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
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Reader Comments (Page 2 of 3)
JB Feb 21st 2009 6:48PM
I remember when they were giving copies of Dragon Warrior away when you got a 2-year subscription to Nintento Power; that's why it was my first RPG (of many to come). :-)
automator Feb 21st 2009 11:57PM
I got my copy of DW through the Nintendo Power giveaway too.
My mom hated it. I missed a day of school because I plugged it in and didn't go to the bus -- she'd left for work thinking I'd left for school.
Good times.
Arkeband Feb 21st 2009 6:02PM
So I saw the picture on this post.
You are now the man.
Also, DQ6 is the best game ever and I cannot wait till they port it to DS. D:
Waluigi Feb 21st 2009 6:03PM
http://www.wowwiki.com/Spell_hit#Hit_rating_caps_for_level_70_.26_80
289 (you have 288 listed) is the cap if you have 6% spell hit included in your talents which are just Arcane mages. Frost and Fire spec need to shoot for 368 unless for some reason they're spamming Arcane Blast, Explosion, and Missiles. Folks hanging out with Draenei of course need less.
Prauche Feb 21st 2009 9:54PM
Folks hanging out with Boomkin also need less.....
vazhkatsi Feb 22nd 2009 3:03AM
not all boomkin, just the ones with imp FF, chack your local boomkin to see if they carry it.
Ezzy Feb 21st 2009 6:20PM
There is a fine balancing act with stats. For raiding mages, spec usually determines what stat to stack from gear (once hit cap is reached of course). The common consensus for gems right now is to put spellpower in every gem slot (minus the two slots you put in hybrid gems for your meta) unless you are gemming for hit with some hybrid gems thrown in if the bonus is particularly good. Gear-wise I see arcane mages picking up more of the haste/spi gear, while FFB/Fire mages picking up the crit/haste gear. Even so, gearing for one stat is not the best strat; gearing for a good mix of stats is the best way to go.
Rawr is the the best tool out there to figure out what gear and gems for your spec you need for raiding.
Albrechtae Feb 21st 2009 6:22PM
I want to thank you for this breakdown! It'll come in very handy.
I had an idea of what everything did (from the explanation in the character pane while playing), and I have been stacking up my Intellect and Spellpower. I don't have a lot of Haste just yet, but I don't worry about it so much. I'm an Arcane Mage so I need as much mana as I can get :P
Akuma Feb 21st 2009 8:23PM
I want a link to get chiptunes :(
I'll cry if I don't get it.
Do you want me to cry? :p
Agira Feb 21st 2009 8:25PM
Does being a Draenei Mage with Arcane Focus + Precision give my Arcane spells 7% to my hit total?
Majromax Feb 21st 2009 9:22PM
Yes. The additional +hit% from talents makes Arcane mage -very- competitive. Non-Arcane mages can only pick up 3% hit from talents, meaning that an Arcane mage can replace about 75 hit rating from gear with spellpower.
As a minor nit, Spirit is also of higher importance than the article suggests for Arcane mages. Between Arcane Meditation and glyphed Mage Armor, an Arcane Mage can have a constant 80% of mana regeneration while casting.
Richard Feb 22nd 2009 6:31AM
Yes it does.
If your raid has a shadow priest, you'll benefit another 3% from Misery. If there's a Boomkin with IFF, another 3%. (Not sure if they stack tho.)
So Dranaei Arcane Mages with the 57/3/11 basic build start off with 7% towards their hitcap, a very nice luxury.
turtlehead Feb 22nd 2009 9:18AM
"If your raid has a shadow priest, you'll benefit another 3% from Misery. If there's a Boomkin with IFF, another 3%. (Not sure if they stack tho.)"
They don't.
Passerby Feb 21st 2009 10:18PM
Once the Sunwell gear came out way back in 2.4, I decided to see how far you could push haste in PvP.
So I hopped on a private server, and got myself decked out in full SWP haste gear. I ended up with approximately 450 unbuffed haste, and the Mind-Quickening Gem Trinket.
You won't believe what happens in PvP when you get this level of gear. Given that each Fireball crits for around 4.5k to 5k with that level of gear, and a focus proc from the meta-gem as well as the trinket popped brings the haste rating above 1000, which would see each Fireball taking about 1.15 seconds to cast (if I remember correctly), you could pump out enough pain within just 3 seconds to win a duel.
A duel with that much haste would go something like this. PoM-Polymorph, hit enemy with a pyroblast followed by a counterspell (to take care of those pesky bubbles), and 3 fireballs (of which one will crit) within 3 seconds. Total damage done with full crits: 9k Pyroblast crit + 15k from Fireball crits.
Of course, it screws up your PvE DPM, as well as your hit-cap, but winning a duel, with your opponent having an effective 3 seconds to respond, is priceless.
trilobite Feb 21st 2009 10:45PM
I believe a properly specced and glyphed mage can get up to 80% mana regen while casting.
30% regen from talents + 50% regen from mage armor, while using Glyph of Mage Armor
Of course you'll be sacrificing some DPS for endurance but I think that Spirit can be quite useful for a mage.
Yadja Feb 22nd 2009 8:02AM
Thank you so much, even thought I'm lev80 I'm still such a noob. I've been looking around for a decent explanation of all things stat related to figure out where I'm going wrong and how to improve my DPS.
Thanks again.
Koopatroopa Feb 22nd 2009 6:30AM
As a raiding affliction warlock I'd say that everything here is pretty much the same for us locks. EXCEPT spirit. Unless you're destruction or doing any pvp, you want to prioritize spirit just after hit, because Fel Armor increases spell power by 30 of your spirit. If you're destruction or in pvp, you should be using Demon Armor, for the huge armor bonus and the direct damage bonus.
Khalis Feb 22nd 2009 6:21AM
Talented Fireball has a spell coefficient of 115%, not 100%
Also, the coefficients, normal and crit are effected by glyphs as well.
4 Pc T7 also changes the scale and importance of crit, as does having and active CSD in your helm.
FFB crit + 4pc T7 + ignite + burnout + ice shards + CSD = 334.5% crit modifier. That's massive, and haste can't compete with that kind of power.
Hit until capped
Spellpower
Crit
Haste
Intellect (as a passive stat, never gem or enchant it)
NEVER EVER choose spirit or spell pen over anything. Don't avoid them, just never ignore any of the above stats for any amount of spirit or spell pen. They are broken stats for most mages. Blizzard has been talking about making spirit useful for mages since BC. The problem is that it's useless if you aren't using Mage Armor, and you shouldn't be using Mage Armor over Molten Armor. Evo, and mana gems along with Replenishment should be all the mana regen you need at this point. We'll see how long the fights are in Uldular.
Spell pen is just worthless.
turtlehead Feb 22nd 2009 9:19AM
Yup! Int over crit and haste? I had to reread that bit in the post. Even arcane I'd rank it lower and for non-arcane that's insanity.
One correction to your response though: crit is not always better than haste. It's highly spec specific. My PvE frost mage will take haste over crit any day. It's significantly better. My FFB mage will take crit by a bit.
Not sure where the balance is crit/haste for arcane builds these days. Suppose it depends on rotations, and those change by fight length. Is there a useful averaged answer on that gear question?
Christian Belt Feb 22nd 2009 10:02AM
You guys are totally right, the way I ordered the list could definitely be confusing. I've thrown an edit up there, which I hope will alleviate that. Thanks for the input, as always!