Player Statistics and What They Mean
It
can be difficult to determine the best gear for your character - especially when you may not understand what all the
modifiers on it mean. Spirit? Agility? Strength? Which is more important depends heavily on
your class and the role you're trying to play (druids, for example, can heal, do magic DPS, or do physical DPS - in cat
or bear form - and different stats are important for each role). While there are few official numbers regarding
what equals what, the player community has done a lot of research and speculation, giving us a pretty good idea as to
what each means. (However, there may still be some inaccuracies - and if you think you see one, let me us
know!) Read on for more detailed information.
Strength
- Increases melee attack power
- 2AP per point for warriors, paladins, druids (all forms), and shamans
- 1AP per point for rogues and hunters
- 2AP per point for warriors, paladins, druids (all forms), and shamans
- Increases the amount of damage blocked by a shield (for classes that can use shields)
Agility
- Increases ranged attack power
- 2AP for hunters
- 2AP for hunters
- Increases melee attack power
- 1AP per point for rogues and cat form druids
- Increases armor
- 2 armor per point for all classes
- 2 armor per point for all classes
- Increases ranged/melee critical strike chance
- The amount of agility needed varies for each class, ranging from 53 for hunters to 20 for warriors.
- The amount of agility needed varies for each class, ranging from 53 for hunters to 20 for warriors.
- Increases your chance to dodge
- Again, the needed amount of agility varies per class. Rogues get the most dodge benefit from
agility.
- Again, the needed amount of agility varies per class. Rogues get the most dodge benefit from
agility.
Stamina
- Increases your health
- 10 health per point for all classes
Intellect
- Increases the rate at which you learn skills (weapon skills, trade skills, etc)
- Increases your mana
- 15 mana per point for all classes with mana
- Increases spell critical strike chance
- While the assumed formula has always been 100 intellect per spell crit, recent posts by Tseric suggest that this is not the case, providing a number of 59.6 int per crit for mages.
Spirit
- Increases health regeneration
- Only works outside of combat
- Exact formula unknown (though seems to be different for each class)
- Increases mana regeneration
- Spirit/4 13 for priests
- Spirit/4 11 for mages, hunters
- Spirit/4 8 for warlocks, paladins
- Spirit/5 17 for shamans
- Spirit/5 15 for druids
- Mana will regenerate at any time (in or out of combat) when you're outside of the "5 second rule" - meaning you regenerate only if you have not cast a spell in the past 5 seconds. (This is timed from the end of the last spell cast.)






Reader Comments (Page 1 of 1)
Dave Mar 3rd 2006 10:24AM
Spirit. lol.
I think that the 5 second rule now starts at the beginning of a spell cast. I believe this was changed 4 or 5 patches ago due to the length of time it took to be back in regen mode. So 1 second after a 4 second Greater Heal is when your mana starts ticking again.
Does anyone actually focus on spirit anymore? It seems like priests will have more of a reason for it in 1.10, but currently, it seems only useful for mana classes to limit downtime while soloing or for particular end game boss fights.
elizabeth Mar 3rd 2006 11:09AM
To my understanding, the 5 second rule only kicks in when a spell cast has been completed, not when it's begun. (I know it used to be otherwise, but I believe this is what it was changed to.) Lemme look around and see if I can find any specific information one way or the other, though.
My priest is actually a total spirit junkie - I know it's sad, though. Prior to hitting 60, spirit was handy for spirit tap. And now that I'm at 60, spirit is nice for long fights to sit back and regen. I have, however, been told that the basic rule for priests is that intellect is more important for pre-MC content, and spirit is more important after. (Well, spirit or oodles of mana per 5 second gear.)
Dharmaheel Mar 3rd 2006 11:59AM
If you run one of the mods that looks at overall mana impact of gear/attributes, you'll see that in battles in the 5-7 minute range:
1 Int is always worth only 15 mana (there are talents that modify this a bit)
1 Spirit can be worth up to 30 mana
1 mana/5 sec can be worth up to 60-70 mana
So, it's good to have a long battle set...and a short battle set. I only offer this as a priest. I don't know the intricacies of other casters.
jpc Mar 3rd 2006 1:48PM
http://wowvault.ign.com/View.php?view=Stats.View