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
Patch 5.2 interview with Dave Kosak
Inside an old alt's vault
The latest patch 5.2 news
All of the latest Mists of Pandaria news





Reader Comments (Page 2 of 12)
Blondies Mar 2nd 2010 4:09AM
http://darklegacycomics.com/217.html
"You hold it like this and stick the sharp part into them."
Zhadruun Mar 1st 2010 1:32PM
"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." Yay, hope it goes for hunters as well.
Finnicks Mar 1st 2010 1:45PM
Yes. Haste rating will increase a hunter's Focus regeneration rate.
Elleyna Mar 1st 2010 1:51PM
Does that mean Steady Shot will always be a 2 second cast time? I'd love to see them shorten it to base 1.5s.
t0xic Mar 1st 2010 2:27PM
My only concern would be the uneven value of haste with melee vs ranged classes.
Stacking haste as melee: more dps with no diminishing return
Stacking haste as ranged: more dps until you go oom?
Help me understand if I have this wrong.
t0xic Mar 1st 2010 2:29PM
I should probably clarify "ranged" as ranged casters (mana users).
Hendrata Mar 1st 2010 3:43PM
Haste will (should) increase mana regen rate too IMO. That means, haste will make everything you do faster.
Finnicks Mar 1st 2010 4:36PM
Haste reduces the channeling time of mana-regen abilities like Divine Hymn and Evocate, and reduced the global cooldown for Lifetap.
Josh Mar 1st 2010 11:05PM
I believe that hunters will use it to regain there focus faster.
Josh Mar 1st 2010 1:33PM
I can't wait to see how this really plays out... in addition to the removal of Shards.. it will be like a whole new class of 'lock
Terethall Mar 1st 2010 1:58PM
I suspect warlock and hunter playstyles will change the most, but tanking and healing as roles in general will also shift pretty dramatically.
Pimmeh Mar 1st 2010 1:35PM
I'm curious about how this will affect molten armor? A solid +crit chance would be ridiculous
MazokuRanma Mar 1st 2010 2:04PM
A solid +crit chance is exactly what Molten Armor was before they changed it to make spirit more 'interesting and valuable' to the Mage class.
Currently, my assumption would be they will go right back to a +3% chance for Molten Armor with an additional +2% with the Glyph. +5% isn't exactly over the top. At this point it is a nerf though. Ironically, upon initial inception it was a nerf to most people as well due to lower spirit values. Now our spirit is so high from ICC gear it'll definitely drop us a couple percentage points.
As it stands, a glyphed Molten Armor converts 55% of your Spirit into critical strike rating. I know my ToC25/ICC10 geared mage is sitting at 8% crit chance off of this. There are probably ICC25/ICC25H geared mages sitting as high as 10%. Just returning to the previous 5% is a pretty big hit, so maybe they'll figure out another adjustment. Scaling with intellect now or something.
Jafari Mar 1st 2010 2:45PM
ummm... that's how molten armor used to work?
3% increased chance to crit, 5% reduced chance to be crit
Riley Mar 1st 2010 1:35PM
"For example, Hit is likely to be blue instead of yellow."
^This
murabayashi.harukaze Mar 2nd 2010 12:51AM
I'm observing that the pendulum seems to be swinging back the other way. Wrath had, more than any other changes in the past, homogenized gear. We Mages have been competing with Warlocks and Priests primarily, and Shamans, Paladins, and Druids secondarily for gear in this expansion. More than any other time in the past, so many of us have been rolling against so many others for a given drop, but this was supposed to be an innovation when the Wrath expansion launched. Now it sounds like Blizzard will be returning to the original order of things: making gear with a particular class in mind. We won't roll as often perhaps, but when we do we'll be competing with fewer of our peers. Myself, having played in that environment in the past I'm sure I shan't mind all that much.
The question I'm having springs from the mention that they are putting a bonus system in place where if one wears gear meant for their own class that they will gain extra stats for doing so. Not a bad idea in the least, but how will the game be able to tell whether that piece of gear is a Mage piece or not? I expect each item will be given a class designation, and if it's equipped by a character of it's class it gives those extra stats. Will the class that it's intended for appear on the gear along with it's normal stats? Will it be something hidden from our UI, so that the game knows who it's meant for but we can't see it? Will this information be able to be queried by an addon, even if it's not shown in our UI, so that we might hope a clever addon author will create a tool for us to reveal this information?
wutsconflag Mar 1st 2010 1:35PM
Uncrittable by shifting into Defensive stance, Bear form, Frost presence, etc? No more weapon skills?
Interesting ... very interesting!
gffcom Mar 1st 2010 2:03PM
Get ready for the (further) rise of PvP tanks..... Uncrittable BEFORE gearing up
targon Mar 1st 2010 2:03PM
wonder if that holds true in PVP as well or if that'll be the first case of a cataclysm "yeah, well, not really..." where everything will get convoluted again by the same thing behaving differently in pve and pvp.
clundgren Mar 1st 2010 2:16PM
"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."
Excellent. My ret paladin will be able to tank heroics without changing spec.
I'm assuming they change this before it goes live, lol.