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 6 of 12)
Kavaan Mar 1st 2010 1:53PM
Wonderful changes! I'm sorry, but you shouldn't have to reach for a calculator to figure out if a piece of gear is actually an upgrade or not. It's gotten completely ridiculous.
I'm all about simplifying stats. Simplifying does not mean dumbing-down, or turning the game into 'easy mode.'
Dave Mar 1st 2010 1:53PM
And people still think this will be out soon? This is just the tip of the iceberg and will require massive testing so we don't end up with an unbalanced mess. Plus with so much more planned it better be near Dec before this game is to come out.
Gilgamesh Mar 1st 2010 2:40PM
Expect it to release before or shortly after SW:TOR.
Alanid Mar 1st 2010 1:58PM
"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."
Well... I think I need a new pair of pants.
SpaceGoatPriest Mar 1st 2010 3:04PM
Thankfully it won't need defense on it.
Sd Mar 1st 2010 2:00PM
If you are a melee DPS class, druid tank, or hunter, expect to see:
Existing Attack Power becomes Agility and Stamina.
I'm a plate DPS. I have gear and enchants with +Attack Power. They will all be converted to Agi and Sta? Is that correct?
nikdaheratik Mar 1st 2010 3:21PM
My guess is they either do a check that converts +ap enchants on plate to some amount of str and +ap on mail/leather/cloth to some amount of agi, or they leave the pure attack power around for things like enchants while removing it from the gear itself.
Zanathos Mar 1st 2010 3:28PM
Attack power will be uncommon on gear, but may still appear on things like trinkets and rings. I doubt they'll be changing existing AP enchants.
clundgren Mar 1st 2010 6:02PM
This was my question, too. I have several items with AP because they are BiS, even though I'm a ret paladin. For example, the Ashen Verdict AP ring actually gives significantly more dps over the supposedly melee Str version. Likewise my cloak.
Lemons Mar 1st 2010 2:03PM
Nice...I like the changes that bring plate-wearers more in line with other classes. I've always found it odd that plate-wearers, who wear the best armor, also have the most health. So...you're negating ~50% of my damage AND you have 32k health unbuffed? That's fair...I guess...not.
I'm fine with them negating more armor...but the astronomical amounts of health they have in comparison to the other classes is just silly, with all the stamina gear I can muster I barely have ~26k and I see well geared arena warriors regularly rocking ~32k. That's a 6k health difference! That might not seem like much but in reality a lot of matches are decided because the warrior has 1k health left and manages to survive...health he wouldn't have if he didn't have such a ridiculous healthpool in the first place.
So I'm glad Cataclysm is changing this tired system to something that makes a little more sense.
Andrew Mar 1st 2010 2:05PM
Why wouldn't they just make this a new game?
I just spent a ton of time on learning how to gem my shadow priest properly and now they're changing everything..
(cutaia) Mar 1st 2010 2:09PM
You had to spend a "ton of time" learning what rocks to put in what holes? Sounds like the exact reason they're changing things.
Extrox Mar 1st 2010 2:13PM
In all fairness, your current gem set up would probably not be viable after Cataclysm even if the stat simplification changes weren't occurring.
I remember when combat rogues stacked pure AP back in TBC, now it's all bout Armor Penetration for example.
Pretty much, while it might not seem that way at the moment, the class would change enough that you'd have to "relearn" your stats to an extent anyways. I took a 3 month break from WoW and came back to find my gem selections were completely sub-par (though tbh 3.2 hit while I was gone).
TL;DR: We'd probably have to change our stat focuses anywho, this just makes it a bit less confusing.
Terethall Mar 1st 2010 2:13PM
You mean you didn't just download simulcraft, click two buttons, and see which stats scaled highest to figure out which stats to gem for? (Hint, it's spellpower first, then spellpower, after which you should gem for spellpower unless the bonus is spellpower). If you hit the hard SP cap, then gem haste. The hard spellpower cap is 2147483646 (there's a socket bonus of +1 if you know why I'm guessing that's the cap). This game does not take that much effort to learn if you do 5 seconds of research for yourself, and furthermore, will not be any more complicated (although, I would argue, probably not less complicated either) when Cata hits.
Also, your gems should be changing with every upgrade anyway.
Shnissigah Mar 1st 2010 2:04PM
Some of this is like "YEAH BOY!" but some of this is like "OH NAH HE DIDN'!"
cycloneduke Mar 1st 2010 2:13PM
New Stat - Parrry!
JackNovak Mar 1st 2010 2:05PM
The only thing that really bugs me is resilience no longer affecting Mana burns. I do my share of arenas and priests can do quite enough damage to my mana as it is, thanks.
Terethall Mar 1st 2010 2:07PM
Lol at people assuming things based on the current system. With the alteration of a line of code Blizzard could make it so that warrior dps is raised to a power of 2 for every point of haste rating above 27. Obviously, they're going to balance all of the classes and roles so that things will still work in Cataclysm. Everyone needs to stop Chicken Littling and realize that EVERYTHING is changing, not just the stats.
Entire models of gameplay and the three roles themselves are facing major alteration, and people worry about whether the haste is going to be as useful as crit... Newsflash, you're going to replace almost all of your gear by the time you hit 85 anyway, according to Blizzard. So unless you're worried about dying to leveling mobs, I don't think it would matter if they changed agility to sunshine, crit to rainbow dust, and arpen to unicorn farts. Your recount numbers are going to be the same for your newly converted rainbow dust and your heals are going to be just as big when powered by unicorn farts as they were when you had SP.
Blizzard isn't making this post so you can start gearing for the first tier of Cataclysm while you're halfway through ICC. They're making it so that 1) people can't whine that they weren't expecting the changes when they come, and 2) people will understand how the new stats work when 4.0 hits. It is absolutely pointless to base any action or worry on this info until patch 4.0.
(cutaia) Mar 1st 2010 2:17PM
"I don't think it would matter if they changed agility to sunshine, crit to rainbow dust, and arpen to unicorn farts."
This is an awesome quote right here.
Also, I thought I read in that dev chat that they were going to restat all the pre-Cat gear, too, so assumably when your character wakes up on day 1 of Cataclysm, the gear they were wearing will have the new appropriate stats on it.
darian Mar 1st 2010 2:19PM
It isn't entirely pointless to at least muse on the implications of these changes, though pulling a Chicken Little is definitely out there.
I, for one, am curious as to why they decided to turn ArP into Haste and Crit instead of the obvious Mastery stat, and wonder how that will affect my Warrior's DPS relative to other classes come patch 4.0.
Remember that people will still be raiding after the patch (in fact, the patch is likely to bring with it an upswing in raiding even without the full expansion).