The truth about combat stats in the expansion

Eyonix presents us with the raw numbers behind combat ratings in the expansion -- both for level 60s and level 70s. The various combat ratings will replace percentage-based bonuses and different amounts of each will apply to different amounts of various things, depending on level. Specifically, we now know the following...
At level 60...
- Weapon Skill Rating: 2.5 rating grants 1 weapon skill
- Hit Rating: 10 rating grants 1% hit chance
- Spell Hit Rating: 8 rating grants 1% spell hit chance
- Critical Strike Rating: 14 rating grants 1% critical strike chance
- Spell Critical Strike Rating: 14 rating grants 1% spell critical strike chance
- Haste Rating: 10 rating 1% haste
- Spell Haste Rating: 10 rating grants 1% spell haste
- Defense Skill Rating: 1.5 rating grants 1 defense skill (And for every 25 defense, you gain 1% dodge, 1% parry, 1% block chance, 1% decreased chance to be hit, 1% decreased chance to be critically hit.)
- Dodge Rating: 12 rating grants 1% dodge
- Parry Rating: 20 rating grants 1% parry
- Block Rating: 5 rating grants 1% block chance
- Resilience Rating: 25 rating grants 1% resilience (Which reduces your chance to be critically hit by 1% and reduces the damage of criticals by 2%)
- Weapon Skill Rating: 3.9 rating grants 1 weapon skill
- Hit Rating: 15.8 rating grants 1% hit chance
- Spell Hit Rating: 12.6 rating grants 1% spell hit chance
- Critical Strike Rating: 22.1 rating grants 1% critical strike chance
- Spell Critical Strike Rating: 22.1 rating grants 1% spell critical strike chance
- Haste Rating: 15.8 rating grants 1% haste
- Spell Haste Rating: 15.8 rating grants 1% spell haste
- Defense Skill Rating: 2.4 rating grants 1 defense skill
- Dodge Rating: 18.9 rating grants 1% dodge
- Block Rating: 7.9 rating grants 1% block chance
- Parry Rating: 31.5 rating grants 1% parry
- Resilience Rating: 39.4 rating grants 1% less chance of being struck by any type of critical strike, and 2% less damage taken from critical strikes
Filed under: Odds and ends, Expansions






Reader Comments (Page 1 of 1)
Swollen Oct 22nd 2006 2:17AM
I take it that 1% haste = 1% swing speed increase, no?
klinko Oct 22nd 2006 2:56AM
This system looks way too complicated.
goosemann Oct 22nd 2006 4:00AM
I agree. Seems way more complicated than it needs to be. They should at least have more consistency...
goosemann Oct 22nd 2006 4:04AM
i bet they are going to try to sell us a special calculator...lol
syu Oct 22nd 2006 5:40AM
too busy twirling around with the blood elf to figure this junk out
chimp` Oct 22nd 2006 6:19AM
the special calc... availible at MyStore.com )))
Someone Oct 22nd 2006 7:12AM
I haven’t read the threads, but diminishing returns as you level looks like you get nerfed every time you level. So I get 3.9 rating for 1 weapon skill at 70 that is the same as 2.5 rating at level 60, so I am more efficient at 60 that level 70? How does that scale? If I am in a raid and level from 60-61 do I all of a sudden lose some of my effectiveness?
Tasku Oct 22nd 2006 7:51AM
yeah it looks like a nerf to me too, but then again i probably haven't fully understood how the new system works
Churm Oct 22nd 2006 12:04PM
Looks to me like they have it set that way because at level 70, the gear will have more combat rating- alot more. as you level your current gear will lose effectiveness and force you to replace it with new gear, which is probably what they were aiming at.
Brian Oct 22nd 2006 8:26AM
it allows for more uber gear at lower levels, id have to see what the stats are for level 1 but i assume that a item at lvl 10 that gave you 22+ to crit rating would get you like 8% to crit,,, but that same item at 70 would only be 1%. So they have a nice item for a twink (i assume low level mobs will start droping greens with these attributes), and they have a item that does...say +60 crit rating with a 70 min level to equip
Simon Oct 22nd 2006 10:01AM
The point of this is that you will have to replace your gear when you level just to keep your stats up. Otherwise they would have to ever increase the bonuses on higher level gear just to make them worth getting. And that would end in over the top chances.
It's a nerf, in a way, but it is necessary to balance the game.
Druid dude Oct 22nd 2006 12:29PM
Pretty sure there was a blue post that said the main reason they went down this raod to begin with was that the current system had neared a brick wall as far as scaling; that continuing down the current itemization/item stats path would end up giving players a 100% or better chance to crit and so on.
Makes sense. Also, other stats like Stamina, +healing, MP5 and so on have not been changed. The gear I have seen screen shots of so far looks like it has pretty fat budgets for these non percent based stats. So, I wouldn't get too worked up about being less effective at higher levels.
Zequel Oct 23rd 2006 10:22AM
Stamina is going up by a lot on items in the expansion to keep up with the increased DPS to avoid ppl being 1 or 2-shotted. So if stamina is being increased, existing +healing and MP5 will be effectively nerfed since you'll need more mana/mana regen and +healing to keep up with healing the increased hit points.
The idea behind this system is to nerf things like Eye of the Beast so 70th levels wouldn't be running around with 60 blues. Eye of the Beast won't be a % anymore, it'll be a crit rating that isn't so hot @ 70th level.
Bill G Oct 23rd 2006 5:27PM
Indeed. It just changes how good existing gear is after you level. If you stay at level 60, no nerf! And presumably, if you are *below* level 60 your gear is better than it would have been.
And to the question from #7, if you level your character gets more proficient in skills, but the value of your gear *does* go down.
Unkle Oct 23rd 2006 7:36PM
#10 put it prefectly.
You have to do it to keep balance, ortherwise people just get too much skill, and they have to stop making new armor for you to go after.