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 5 of 12)
Aikou Mar 1st 2010 1:42PM
I have a question i might have not read it but how will warlocks Fel Armor work. we get more SP based on 30% of our spirit?
Joe Mar 1st 2010 2:12PM
This is actually being changed next patch.... felt armor is going to scale off your spell power now.
Terethall Mar 1st 2010 2:25PM
And a resounding "no" to both of you.
Fel Armor will likely be changed entirely. Along with EVERY TALENT AND ABILITY. FOR EVERYONE. You will do the same dps as before, but with different stats. Blizzard will simply change abilities and talents until you do.
And they are not changing Fel Armor (or felt armor, which I imagine is not very protective). They are changing Life Tap to scale off of SP, not Fel Armor. And they are not changing the glyph of life tap, either. Just the ability itself. So with Fel Armor and Glyph of Life Tap up, 50% of your spirit will still be SP.
Valt Mar 1st 2010 5:01PM
"felt armor is going to scale off your spell power now."
No, life tap will scale from SP, not fel armor in next patch.
Kaphik Mar 1st 2010 1:42PM
I am hoping that we will have a wider variety of gear to choose from, not just in stats, but in looks as well. Multiple BiS items would be nice, to bring some variety back into the game.
BritishBulldog Mar 1st 2010 1:42PM
Wow... Just Wow... I really forgot how much impact this was gonna have.
Titusx Mar 1st 2010 1:42PM
My only worry is how Enhancement Shamans seem to landing right in the "limbo" zone of all this stats changes. We kind of fit and don't fit this hole thing at the same time.
Tina Marie Mar 1st 2010 2:53PM
Druids have the same problem, really - shammies have a caster DPS spec, a healing spec, and a melee DPS spec. Druids have the same plus tanking. So the issues with enhancement shaman will likely also affect cat druids.
Navigator_Black Mar 1st 2010 1:46PM
Sounds like the class changes will also have to be rolled out shortly before Cataclysm launches as well, or else our characters will be stuck with "new method" gear but still operating on the "old method" mechanics (ex Hunter mana will plummet with no INT on gear, Resto Shaman mana regen will be non-existent) and will make playing pretty much impossible aside from dailies or the like.
Daedalus Mar 1st 2010 2:23PM
Yeah; I would expect to see all that in the same patch. 4.0. Stats, gear, talents, classes, it'll all have to change in one fell swoop.
And when it does, none of us will notice because we'll likely simply be trying to survive other things the patch will most likely introduce: flooding, earthquakes, rivers of magma, tidal waves, and brimstone raining from the sky.
And when that day hits, and most of us are running around, screaming, diving for shelter, and trying to figure out how to play the game all over again, there will still be some yahoo in trade chat whining about the .2% nerf to some talent that they never use anyway.
Reps Mar 1st 2010 11:03PM
You forgot to mention:
Server Crashes
Unstable Realms
Login Issues
World Server is Offline
MASSIVE LAG
All the things that come with every major content patch.
Jeff Mar 1st 2010 1:47PM
Very glad to see weapon skill gone. It was an archaic mechanic that just served to force some unnecessary grinding on players.
Extrox Mar 1st 2010 1:47PM
I smell a new Feat of Strength or two in regards to "Did Somebody Order a Knuckle Sandwich" and Master of Arms or w/e it is.
Zuckerdachs Mar 1st 2010 1:48PM
I'd love to see Hunter pet leveling go away.
God damn it, is that annoying and a waste of time.
Zanathos Mar 1st 2010 3:25PM
To be fair, it's a pretty minimal hardship now. You can't have a pet more than 5 levels below you, and the exp they gain has been increased by a ton.
Zuckerdachs Mar 1st 2010 3:33PM
I still see no reason why it should be there to begin with. It is annoying with the new dungeon system to bang out a few levels in dungeons, then have to slow down leveling solo with whatever tank pet you have as you wait for it to catch up with you. I honestly do not see the point, especially since Warlocks and Death Knights do not have to deal with that mechanic.
Shoikler Mar 1st 2010 1:49PM
There is a lot there to process, but I will say that I do actually enjoy leveling weapon skills, seeing which weapons I need to work on and swapping out to keep as many of them up as I can. For that matter, the first time I send alts to the various cities is when I'm getting them to train whatever weapons they can.
Still, that's hardly a major disappointment, just one of those things we'll be telling the newbies about during Cataclysm or its successor. "Eh, you kids have it easy now. Up through Wrath, we used to have to train skills in individual weapons! We even had a special one for unarmed combat! To get that one raised, you had to bare-knuckle box against bears! And we liked it!"
jfofla Mar 1st 2010 1:50PM
It was apparent at Blizzcon that Cataclysm was not just an expansion, it is a complete reworking of the game. More WOW II than a mere expansion.
Radu Mar 1st 2010 1:50PM
The dropping of defense rating got a round of aplause from me. Tanks are too expensive to gem, and chant at low lvls trying to juggle hit, expertise and defense cap. Thank you Blizzard, and also for removing spell ranks and weapon skill. I always felt silly strapping on my tank gear and auto attacking some mob as I afk'ed for a sammich to gain "skill". But some of these changes leave me baffled. Hit is going to keep on being a complete PITA throughout progression? I've always felt that you were making progress, accomplishing something if you will, by getting to the tier of gear where you could stop turning down "upgrades" because they would put you below the hit/ expertise cap and concentrate on maximizing DPS/ survivability+ threat. Re-forging may address this I suppose.
What's the point of gem budgeting if you just take away our most attractive stat? In my view players will have to pay out of pocket to replace said stat w/ gems.
What will mana regen be for cloth DPS? Here's hoping its a very deep mana pool and not silly mechanics such as paladins have.
And lastly....how will haste benefit warriors? Its not a very desirable stat for dps. If a player gemmed all ArPen, will he log on one day to find he gemmed his arms warrior in haste? Crit would be slightly better but overall I think anyone who stacked alot of ArPen will find their gear much less effective when the XPac drops.
t0xic Mar 1st 2010 3:16PM
"Hit is going to keep on being a complete PITA throughout progression?"
I can hardly wait to see the hit table calculations. It used to be "17% without talents" (casters) and "8% without talents" (melee). It will turn into a table depending on what tier of content you're raiding, what hit talents you have in your spec, whether you have a space goat in the raid, and what buffs/debuffs (IFF and Misery).
Here's hoping they find a way to simplify that.