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 4 of 12)
Dankie Mar 1st 2010 2:11PM
I gave up on Blizzard's "realism" when it came to armor classes a long time ago. Druids, according to historical irl accounts should never, ever wear the skins of dead animals, it's sacreligious. Warlocks should wear leather as they did historically - why would they need to wear something 'pure' like cloth when they're communing with demons? Shamans should be in leather & cloth - simply because mail armorsmithing was not part of the cultures shamanism came from around the world.
Either way, it's not going to affect your tanking. The thing it will effect is that when your tanks die - the druid can go bear and tank, warriors switch stances etc - since they're now uncrittable in those forms and have the awesome stats to go with it. I'm betting there will be a lot of people rerolling because of this.
Naayr Mar 1st 2010 2:19PM
Add your complaint to the list of less-than-realistic things in the World of Warcraft. If you really need a reason, let's just say that armor advancements have allowed Cloth, Leather and Mail to be MORE protective, instead of Plate becoming LESS protective.
Furthermore, you're still going to be a "big brute, armored to the teeth" - you will look similar (Unless Cataclysm brings some very crazy visual gear changes) and it's clear that Blizzard is trying to push Warriors, Paladins and Death Knights to the plate armor.
I also don't understand why you move from lack of love for Prot Warriors to the homogenization of races. In any case, how is the reduction in Armor for Paladins, Death Knights AND Warriors a lack of love specifically for your class?
Terethall Mar 1st 2010 2:29PM
@Daedalus:
*Hisses* How did you know it was us working for the Army? Damn, I have to alert Cheney that his warlock battalion has been discovered! *Casts Demonic Teleport*
serrif Mar 1st 2010 2:30PM
I hope they use this armor-class adjustment to make more interesting encounters. Imagine a situation where there are untauntable adds that fixate on random raid members, doing healable damage. With there being a smaller disparity between cloth/leather/mail and plate, this allows for them to hit for a noticeable amount of damage, while still allowing for prioritization to have an impact (burn the ones on clothies first, while the ones on plate can be saved for last).
The health-pool adjustment is also highly welcome. It'll let them get rid of %-of-health effects as a crutch for balancing. (Think XT: they penalized the raid for having more stam by making Tympanic Tantrum hit harder. If health pools are closer at a given gear level, they don't have to worry about one effect one-shotting a lock while taking just over half the health off a DPS DK)
Faith-lb Mar 1st 2010 2:40PM
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
a big brute ?
now correct me if im wrong (im alliance and all) , but taurens , aint they supposed to be gentle creatures ?
Daethar Mar 1st 2010 3:29PM
Actually, I just wish they would allow non-plate wearers to have alternative ways to gain armor.
The mage armors are interesting, but offer little as far as actual physical armor. The arcane talent is so hilariously bad that it would only make up for the cloth-plate disparity on a single item. Maybe.
Warlock fel armor? How is armoring yourself in demonic energy supposed to be less effective than normal metal.
Priests have Inner Fire, which is on par with the arcane talent as far as armor value.
Why are all of the caster classes capable of harnessing incredible magic energy, but can't actually protect themselves farther than a 1 or 2 shot bubble?
As for non-plate wearers, what ever happened to the old D&D theory of "less armor = greater mobility = better dodging".
Instead, we have raids decimated by a wayward spell in PvE, and have to turn to resilience in PvP. Make a balanced system, one where there are different pros and cons for each class for wearing different types of armor! Why not have rogues in mail, sort of like the armored highwaymen? Give me my battlemage, just make his spellcasting suffer! And don't worry about pure balance, because heck, PvP is insanely broken anyway and players will find ways to optimize and bend the game to skyrocket them to success regardless, so why not make things more fun instead of just making everything the same?
Überman X Mar 1st 2010 3:34PM
Nope .. I'm still here crying.
Sobbing like a little calf about to become veal.
;)
Econolol Mar 1st 2010 7:01PM
If the guys at blizzard really did focus on physics rather than say... making the game more balanced and fun to play then we this game would be oh so boring;
Every magical-based class has now had all of their abilities changed to "Auto-attack" and they will only be able to do physical damage because spells are just so unrealistic.
All armour that was magical has been removed from the game, i mean how could a ring or a necklace increase your ability to pierce armour anyway?
Healing classes will now only be allowed to play in zones dedicated as "Hospitals" to balance this out there will be a Medics-tent at the start of every instance. Healing classes cannot ressurect and neither can that freaky ghost, this is to make the game more realistic and intuitive to our world.
The outlands has fallen down.
Kael'thas will now only appear in one instance.
Repair bills will go way up due to demand to imitate a real-life economy.
The only race that will remain is humans.
The map has been replaced with google-maps.
Ghostcrawler isn't really a crab...
Sorry i vented buddy, but the times they are a-changing :D You'll still be a big brute with all your charge/rend/bladestorm abilties and to boot you'll get some sweet new tauren racials that will actually be worth something! Me? I hope i get to milk or cook you, in the name of balance of course.
Volaro Mar 1st 2010 1:39PM
No more weapon skills! Caster druids and shammies sharing gear sounds interesting too.
jessie Mar 1st 2010 2:39PM
When he says elemental shaman and balance druids will share gear with restoration druids and shaman, he means that ele shaman will share with resto shaman and boomkin will share with tree druids - that's why it says they will "still" share. :)
Riari Mar 1st 2010 2:54PM
Yeah its not changing much. But we can convert a useless stat (spirit) to a better stat (hit) so I'm looking forward to that.
Though it makes me wonder if I will need two different sets of gear with an Elemental/Restoration shammy.
Ulrik Mar 1st 2010 6:22PM
I thought the point was that the stats that resto and balance/ele currently do not share, mana regen and hit, would become interchangeable exactly so that a dual specced resto/other could use his exact same gear (maybe swap a few things around to hit the hit cap)
Volaro Mar 1st 2010 8:16PM
Yeah, thats what I meant :P Caster specs sharing gear.
Vicky Mar 1st 2010 1:40PM
These are all very interesting. I'll be interested to see how they shake out with the new expansion. It'll be a huge adjustment but then again so was the transition to Warth.
mousewrites Mar 1st 2010 1:40PM
Concerned a bit as a warlock about the spell ranks going away. Currently, we can use rank one Life Tap for spell power boost. Since spell power is changing, that might not be a problem anymore (hell, the glyph is probably going to change), but it's nice to be able to choose how powerfully you use your abilities...
Overall, I'm excited about the changes though....
Johnny Mar 1st 2010 1:40PM
Fools! Can't you see that the loss of these stats is not a good thing It will only make make us greater victims of hogger and his army of gnolls. With no defense to save ourselves we must repent! Repent! (or ask for Saurfang sr.'s help.)
Maduen Mar 1st 2010 1:41PM
Interesting changes. Balance druids will have to obtain spirit as a means of reaching hit. Based on that I wonder how well will tier items and the like be itemized, combined with the changes to eclipse, we might have to relearn the class all over again.
VioletArrows Mar 1st 2010 1:41PM
Oh lordy me, this is too much excitement while I'm sick, I have lie down now. *fans self*
No more training weapons? No more forgetting to train spell ranks? I only have to stack Agility out every orifice instead of AP for one side and ArP for the other?
FAINTING COUCH. NOW! ...Too late. *on the floor*
busuan Mar 1st 2010 1:41PM
"If you are a DPS caster, expect to see: A lot more Stamina."
Moar Mage tanks!
Daedalus Mar 1st 2010 2:14PM
Pfft. We all know if there's going to be clothies tanking, there's only one way to go: Warlocks.
Mages? Stick to what you're good at: catering. (Love the strudel, btw...)