Cataclysm Stat & System Changes Revealed

There are too many points to summarize in a neat list. So instead, over the next few days you'll be hearing from our columnists on how these changes are going to impact individual classes and specs. But, that shouldn't stop you from spending 15 minutes and reading through the entire list; the game's basic stats are becoming very very different.
A few of the more major points:
- Stamina -- Non-plate wearers will have a lot more.
- Spirit -- Only found on healing gear.
- Intellect -- Grants spell power.
- MP5 -- Gone completely.
- Spell power -- Only on weapons, and just to make them clearly a caster item.
- Attack power -- Gone on most items.
- Parry -- No longer provides 100% avoidance and no longer speeds up attack.
- Resilience -- Only affects player damage and player crit damage, no impact on crit chance, mana drains, etc...
- Block Value -- Gone, 30% passive block value now when wearing a shield.
- Weapon Skill -- Gone completely.
- Gem Color -- Few stats changing. Hit will likely become a blue gem (it's yellow now).
- Defense -- Gone, becomes dodge, parry, or block rating.
- Reforging -- You'll be able to reforge gear to customize your stats -- 50% of stat X can become stat Y. Restrictions apply (no Stamina->Strength, for instance).
From Eyonix:
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.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgens to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.Filed under: News items, Cataclysm
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Reader Comments (Page 11 of 12)
Oni Stardust Mar 1st 2010 7:30PM
I'm glad that the annoying weapons training/ skill ups are being removed.
But now that we don't need to train our weapons, what will become of my old buddy Woo Ping?
http://www.wowhead.com/?npc=11867
Sleutel Mar 1st 2010 7:46PM
"Parrry -- No longer provides 100% avoidance and no longer speeds up attack."
Apparently also now a stat for pirates. Arr.
"Weapon Skill -- Gone completely."
I'm... I'm weeping with joy.
Nat Mar 2nd 2010 1:05AM
So if haste will affect rune CD I'm wondering how much haste I would need to be able to make my DK into a ranged Icy Touch / Death Coil spamming joke for a DK? No doubt it would be horrible but I'd still like to give it a go even just so that I can say that I did.
Astalnar Mar 2nd 2010 2:18AM
Weapon Skill -- Gone completely.
Now that this will become history, could i please get my left hand as my main hand?
eddie Mar 2nd 2010 3:14AM
Well La Ti Da to you Teret...and there are plenty of reasons why people do not have 5 to 5.3 gs and they are still great raiders....and as I said, people who are patient end up further along than those that are impatient and take things toooooo seriously. I hope you are enjoying your game as you play, and I certainly am the way I play....and I always have fun...better not take life to serious....you will not get out alive..
Gothia Mar 2nd 2010 6:26AM
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.
Concerned ?
Once again Shadow Priest are totally left in the cold? I have no idea what they will do with my Shadow / Holy spec's which is very similar gearing when you reach hit cap. What happens to my gear since both specs compliment each other? Am I going to need another full set of gear instead of a partial set? Gonna need bigger bags?
Gothia Mar 2nd 2010 6:31AM
Well who is the mean person? You or the Elitist?
A proven fact is that if you have two equally skilled individuals gear does matter. While I wish it didn't have the importance that it does now since gear only shows potential not skill. In a perfect world people would have both abilities.
Ebrithil Mar 3rd 2010 6:13PM
I honestly can't put my finger on it, but something about all this simplification bothers me. It's like there's nothing to separate the dedicated players from the players who pick up the game and want to act like they are awesome.
It's not that I think Blizzard is doing anything stupid, I just don't get it. It seems like this way they might as well group all casters together, all healers, etc. The differences in gearing are slowly vanishing. There was a time when I could look at a piece of gear and you could immediate acknowledge, that's a holy pally piece, or that's a shadow priest piece.
As I said, I can't exactly figure out why this worries me. I just hope Blizz makes these worries non-warranted.
On a completely separate note, I would like to see Blizz add something of a faction within a faction. For instance, as an alliance, I would want to work with Jaina more than Varian because of their methods and views. I'd be more than willing to work with the horde to accomplish goals. Likewise, I know many would work with Varian and wholesale kill off any horde they come across. I think it would add an interesting twist to what seems to be a complex conflict coming in Wrath.
Bananacup Mar 2nd 2010 9:52AM
Well... There goes shaman tanking through getting uncrittable with resilience... Enjoy it while it lasts.
Celakenes Mar 2nd 2010 10:04AM
What impact is this going to have on gear enchants?
Celakenes Mar 2nd 2010 10:07AM
@Chris I couldn't agree more. There is a tonne of fun when it comes to understanding the game and theorycraft...but it is a game.
Tigreen Mar 2nd 2010 12:36PM
“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.”
I wonder if we will see some of the dps plate “Reforged” to have one of the dps stats converted to a more tank stat and gemed with more stam? Currently we see odd gem colors in our armor (ie. Red on tank plate and blue on dps plate), that sad in some cases the dps plate might become more attractive using the dps twisted plate to add to threat generation.
Dale Mar 2nd 2010 1:33PM
Personally I feel the removal of weapons skill makes no sense. It was a part of the game that added a little realism. I've heard "easy mode" toss around but I think it just addes "lazy mode".
In sniper school we did not learn how to use the weapon just because they said we could we had to practice. That target 1300 yard away took time and experience to hit. That was what leveling weapon skill was all about, learning to use your new weapon. You might as well take leveling you professions out too. After all they take so long to level and what if my 80 no longer wants to pick flowers and make juice but instead wants to make raw metal into fine jewelery? I should instantly know that too right?
Vkad Mar 3rd 2010 8:26AM
Im a pally... yes if anyone has seen me im the guy standing in the corner with my hands going up and down... Im a healer... Now for 4 years i have been healing... and now u are telling me that i cant stack intell... O.o... now im gonna need spirit?!!! WTF IS SPIRIT.... never heard of it... (plz idiots not need respond).... since when did an earthquake and some mountains blowing up, make a character change the whole way their class is played...
And for the ppl who like the tanking changes... I say good luck... if any one of u gets in a position that they are gonna get hit by a boss and they are not the tank... UR TANK SUCKs... I have not had an experience that a tank would lose aggro on a boss in late raiding insances... EVER... MD,ToTT,feignt,FD,SH(locs).!!! Really... LEARN to use OMEN
ryan Mar 3rd 2010 11:30AM
I think you're being a bit overdramatic.. I dont play a pally, but for my lil kitty druid the main "most valuable" stat has changed a number of times. Agi -> Str (maybe) -> Agi -> ArPen -> Agi (with Cata).
I think the point is, they're reinventing the game with Cata. You might as well consider it WoW 2. I've seen it discussed elsewhere, but basically when EQ2 came out it split the playerbase between EQ and EQ2. Blizzard doesn't want to divide the playerbase and have 2 similar games running. They're reinventing the game. So.. oh no.. you have to stack spirit instead of intelligence. Is it really that big of a deal? The game changes, good players learn to adapt to the changes quickly and leave the others in the dust wondering how they're going to regen with no mp5. lol
Bagelator Mar 3rd 2010 10:40AM
Parry... Arr mateys, the blogarrr is a piraate!
wanderingelf Mar 3rd 2010 12:46PM
The more I hear about Cataclysm, the more likely it seems that I will simply cancel my account and stop playing once it comes out.
parcyloh Mar 4th 2010 4:23AM
with all the changes going on they are making this game way to easy now. its like ok roll a toon o and by the way if u are just starting u dont have to work as hard as the ppl that have been playing for years. o u want gear just hold out ur hands and ull get some. this is complete crap how blizz just makes its less enjoyable for the true wow players that know what it means to work hard in a raid to get a great pc of gear and not have it handed out to us. i know that some ppl dont have the time to raid or get into end game content. but there is so much other things out there. just really hate how blizz is make the game for ppl who wana just faceroll an 80
wanderingelf Mar 5th 2010 2:31PM
I'm not clear on why bringing large numbers of new people into the game is such a good thing (at least not from a player's perspective; I understand that Blizzard wants to make more money). Simplification of some game mechanics may be in order, but making the game easier for lazy morons just means more lazy morons will play. And there are far too many of those playing already. The number of people cheering the removal of weapon skill kind of makes my point: sorry, but if you find it THAT difficult getting to a weapon master, or cannot figure out that you should probably learn new weapons & practice with them BEFORE you hit 80, then either you are lazy or else you are none too bright (or both).
Stoneheart Mar 5th 2010 3:19PM
@tatsumasa
Ok. so you have made your point it isn't hard for an 80. we all understand that. But for the newer players , oh and when we have to train for 8 different weapons we may have pick up over the levels, hey as a level 5 i might find a nifty axe that my toon cant use yet. well now i have to run all the way back to the main city, WAIT WRONG CITY. so i wikki where to go and how to get there, which can take a wile. i dont seem to realize it takes 10s that maybe i dont have because i decided to buy some bags or get that shiny vendor gear because i didnt know that the quests gave me better stuff yet.