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 7 of 12)
macster Mar 1st 2010 2:47PM
@(cutaia)
That's pretty much what happened to spellpower gear when 3.0 hit. Although noone was paying as much attention, as every single spell and talent in the game changed at the same time.
I expect it'll be similar in 4.0 - everyone will be so busy working out how to play their new class, that a lot of the complaints will be drowned out.
mcnadeau Mar 1st 2010 9:03PM
But you said unicorn farts powered arpen, not SP....make up your damn mind! It's all so confusing!!!
LOL!
eddie Mar 1st 2010 2:10PM
does this mean they will finally get rid of those stupid gearscore system that totally gets on my nerves...I mean it takes freaking forever to get a raid together while "gearscore is checked" and even after all this "checking" and "achievement check" and the raid still fails...That is why I choose not to raid...especially with groups that are too worried about gearscore and achievements than actually going in and raiding...
Terethall Mar 1st 2010 2:19PM
/facepalm
Gearscore is average iLevel weighted by slot. I will shit myself and then eat my own face if they change how iLevels work or majorly overhaul how slots are weighted in Cataclysm.
Furthermore, I'm sorry, but you cannot tank Festergut in blues. And don't give me the Yogg-in-blues BS, because that was 90% luck. Gearscore is a useful tool in a raidleader's arsenal, as are Imba, Elitist Group, WoW Heroes, and other achievement/gear/experience ratings when putting together a pug. I only raid in pugs, and I've seen halfway through ICC in the 3 times I've been there.
(cutaia) Mar 1st 2010 2:23PM
Gearscore doesn't really have much to do with the specific stats on your gear, nor are any of the gearscore checkers designed or run by Blizzard, so basically...no.
Zanathos Mar 1st 2010 3:32PM
If yogg in blues was 90% luck, then we'd be hearing about a lot more groups doing it
uly Mar 1st 2010 5:03PM
Yogg in blues was 90% luck on top of exceptionally keen raiders.
Three things affect a raid encounter:
Gear
Skill
Luck
Terethall Mar 2nd 2010 1:45AM
@Xanathos:
It was Ensidia level players on top of the 90% luck. Nine out of ten times the best raiders in the world (who had designed blue sets specifically to match each encounter, most raiders still in blues would not do this) would wipe. In Ulduar. Do you know how much Fester hits for after three inhales? I'm sorry, but a tank with 30K hp and low armor and nonexistent dodge would get destroyed, especially if the healer is only healing in blues.
The challenge of Ulduar in blues has not been repeated. No hardmodes have been done in blues. No T8+ 25-mans have been done in full blues. Checking for a basic level of gear and for experience with fights helps to ensure that things go smoothly in a pug raid. People who downvote comments like this are the ones who don't get invited to raids with their 4k GS and yet think that they're uber leet skilled players and are being treated unfairly. The reality is that there is no real excuse for being below about 5-5.3k GS at this point in 3.3. Emblem and ICC 5-man gear will get you there. If you can't get there, that means there is a problem, and I probably don't want you in my raid, because it's doubtful that you're as dedicated or experienced as someone who has better gear. I'll only take you if the competition is not superior or if I happen to know that you have above average skill, which I simply cannot measure without inviting you to my guild and raiding with you for weeks.
Tenjin Akuma Mar 1st 2010 2:10PM
I shall rejoice at the notion of being uncrittable just from Righteous Fury ...
... but I shall shed a single tear at the change to block. If block no longer can completely negate a hit from some mook, scrub or no-named henchman, how am I to be able to take on entire hordes of said cannon fodder all by my lonesome?
Good change against bosses. Not so good for pulling an entire zone at once and chewing my way through it. *sigh*
Julian Mar 1st 2010 3:30PM
I believe Blizzard a little while ago said they didn't like the idea of AoE tanking, maybe this is a change specifically to reflect that
Ross Mar 1st 2010 2:14PM
Parrry.
jealouspirate Mar 1st 2010 2:15PM
As someone who plays a dual-specced Resto/Elemental Shaman, glad to see that those specs will be sharing gear!
Hyacinthe Mar 1st 2010 5:12PM
Please note: They said "still" sharing gear. *sigh* It just means they're still not going to bother itemizing for one of the specs. I have hope, however, that with the complete disappearance of mp5, the gear will overlap in more beneficial ways than it does now, because I really hate having mp5 on my elemental set.
Squirr3llywrath9 Mar 1st 2010 2:21PM
So it's looking like plate dps and plate tanks will be using pretty similar gear now that defense and sb are gone. That along with being uncritable through skills might just fix the lack of tanks.
themightysven Mar 1st 2010 2:22PM
I'm worried a little about DPS mana regen. If it's in the talent tree, that makes grinding to the level you can access that talent a pain. Mana Regen has already been balanced for the Raider at the cost of leveling/soloing regen throughout Wrath. It will be interesting to see how this plays out.
On a brighter side, it looks like "of the Whale" is sticking around for PvP heals (yay)
eddie Mar 1st 2010 2:28PM
well, the people that depend on those sites, IMO are the ones who like to ninja and treat others with disrespect and belittle and downgrade players because they are not something that the leader feels they should be...I go on runs with people all the time..successful runs..and the reason they are successful is because we take the time...instruct, teach, and find out what went wrong if it did and correct it. There was a time not too long ago that going on raid was a fun thing to do..now it is just to strenuous and time consuming to even worry about it for me. I don't have the time or patience to sit through this kind of gear judgment. Of course, no blues..but to require someone to have an achievement before they run with you...how did these people get their first achievement? they went in with others and did the job...if you put together a raid and treat people like people instead of numbers and dehumanize the situation...you get what you bargain for...you get people who want to raid, are excited, feel the adrenaline and want to succeed..not a group of my gear is better than yours..or I am better than you..it is not all about gear..skill comes in play....and DEFINITELY a whole lotta luck..we all know that every raid is different and every situation is different....btw..let me know how that face tastes..LMAO!!
Terethall Mar 1st 2010 2:39PM
What you're talking about is a guild run. In which gearscore isn't an issue at all. But people don't have 5 hours to sit in a VoA pug trying to learn a fight. They want someone who can go in and get out; they want someone who has done the fight and knows how it goes. And besides, if a raid leader isn't getting a ton of tells, 99% of the time he'll stop requiring achievements.
Also, as the result of some past suboptimal wagers, I can with some accuracy assure you that the average human face (being my own) could use a little Mrs. Dash.
..... Just call me Lady Sinestra... *ba-dum-chhh*
(cutaia) Mar 1st 2010 3:04PM
So, basically you didn't actually want answers about whether or not this will change the availability of gearscore checkers. You just wanted a soapbox to complain on because you don't like gearscore. Neat.
Zanathos Mar 1st 2010 3:34PM
wut?
alpha5099 Mar 1st 2010 2:28PM
Some very cool information. I would've liked to know more about Mastery, but I'm sure we'll get that information shortly. Their solution to Boomkins and Ele shamans seems pretty cool; I had definitely wondered how that was going to work once Resto shaman wanted Spirit (that's going to be so weird). Spirit->Hit seems like a good solution, although I feel like you'll still get into a situation where you're not gonna want more Spirit.
The description of reforging sounds interesting. I guess it makes sense that they're capping the stat conversion at 50%. The way it is now, you can take something that isn't ideally itemized and give yourself a stat you want more of, but you can't just go and make every piece your BiS. I'm also curious to see how reforging plays out with various professions. Which professions will be able to do what? And will it be a profession-only benefit, or could I go get a blacksmith to reforge a mace I just got?
I can't say I mind seeing Weapon Skills go. Not really all that great a system, particularly when training as a lowbie. A month or two ago I started a Draenei paladin, and he had to trek all the way over to IF just so he could use the Bloodied Arcanite Reaper I sent him. Kind of a big pain in the ass.
I'd also like to see more information on how their incentivizing us using our proper armor types. My resto set usually has a couple cloth or leather pieces, and my enh set occasionally slums it in leather as well.
Also, am I the only one who wouldn't mind seeing Expertise go away. As an Enh shaman, it's pretty difficult to get Expertise capped, largely because those damn Hunters don't have any use for it so it's pretty much on zero mail for the last two raids. I just did a Wowhead search of Wrath epics with expertise on them: Plate gets 142, Leather has 68, and Mail a whopping 15, with nothing from ICC content and the only ToC piece being our tier gloves.
Maybe it isn't an issue for other classes, but as an Enh shaman it's a giant pain in the ass to have two stats to cap in order to hit the boss. Blizzard uses the example of AP and ArPen as stats that are doing very similar things, and that being something they'd like to avoid, but to my mind Expertise and Hit are pretty similar as well: one pushes Dodge (and Parry if you're a tank) off the table, while the other pushes Hit, both effectively making you hit more. I'd like to see some changes to this for Enh shaman in Cataclysm. Maybe turn Expertise into a tanking stat, or make Expertise one of our Mastery bonus, or give us more through talents. Or hell, just give us tier gear that actually has it.