Cataclysm Stat Changes – early warnings

A Blue post released this morning has provided the first clear details on what we will see for stat changes in the Cataclysm expansion.

I will be copying the entire text in just a moment, so those of you behind firewalls at work can mull them over. I will do a second post, with only those announced changes that directly affect tanking Druids, for a more focused discussion related to Bears.

In this big announcement, one thing was made clear;

These changes will go live before Cataclysm is launched.

For those of us that have been playing for a while, we know what that means, don’t we, my friends?

Run around screaming in panic and pour hate and fear all over the forums!! Arrrgggghhhhhh!!!!

Just kidding. I’m sure we won’t see ANY panic or fear being spread all over the forums in the wake of this announcement. Not at all. In fact, I bet everything is being peacefully discussed like mature adults even as we speak. No end of the world doomsday talk of any kind. Nuh uh.

Do you remember the first big reboot? When Burning Crusade was about to be released, but wasn’t out quite yet?

All the changed Talent Trees went live about a month in advance of the BC expansion.

For a short period of time, Raiding people went bugnuts, because for most classes, the new Talents and restructuring really gave some “oomph” to players. 

It was a period of a month or more of chaos. Raiding almost felt like EZ mode for many people used to a fine-tuned system that was super-tight, and measured upgrades in the range of +2 Agility, upgrades that many considered themselves damn lucky to get.

Well, the massive changes are coming again. The gear that you have spent so long studying, planning for and obtaining is about to be reshaped into a form consistent with the changes. 

Some of that gear may not end up in a condition that leaves you with your current gear expectations fulfilled.

You may no longer be Hit Capped. You may be obscenely over Hit Capped. You just don’t know.

This is not a doom and gloom statement, or a “why bother” post.

It’s just a statement of fact. Things will change, and I can’t stress enough the importance of taking a deep breath, relaxing, and reminding ourselves that it’ll all be just fine.

Don’t panic.

Instead of worrying, just try and be proactive. Identify the things you can do in advance to plan for, and be prepared for the changes.

If you are raiding or playing and a potential upgrade drops, one that you might have passed up purely because it had MP5 and you do’t use that stat… make sure you are being open to it’s potential future effectiveness for your class. Soon enough, that MP5 will go away to be replaced by something else that you CAN use.

That’s really all I want to say before unleashing the wall o’ text. Take a deep breath, don’t panic, and think about how you may want to change your gear acquisition choices based on what is changing.

Without further ado, here is the text from the Blue post;

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.

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 Rating.
* 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 your tanking plate has a bit 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.

16 thoughts on “Cataclysm Stat Changes – early warnings

  1. I really haven’t had time to look up anything on Cataclysm, mostly because I just don’t want to, I’m a worry about the now sort of person. BUT! I would like to know what they’re doing with Feral AP? Is it going away, are we gonna see some other stat replace it?? And is AP going to be a listing on our character screen still, and just not a stat on our gear. And if this is the case I’m going to be one pissed off kitty if my AP goes from 10k to 8k on patch day…I may have missed it in the post but I sort of skimmed, thats what I get for reading blogs in class. >.<


  2. “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”

    does this mean that if i’m dual specced then would i get 2 mastery thingies for my “chosen talent tree” and “talent specialization” ?
    guess i’ll have to wait till they give us more details about it


  3. I see the changes as a good thing. I think the reforging of stats will definatly help for that gear upgrade that has is perfect…except for that one stupid that that “I just don’t need”. Even at 50% reduction, I’d rather have 50% of one stat than being 50 points over hit cap.


  4. Instead of “seeing”, I should have said “envisioning”. Obviously I don’t see anyone in i325 gear as it doesn’t yet exist.


  5. Should be interesting. I just hope it isn’t “dumbed down” so much that it makes the game less challenging and less fun to play.

    I’m seeing people in all iLevel 325 gear that have never set foot into a raid. That is just sad, so I hope things like that won’t happen.


  6. Scaresome, it was here in the Blue post;

    “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.”

    And thank you to Cassie for remembering where to find that sentence, since I was starting to go crazy looking for the damn thing.


  7. And thus 3B’s prediction of all classes being able to tank may come true, with the changes to stam and the reduction in the differences between armor types…


  8. @ Melpo – Thanks for the analysis – your understanding of the changes makes a whole lot more sense. The wording threw me off for a bit, obviously. (And I R NT SMRT.)

    @ Relevart – Don’t get me wrong, I see it as a good thing as well. Extra survivability as a dress wearing mage – HELL YEAH! But I think it was moreso me misunderstanding what they meant by changing the scaling. See Melpo’s interpretation. 🙂 And as for your Raid Boss example – Watch people in Wintergrasp some time. You’ll find that most people target the healer a lot less often than they should. (And I never played Final Fantasy, so I have no idea how the combat mechanism works in that. Sorry! :P)
    .-= Naturalregis´s last blog ..My BM vs My MM =-.


  9. @Naturalregis

    I think the key there is the “so much more” part. There will still be differences, yes. But not like they exist today. To some whit, I can understand why. In uncontrollable situations, it does unfairly punish some classes. But I seriously doubt we’ll be seeing any Priest tanks anytime soon…
    .-= Saniel´s last blog ..Cata Stats & Ferals =-.


  10. Also, I think the gap between the lower tiers is seen as OK, but they think plate is just too much better than the others. I really do see them bringing the lower tiers up though, rather than bringing plate down.


  11. @Naturalregis –

    I see this as a good thing. The trinity (tank, healer, damage dealer) has been a staple in raiding and rpg games for a long time now but it really doesn’t make sense. A diabolical, evil raid boss suddenly looses his ability for rational thought and singlemindedly focuses on one character even though it would make more sense to kill the healers? I would much rather prefer positioning (think rows in FF) or something of that nature to “focus” boss attacks. I realize that doesn’t fit the mold of this game, as our raid bosses are 25x stronger than we are as individuals, but having AC closer and larger health pools for all characters really begins to bridge the gap between the tank and spank trinity and a true positional combat system. Now. . . if only we had body clipping!
    .-= Relevart´s last blog ..Cataclysm Stat System =-.


  12. Re: Naturalregis

    I don’t think that they would be going away from the differentiation among the armors in terms of protection, just lessening the extent to which those types are different. For example, a completely non-scientific look at one of the top raiding guilds shows the following approximate levels of armor for the various armor types.

    plate = ~22K
    mail = ~12K
    leather = ~7.5K (didn’t get any good feral numbers here, likely due to the modifiers that druid tanks have)
    cloth = ~2.3K

    So as you can see, the drop from plate to mail is about 10K, mail to leather about 5K, and leather to cloth is 5K. I don’t know how the changes would fit withing the real world view of the protection that those various armor types would give, but I see a scale that’s more even, with less drop off between the top tiers, and cloth being about 20% as effective as plate (about 10% now). I think this is one of those areas that real life application of the idea will take a back seat to playability.


  13. The one thing I don’t get is:

    “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.”

    I realize this is a fantasy game and all, but, um… isn’t that sort of the driving principle of different armour types? If they’re closing the gap, why bother having different armour types at all?

    Maybe it’s just me…
    .-= Naturalregis´s last blog ..My BM vs My MM =-.


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