Arcane Brilliance: Statistically speaking

Arcane Brilliance is a Mage column on a weekly spawn timer. It shows up all of a sudden on your computer screen or your iphone and starts wandering about, waiting for somebody to come shake it down for loot. What does this rare and wondrous column drop, you may ask? It drops a magical potion that, when imbibed, grants the magical ability to waste about 15 minutes of your employer's time reading a column about Mages. Hurry up and tag it, before the guy in the next cubicle does!
I'm listening to a playlist full of old NES chiptunes as I write this, Zanac, Ninja Gaiden, Mega Man, Crystalis, Shatterhand, Tecmo Super Bowl, Legacy of the Wizard--just some awesome old stuff, some of which comes from composers who went on to become even more awesome. I love the game music from that era; I find it absolutely amazing what those guys could make that tiny sound chip do. And yes, I am a massive and unrepentant dork. Why do I bring this up? I have the playlist on shuffle, and the overworld theme from Dragon Warrior just played, and it got me thinking about this week's subject: stats.
Dragon Warrior was my first role-playing game. It was my first exposure to such concepts as experience points, and leveling up, and hit points. Stats in games of that era were pretty simple. You had strength, which affected how hard you hit things, and agility, which...made you more agile? Who knew? That was about it. Hit points measured how many whacks you could take before you died, and magic points ran out as you used spells. There wasn't a whole lot to it.
When I first started playing WoW, knowing which statistics were important to my Mage and which weren't was comparatively simple too. As you leveled, you looked for intellect and spirit. At max level, you learned the value of a few other stats, like spell crit, spell damage, and spell hit rating. Generally, if it said "spell" in front of it, your Mage wanted it. Now, though, we have so many different stats--one covering every aspect of every spell we cast, and so many different ways to customize the amounts of each that your Mage's gear has--that it can be quite daunting trying to decide which ones to prioritize. Follow me through the break where we'll discuss the various caster stats and the relative value of each to our class.
I'll be listing stats in ascending order of relative value from a pure DPS perspective. You may dispute the placement of certain stats in the list, and that's fine. Depending on your talent spec and play-style, different stats may be more important to you than they are to me.
One stat that I won't be putting in the list is stamina. You'll find it on most of your gear, but it's of universal importance, regardless of class. If you happen to be a PvP Mage, you'll want more of it than a raiding Mage would. Same goes for all non-caster-specific stats.
- Spell Penetration
Since it only works on enemies that actually have resistances, spell penetration is generally only valuable at all in PvP, and then only marginally so. It certainly isn't a bad stat to have, and if you're going to do a lot of PvP, you may want to pick up a bit of it. each point of spell penetration negates one point of an opponent's resistance to the type of spell you have hit him with, so you don't generally need much. Quite simply, there are other, better stats out there. A lot of them.
- Spirit
There are those of you out there who will undoubtedly argue with me over the value of spirit to Mages. You're wrong. It's cool, being wrong is pretty common. I could link back to several of my previous columns as prime examples, but won't.
Spirit sucks for Mages. The reason for this is simple: we're always casting. Unless we've been silenced or otherwise CCed, the encounter forces us to move around for an extended period of time, or we have run out of mana entirely, there should never be a five second period of time in which we aren't casting something. There are talents that allow for a portion of our spirit-based regen to continue even while casting. Mage Armor does this as well, but the amount regained doesn't make this stat worth stacking by any stretch of the imagination.
Having said all of that, this attribute isn't entirely worthless. It does help to reduce downtime while questing and leveling, and mana regen, in any fashion, is handy to have for any caster. The problem is that you simply can't justify taking it over any of the other caster stats. Due simply to Blizzard's itemization tendencies in this expansion, your gear is going to have some spirit on it as you progress through the end-game, but what you get from it is really all you need, and probably a good deal more.
Of course, as we talked aout two weeks ago, there has also been talk about "making spirit a more useful and interesting stat for all Mages" in that same patch. Who knows? Maybe Blizzard will firgure out a way to teach an old stat some new tricks, and render the above four paragraphs completely moot. It wouldn't be the first time I've written something that became outdated pretty much as I typed it, and it certainly won't be the last.
- Critical Strike Rating
Crit rating increases your chance of getting a critical strike from all of your attacks. It takes approximately 46 points of crit rating to increase your crit chance by 1% at level 80. Critical strikes are important to every Mage, but most specs will gain crit percentage far more reliably from talents than they will from stacking crit rating. There's no denying that this stat is an important DPS stat, but it simply isn't as valuable per point as straight spellpower.
None of this is to say that you should avoid crit rating, of course. Every Mage loves it when those big fat numbers pop up above the heads of their enemies. It just isn't something you should gem or enchant for over more valuable stats like hit rating and spellpower.
- Haste Rating
Now, this sounds better in theory than it actually is. The major problem with haste rating is that you have to get a ridiculous amount of it in order for it to have a really significant impact. It's a good stat to have, for certain, but you don't want to depend on it as a DPS-increaser over more directly valuable attributes like spellpower and hit. To illustrate:
It takes about 33 points of haste rating to reduce your casting time by 1% at level 80. This means that in order to reduce your 3 second Frostfire Bolt spell by a half-second, increasing your DPS by approximately 16% (I'm rounding judiciously here), you'd need to stack 528 points of haste rating, give or take. If my math is wrong (and there's a pretty good chance it is), feel free to let me know. And that's assuming your mana pool could take the strain of casting all of those extra Frostfire Bolts over the course of a long fight. Your DPS isn't increasing if you can't cast.
Again, this is a valuable stat, but isn't as worthwhile to stack as other stats are.
- Intellect
The upshot of all of that is intellect is pretty nifty. It can be ranked right with crit and haste for most Mages, but is significantly better than those two stats for Arcane Mages, assuming they've put talent points into Arcane Mind and/or Mind Mastery. Every Mage needs intellect, simply because every Mage needs a mana pool, but again, you don't really need to stack this stat too much. Chances are you'll have plenty of it from gear and your own signature buff already.
Edit: After reading the comments below, I want to clarify this stat's placement in the list, just so that there is no confusion. The list is of the relative value of each stat to Mages, not necessarily the order in which you should be gemming/enchanting your gear, and I'm sorry if I have led anybody astray. Intellect is an incredibly valuable stat for Mages, but you should not be gemming/enchanting for it. Blizzard has ensured that you will have plenty of it just by wearing the cloth gear found at end-game. If you're reading this list with an eye toward choosing which gems or enchants to pick up for your gear, just know that you should be prioritizing crit/haste over intellect, simply because you already have enough intellect on your gear. Unless you're wearing something crazy.
- Hit Rating
Hit Rating increases your chance to hit enemies. It is the most direct way to increase DPS until you cap it, since a miss results in zero damage. Wow, I'm really working the "duh" statements today, right? I'm like the Madden of Mage columnists. I'm about two sentences away from saying something like "whichever team can score the most points is gonna win this game," or "Brett Favre is good because he can throw the ball, he knows the game of football, and he can pass the football."
At level 80, it takes 26.232 points of hit rating to increase your chance to hit with spells by 1%. The magic number you want to reach is 17%, which requires 446 points of hit rating. You won't actually need that much, though. Talents can gain you 3%. If there's a Draenei in your group, you gain 1% from his aura. Various raid buffs can grant you an additional 3%.
For a Mage with a normal talent setup and a normal raid group, you'll likely need a maximum of about 288 hit rating total from gear, gems, enchants, and food buffs. Once you've gotten there, you're done with hit rating and can stack for what is the single most valuable DPS stat for Mages:
- Spellpower
Point-for-point, this is the single most beneficial stat for Mages. If you are interested in increasing your single-target DPS, you should be stacking it at every opportunity. Other stats are good too, but spellpower trumps them all once hit is capped. This is why the spellpower coefficient stealth-nerf to Arcane Barrage sucks so bad.
In closing, let me say that, though it pains me to do so, I will not be saying anything mean about Warlocks this week, or even advocating violence against them. I do this out of deference to our new Warlock columnist, Nick Whelan. He's an incredible writer, and I'm glad to have him aboard (our new Hunter writer, Jessics Klein, is certainly no slouch, herself). But next week, it's totally on. Shocking, unprovoked class-bigotry ahoy!
Now if you'll excuse, me, the first level music from The Adventures of Bayou Billy just started, and I need to go revel in its complete awesomeness.
Filed under: Mage, Analysis / Opinion, Features, Raiding, Guides, Classes, Talents, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 3)
Frodo58 Feb 21st 2009 5:14PM
I say Wowinsider starts banning "first" posts.... it's getting freakin' annoying
Maarick Feb 23rd 2009 12:02PM
Dragon Warrior FTW!!
I got so excited when i saw the pic :)
The Original Dragon Warrior was pure greatness, never played 2 and 3 was even better than 1!
never played 4 our and of the newer (lol at newer) dragon quests
never played another rpg in my life till WoW
i thought i was the only one who assoicated dragon warroir and wow together,
i guess there are 2
nes emulator ftw, i know what im doing today, the question is, 1 or 3...
i think im going 3, cause u have a group of 4, not 5 :(
sorry for the bore, I had fun remembering and writing this...
yokumgang Feb 21st 2009 5:22PM
OMG no Warlock bashing? Not even DK bashing? WHO ARE YOU AND WHAT HAVE YOU DONE TO CHRISTIAN BELT, IMPOSTER, SIR!
Ken Feb 21st 2009 5:24PM
Yeah, the nerf to arc barrage sucked balls for PvP. Now out of the top 50 arena players there's like 1 mage.
I rerolled a DK as a result. At least you can bet Blizzard won't nerf DKs much because it'll hurt their sales of WotLK. =D
Firestride Feb 21st 2009 5:24PM
Are you sure Haste doesn't have a cap? My understanding is that you can't reduce the GCD below 1s (unless you're a Rogue). Are Mages just casting longer spells, so they don't worry about the GCD as much?
matt Feb 21st 2009 5:35PM
My understanding is haste caps at 16% but have never seen that listed anywhere so might just be one of those numbers that gets thrown around
Valentinus Feb 24th 2009 10:41AM
yes, haste does have a cap. it is not, however, realistically possible to hit it in current gear as it starts taking more and more haste to get less and less cast time reduction
Kvothe Feb 21st 2009 5:42PM
Yes, there is a cap on haste. You can not push your GCD below one second, after that point all extra haste is wasted. Unfortunately, I don't have the numbers to say what amount of haste rating it takes to reach that cap.
zetathran Feb 21st 2009 5:55PM
The only cap on haste is the global cooldown itself: if haste would reduce the cast time of the spell to under what your global cooldown is (1sec minimum, with ~1640 haste, it looks like (Wowwiki)) than you can't cast any faster than 1 per second becuase of the GCD.
Also might be worthwhile to note that different specs value stats differently. As a pvp frost mage, for example, I value haste very highly, so I can take advantage of shatter more. On the other hand, as a pve frostfire mage, I value crit more than haste because of the insane critical damage bonus frostfire builds have.
Sagath Feb 21st 2009 6:28PM
There isnt a hard cap, no. The soft cap would be 33%, enough to get you from 1.5s GCD's to 1s GCDs...but haste still has value on other spells if they are longer then 1.5s.
Its like the 'yellow' hit cap melee has, kinda :)
Teaspoon Feb 22nd 2009 10:40PM
@Sagath
Not 33%, 50%. You got the fraction upside-down.
X% haste doesn't "reduce your cast time by X%", it allows you to "cast X% more spells per time period". The formula for cast time is 1/(1+haste), with haste expressed as a decimal (ie, 15%=0.15).
It's probably been done this way to stop people from being able to make everything an instant cast by gearing like crazy toward a 100% haste cap. The model of haste we have in WoW has 100% haste giving you twice as many spells in a unit of time, so it's halving your cast time. It's worth noting that X% haste will cause an X% increase on your unhasted DPS, but also makes you burn through X% more mana per second. That extra mana burning on haste compared to crits (which don't cost any more than the normal spell) coupled with interesting procs on crits is the big reason why 1% haste costs so much less item budget than 1% crit.
I theorycraft for my shaman girlfriend quite a bit, and it's pretty easy to tune her haste around her rotation. Let's say she wants to fit 5 lightning bolts into the 8s cooldown of her lava burst. I take the 10s total cast time of 5 lightning bolts and divide by the 8s of the lava burst to get 1.25 so she needs 25% haste. With her current gear that's just too much to bother trying to enchant/gem for, so instead she's gone for around 18.75% and squeezing 1CL+4LiB (9.5s worth) into the 8s.
Kelam Feb 23rd 2009 3:18PM
Teaspoon- Godly Post. You hit haste on the head. Haste is a tool make sure you utilize your entire mana pool.
Derbeste Feb 21st 2009 5:49PM
Dragon Warrior (quest) 1 FTW!!!!
Ensane Feb 22nd 2009 10:24AM
yes, used to love dragon warriors back in the day. Although the combat screen was quite a bore.
joey_da_bubbles Feb 21st 2009 5:53PM
so the more haste, the faster you cast. but your dps will take a blow from you dedicating all your gear to haste. correct? so really, its a question of "do you want to throw out oodles weaker spells at a fast rate, or a few ultra strong spells at a slower rate?" the deal with haste/spell power is quality over quantity. if you want quantity, stack up on the haste. if you quality, stack up your spell power. correct me if im wrong
Xodin Feb 22nd 2009 10:48AM
There could be a decent debate about Haste vs. Spellpower, but it'd largely be mute.
Haste is almost never in contention with SpellPower when equipping Epics. When choosing gear you'll almost always be weighing Haste against Crit or Hit. Not spellpower.
Eisengel Feb 22nd 2009 6:16AM
You should probably balance them. Once hit-capped, spellpower is the highest priority stat, but haste and crit both are quite useful. I can notice a difference of +/- 20 haste when trying out new gear in my standard rotations. I know the listed effect is miniscule, but when rolling those spells it seems to be a lot more.
pinkysan Feb 21st 2009 6:00PM
Thanks for the article, good to see some refreshers on the basics once in a while.
I think that crit rating should be higher on the list in one of the more popular raiding spec, fire heavy frostfire build (0/51/18+2 http://www.wowhead.com/?talent=oZfVc0RhIhVubhctbIccoc).
I would go so far to say that, *once hit capped*, crit rating is more important than all other stat, even above spell power.
This is because of the HUGE crit damage bonus from talents like Burnout, Ice Shards and Ignite. Also because spell power is much much easier to find on cloth than crit rating. So if i have to choose between gear with less spellpower with crit vs gear with more spellpower but no crit, I tend to take gear with crit.
As for the other stats... you can't get a cloth with no intel on it anymore, I see no need to seek it out on purpose for fire specs (unlike arcane who get talents that are intel dependent). Also haste is of less value since it take so much to make a difference. I agree with you on spirit and spell penetration are the least important.
On the downside, I do find that with my build, play style and gear so crit dependent, my dps can really fluctuate based on hot streak procs and if living bomb actually explode. Since living bomb's explosion could instantly proc hot streak with 3+ mobs affected, my dps really drops if it doesn't go off. (omg, i can't wait for them to make living bomb explode when the mob dies also, so i don't waste so much god damn mana on mad dps groups)
It would love some feedback on this. thank you
Mizzle Feb 22nd 2009 1:22PM
I believe he put haste over crit because haste is generally more
reliable than crit. Haste will *always* reduce your casting time (to a point*, but crit will only increase your dps depending on how lucky you are with the RNG. Like you said, your dps can flucuate +/- on any given night depending on how lucky you are.
That being said, I do absolutely agree that, as a Fire-Heavy
Frostfire mage, I will always stack crit over haste, because 1) it's a crit based spec, 2) it just seems a lot cheaper (like
Christian said above, you have to stack quite a bit of haste to see huge differences), and 3) like you said, you'll never have to choose between gear with crit or spellpower; just between no crit or more spellpower. From what I've seen though, they usually replace crit not with more spellpower, but with haste and/or hit and/or spirit, so you should rarely have to weigh them against each other.
Mondragon Feb 21st 2009 6:07PM
Dragon Warrior was my first RPG and my fav... now i gotta dig the damn thing up and play, thanks WoW Insider!