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 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 3 of 12)
LDR Mar 1st 2010 2:35PM
What would probably be safer to assume is that Righteous Fury is going to appear fairly high on the Prot talent trees. This seems especially necessary since the amount of stam on retribution gear is going to get closer to the tank's gear (based on one of the other included quotes).
jonas Mar 1st 2010 3:00PM
You're supposed to be able to tank (the new 5mans at least, presumably all the leveling instances too, potentially the heroics once people get a little gear) as Ret or Arms or Feral Cat or non-tank DK. They've commonly used the example that "an arms warrior should be able to strap on a shield and 1h and tank a 5-man"
Zanathos Mar 1st 2010 3:17PM
"Get ready for the (further) rise of PvP tanks..... Uncrittable BEFORE gearing up"
Uncrittable to NPCs. Raid bosses only have a 5.6% chance to crit that needs to be overcome with defense now. This will change pvp not at all.
kunukia Mar 1st 2010 1:35PM
Sounds freaking awesome!
SeanFury Mar 1st 2010 1:36PM
This. Is. AWESOME.
targon Mar 1st 2010 2:11PM
sparta?
Babaloo Mar 1st 2010 1:37PM
Yay! No more Spirit. Seriously, what was better per point, MP5 or Spirit?
Cyanea Mar 1st 2010 1:46PM
MP5 was better per point. I don't remember the number exactly, but it took something like 3 spirit to equal 1Mp5 or something like that.
I hope that when they release the patch that changes gear, they also "rework" Holy Pallies and Resto Shammies like they say, otherwise my poor shaman is gonna be useless between the pre-Cata content patch, and Cata itself.
AudreyR Mar 2nd 2010 10:06AM
The thing about spirit I'm wondering about is the warlock's fel armor. Are they changing it so soon? I remember their reasoning behind the locks' armor changes was to make spirit more attractive to more classes. Now they've changed their mind again.
AudreyR Mar 4th 2010 10:48AM
Yes, double post, but I got my question answered by reading all the blue responses in the thread referenced: DPS casters won't need spirit for regeneration or damage. Which means that there's a change to fel armor in cata, or so I assume.
However, my point still stands about spirit only lasting one expansion for locks. Short torrid affairs are the hottest.
Exceed Mar 1st 2010 1:37PM
I bet everyone's going to start loving the changes now, compared to everyone hating them when they were first announced XD
Überman X Mar 1st 2010 1:38PM
Sooooo ... my plate wearing prot spec warrior is even more useless?
"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." - err, ahh, anyone at BLizzard take physics? Plate armour DOES offer so much more protection. Guess the US Army should clad it's tanks in leather and cloth. Or does this mean clothies in WoW can wear kevlar and carbon fibre?
My whole reason towards rolling a Tauren Warrior ohhh so many years ago was the thought of having a big brute armoured to the teeth. That way I could laugh as lesser beings hit me.
Where's the prot warrior love Blizzard? Where? If yer gonna homogenize the races so much, why bother having races at all?
I'm going to go cry now. Ever heard a crying Tauren? It's not a pretty picture .....
Ralod Mar 1st 2010 1:46PM
The thing is, Mr Crying bull man,
In plate your still going to be the tank. Your still going to get the best damage reduction from your gear. But cloth leather and mail, will just not be as far off. There not going to make mages tanks, they are just going to make them harder for bosses to one shot.
This is not an end of the world thing, this is good for all of us. This means less pressure on a tank, your squishies last longer in melee. Trust me, thats a good thing.
Thats if you were a tank, if your DPS then buck up and stop crying you Bull baby!
Jim Mar 1st 2010 1:52PM
The difference between plate and other armor types isn't going away, it's just becoming less disproportionate.
Cyanea Mar 1st 2010 1:52PM
As someone who's done plenty of tanking, I applaud this change. Imagine just how many times you've been in a raid or a heroic when letting ONE add or the boss after an aggro dump gets a melee squashed instantly. There's SUCH a huge divide between tanks and non-tanks that unless a pull is executed absolutely flawlessly, a wipe is almost guaranteed. Some bosses will even one-shot non-tank plate wearers.
What they're doing with this change is making it so that an accidental slipup like that won't necessarily spell the end of that character before you've even had a chance to react. Your squishier friends aren't going to be able to stand up to a fullblown onslaught from a monster for more than a few seconds, but it's plenty more time for you to try and get the situation under control before it's a wipe (especially because a stray mob's gonna gun straight for your healer). You're still going to be the only one in the group who can stand up to the waves of adds you're gonna be keeping from your friends.
Cyanea Mar 1st 2010 1:53PM
*or the boss after an aggro dump get loose gets...
Ugh. I swear this site needs a better comment system
Terrant Mar 1st 2010 1:53PM
I totally agree - before this change, I loved how World of Warcraft respected the real world laws of physics behind giant bug people, swimming in clothing, time-travelling dragons, and magic. It's almost as if they're starting to treat this game like a video game!
Daedalus Mar 1st 2010 1:59PM
I love that you're making a plea for realism in the behavior of the materials worn by your giant, intelligent, bipedal cow.
They didn't say they were making all armor types have the same mitigation; just that they were narrowing the gap. Now, maybe that doesn't make sense in real world terms, but then the US Army doesn't employ a large number of warlocks (as far as we know...), so their concerns about which materials to armor things with are somewhat different from, say, a bovine warrior planning to wail on a big, hulking dragon.
targon Mar 1st 2010 2:08PM
that change is not about tanking but healing
Aaron Mar 1st 2010 2:10PM
Don't tell my Alliance guildies, but I secretly rolled a Horde Tauren warrior for those times when I need a break from the Alliance's BS (pun intended).