post edited by Eyonix ] |
by Eyonix | 02/03/2010 18:47:17![]()
We're announcing these changes now to pave the way for other information to come. It's important that people don't freak out. We're not going to break your class -- though there will be many changes to the game - ones we believe are positive changes. For now we ask that you just digest the information, try and absorb it, and wait for more specific class information to release before you scream that the sky is falling. |
by Eyonix | 02/03/2010 20:11:52![]()
We're not sure how buffing lower level players, or handing out lower level food/water will work out at this time. |







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