Ghostcrawler explains stat changes in Mists of Pandaria

As promised, Greg "Ghostcrawler" Street, the Lead Systems Designer for World of Warcraft, has returned to the official WoW blog with an explanation of stat changes in Mists of Pandaria. Here's a quick rundown of some important changes, with the full blue post after the break.
- Spell resistance is gone, and so is spell penetration.
- The chance to block will be handled by a separate combat roll for each attack that is not avoided.
- Resilience will be renamed "Defense (PvP)" or possibly "PvP Defense." All players will have 30% base Defense, the same way all characters have some base Stamina.
- All spells and abilities will crit for double damage, baseline.
Our recent talent calculator changes led to some players asking questions about how character and item stats were changing, because some spell and talent tooltips suggest that changes are coming. We compiled this list to attempt to explain more of what's coming in Mists of Pandaria. First of all, please note that we actually aren't making many stat changes compared to the ones we made in Cataclysm ("armor penetration -- gone!"). Second, the stuff below can get a little technical. If you're not into the subtle nuance of gear itemization, then don't worry about it -- you don't need to be to enjoy the expansion -- but we know there are plenty of you who enjoy some nuts and bolts talk, so here we go.
Spell Resistance
We still think having stats that can be capped is a good game design. Rather than focusing solely on stacking your best stat, you have to decide how valuable it is to hit your target before you go back to stacking your best stat. However, we are making some changes.
Spell Resistance
- Spell resistance is gone. There are no buffs that improve it and there shouldn't be much, if any, spell resist gear left. We always thought the system was hard to understand and we weren't getting much gameplay out of it. Now taking a step back, we can imagine how to develop a game where you'd want various forms of resist gear for certain situations and opponents. Resist gear could potentially be interesting, but it isn't currently in World of Warcraft -- the game has just been moving away from that sort of thing for years.
- In the absence of spell resistance, there is no need for spell penetration on gear, so we'll remove it as well.
We still think having stats that can be capped is a good game design. Rather than focusing solely on stacking your best stat, you have to decide how valuable it is to hit your target before you go back to stacking your best stat. However, we are making some changes.
- Hit and spell hit will no longer be separate stats. The hit stat negates melee miss and spell miss.
- Expertise will negate dodge and spell miss, then parry.
- Expertise will be listed as a percentage, just like hit, instead of having an intermediary stat.
- We are normalizing hit with expertise, so that 1% of each stat will require the same amount of rating.
- We are normalizing melee and spell hit, so that spell hit is equal to miss plus dodge.
- Against an equal level creature: 6% spell miss, 3% melee miss, 3% dodge, 3% parry (from the front only), 3% block (from the front only).
- Against a +1 level creature: 9% spell miss, 4.5% melee miss, 4.5% dodge, 4.5% parry (from the front only), 4.5% Block (from the front only).
- Against a +2 level creature: 12% spell miss, 6% melee miss, 6% dodge, 6% parry (from the front only), 6% Block (from the front only).
- Against a +3/boss level creature: 15% spell miss, 7.5% melee miss, 7.5% dodge, 7.5% parry (from the front only), 7.5% block (from the front only).
- Ranged attacks will be able to be dodged. Hunters will benefit from expertise and will have it on their gear, which will also allow hunters and Enhancement shaman to share gear more easily.
- The chance to block will be handled by a separate combat roll for each attack that is not avoided. In other words, we first determine if an attack misses, or is dodged or parried. If it is not, then the attack has a chance to be blocked.
- This gives block a consistent value, regardless of avoidance. Currently block becomes more valuable the more you have.
- Block will also have diminishing returns, much like dodge and parry. This doesn't mean that the value of block will go down as you get more block. It means that it won't go up by as much when you get more block.
- We don't expect Protection warriors or paladins to get "block capped" other than during temporary effects, such as mastery procs on trinkets. Block tanks will be balanced around this change. Our intent is to make playing block tanks more fun, not to nerf them.
- Also notice how Shield Block and Shield of the Righteous have changed in Mists.
- All spells and abilities will crit for double damage, baseline. There are a few exceptions where crits can get larger, but the default is x 2.0 for everyone.
- This means that Enhancement shaman spells and rogue poisons will crit for double damage. Rogue poisons will also use the melee hit chance.
- We are renaming this stat to "Defense (PvP)" or possibly "PvP Defense." All players will have 30% base Defense, the same way all characters have some base Stamina.
- PvP gear will have Defense on it, as well as a new stat, "Power (PvP)." Power increases the damage you do to other players as well as the healing you do to other players in PvP situations.
- If you have a lot of Power, you'll do more damage to other players, but they likely have Defense as well. If you fight players in lots of PvE gear, they'll take more damage. Likewise, a player in PvE gear won't have enough Power to effectively penetrate your Defense.
- The names PvP Power and PvP Defense may not be final, but we're leaning towards going with stat names that are obviously PvP-related, rather than "fluffier" names that might not be as easy to grasp. We want it to be clear to players that neither Power nor Defense have any relevance when fighting creatures, such as in dungeons or raids.
- PvP gear will be lower in item level than PvE gear of an equivalent tier, however the Power and Defense stats will make sure that PvP gear is more powerful in PvP (both offensively and defensively) than PvE gear. In our budgeting system, the PvP stats will be free rather than causing other stats, such as Strength or haste, to be smaller as a result of including Power or Defense.
- The goal of this change is to make it easier for a PvP player to participate in PvE, or for a PvE player to get started in PvP. Currently, we feel it is too large a barrier to go from one to the other, and the result has been that we see more and more players choosing to focus exclusively on only PvP or PvE. In earlier expansions, it was more feasible to use PvE gear in Arenas or Battlegrounds until you acquired the more useful PvP gear. The same was true of being able to use your PvP gear in a dungeon or raid until you acquired something better. In Cataclysm, stepping into PvP with no PvP gear would result in a player being so ineffective that it was difficult to even make progress towards acquiring PvP gear.
- For the higher-end of PvP or PvE (say Gladiators or heroic raiders), we believe those players will still gravitate towards the dedicated PvP or PvE gear. It is the players who are working towards those two end games that will benefit more from some cross over.
- That's a lot of information, and it probably sounds more set-in-stone than it really is. We'll continue to iterate as players poke holes in our ideas, tell us what is working out and what isn't, and finally get to experience it first hand in beta.
World of Warcraft: Mists of Pandaria is the next expansion, raising the level cap to 90, introducing a brand new talent system, and bringing forth the long-lost pandaren race to both Horde and Alliance. Check out the trailer and follow us for all the latest MoP news!






Reader Comments (Page 1 of 6)
Philster043 Mar 1st 2012 9:21PM
I don't see why they had to re-name Resilience. Defense (PVP) sounds like they're trying to say, "This stat is for PVP. DUH!" Oh, well.
Though at least maybe that means more tanks won't get away with tanking in PVP gear, so that's certainly fine with me. >.>
clundgren Mar 1st 2012 9:46PM
Well...if you read the article, that's EXACTLY what they are trying to say.
Philster043 Mar 1st 2012 9:57PM
You're right, I did kind of skim the article the first time. Went back to it and they do seem to be saying it here: "We want it to be clear to players that neither Power nor Defense have any relevance when fighting creatures, such as in dungeons or raids."
nutzj98 Mar 2nd 2012 5:12AM
Are you serious? If you thought they didn't need to name Resil to "PVP Defense" then you obviously aren't aware of the new target player. Blizz has been aiming at retards for awhile now. Easy money if you give them everything, take out all complicated stats, remove any choice of gear, and remove most choice of talents.
Greed is greed no matter how you coat it. Just be happy the traditional player base will have no problem conquering the next expansion. We might even get so bored we can play two toons at once.
There's your next ideal Blizz.
araquen Mar 2nd 2012 7:51AM
One of my best tanks started in pvp gear.
The use of PVP gear on a class is situational - though PVP gear is not optimal, it also isn't a guaranteed disaster. Bears, especially, can get away with PVP gear.
That being said, I like the idea of having pvp gear be more pvp-y. It means that Blizzard will better be able to control pvp balancing without necessarily having to resort to affecting a class' spells.
But let's remember this: when Blizzard is talking about PVP gear being only for PVP, they are clearly stating this is for HEROIC LEVEL RAIDING:
"For the higher-end of PvP or PvE (say Gladiators or heroic raiders), we believe those players will still gravitate towards the dedicated PvP or PvE gear. *It is the players who are working towards those two end games that will benefit more from some cross over.*"
Interpretation - you will see a mix of pvp and pve gear in battlegrounds and LFR and normal raids. Pv* exclusivity will be at the Arena/Heroic raid levels.
So six months from now when we have these "you got chocolate in my peanut butter" arguments, Blizzard made it clear what the expectations should be.
vocenoctum Mar 2nd 2012 12:08PM
Lets be honest, the use of PVP gear was as much to do with the inflated ilvl as it was with the relative ease of getting it. They're fixing that now, so it shouldn't be a problem.
If you have ilvl 339 stuff, it was in general not as good as ilvl 333 stuff, but it raised your average to get into heroics faster. Now, the armor that would have been 339, might be 333, have the same base stats and additional stats, but also have the pvp stats that don't dettract from the budget. It will be equal gear. (Though I think their intent is that it'll actually be say, 325ilvl, and of course all numbers are just for examples.)
Didax Mar 2nd 2012 12:45PM
At the beginning of Cata, while gearing up for T11 raids, some PvP items were BiS for my bear tank. Ironically, at the end of Cata, my BiS neck item is also a PvP piece.
With these changes, it appears the devs are going to stop this madness altogether, which is a very good thing.
----------------------------------------------------------
One thing I don't get though, they have 2 seemingly conflicting statements above:
"If you fight players in lots of PvE gear, they'll take more damage. Likewise, a player in PvE gear won't have enough Power to effectively penetrate your Defense."
"The goal of this change is to make it easier ... for a PvE player to get started in PvP..."
If anything, it seems like this will make it HARDER for PvE players to get started in PvP. They flat out said PvE players won't do much of anything vs someone wearing all PvP gear.
Thundrcrackr Mar 2nd 2012 1:14PM
I'm not sure I entirely understand GC's comments. He says they are adding new defensive stats that will be required in order to do well in PvP, yet simultaneously saying they want to lessen the barrier between PvE and PvP. How is requiring separate gear and stats for the two lessening the barrier??
And why in 2012 do we even still need separate gear and stats for PvP? Why do we need to change out of our dragon killing gear to join in the battle against the opposing faction? Why should gear that is perfectly suitable for killing everything else in the game suddenly not be good enough for killing other players? What practical sense does that make? The whole separate gear for PvP thing feels like an MMO relic from ages ago that should be abandoned. Having to grind/buy/enchant/gem/reforge/store two entire sets of gear just so you can get experience both aspects of the game doesn't make any sense to me.
I see this change as effectively killing casual PvP (non-rated BGs) for a lot of people because they will no longer be able to get by in PvE gear like they can now. Currently, the extra raw damage you get from PvE gear is enough to offset the lack of survivability due to lack of resil, but in the new system that won't be the case because we'll need the new "PvP power" stat in order to do damage. Unless i'm completely misunderstanding GC's comments...
AutumnBringer Mar 2nd 2012 3:34PM
@Thundrcrackr
I remember during Vanilla, those in raiding guilds had an enormous advantage over those who weren't simply because they had access to higher levels of gear and there was no such thing as dedicated PvP stats on gear, so that PvE gear was entirely appropriate.
The result was that to be really successful in PvP, you had to raid. I believe that's why they make that distinction with PvP gear now.
All I play is non-rated BGs. Even there, you can't get by in all PvE gear as it stands - unless your PvE gear is so superior that even when you're doing 30-40% less damage to a PvP equipped player, you still overpower them. In that case, gear discrepancy is the real factor. Believe me, I've healed the PvE equipped players, I've damaged them too - there's no comparison.
milindpania Mar 3rd 2012 12:15AM
@Thundrcrack: Dragon-killing gear are not remotely balanced when it comes to kill other players. Any non-Blizzcon WoW tournament bans PvE gear. There is a reason for that. Getting beaten by someone because their gear has a random procc or a special effect which is often game breaking is not fun nor is it skills or fair. Deathwing doesn't care if he gets randomly crit by a Rogue with Vial of Shadows for 60k, Ragnaros doesn't care if he gets a Shatter combo duplicated on him, Arthas didn't care if Shadowmourne and DBW wielders hit him for some crazy damage. Other players do. Arena is about skill and gear should play as minimal a role as possible.
Bobby Earl Mar 3rd 2012 2:25AM
The use of generic terms such as "power" and "defense" will only cause more confusion. "Resilience" is a unique and very apt term that has always been instantly recognizable to any player who has investigated the PvP scene to any extent. Having read and reread the post, I'm still a little unsure about the necessity of a separate "Power" stat. Wouldn't the offensive capability of the stats inherent in your PvP gear be sufficient to determine the damage you're able to do to another player? I know any critical responses on here are auto-downvoted but if anyone has any clarification for me before this post is blacked out, I'd appreciate it. Right now it almost feels like Blizz is going all MTG: Portal on PvP.
Ad134 Mar 1st 2012 9:22PM
Power and Defense look like fantastic ideas. I'm hoping Blizzard adopt more of a "separate PvE and PvP" stance in future, with buffs and nerfs perhaps sometimes affecting only one of the two.
Eternauta Mar 2nd 2012 10:13AM
Every step that separates PvP from PvE is a step in the right direction IMO.
I rarely PvP, so I only get pissed off when one of my abilities gets nerfed in the name of PvP balance.
And I know PvP'ers feel the same way when the inverse is true.
djsuursoo Mar 2nd 2012 1:51PM
i'm all for relegating pvp to its own servers, client, and subscription category.
and i rather enjoy pvp. however, i REALLY hate how my game gets nerfed for the sake of blizzard's mini-game included in WoW. so if they can physically separate pvp and pve completely, i'd support it whole-heartedly and turn to team fortress 2 to get my pvp fix.
Ad134 Mar 2nd 2012 2:34PM
Indeed! I'm a PvP player at the moment (used to be mainly PvE, but got burned too many times by too many guilds) and I hate it when a PvE buff/nerf COMPLETELY ruins a class in PvP. I also remember hating the other way around from my PvE days.
For instance, the recent buff to melee damage. Blizzard themselves said that this was because of PvE boss fights requiring more movement. What happened because of this? In PvP, melee classes shot up. I hate to use the term "overpowered", so I won't. I will just say that if you make a big change to one, the other is going to feel the effects.
PvP PvE separation is nothing but a good thing, and I welcome all of it happily.
Adam Holisky Mar 1st 2012 9:22PM
Time to update the formulas.
Pleased to see the normalization of hit/spell hit/expertise. That's great.
"Ranged attacks will be able to be dodged." This is interesting. Sparks some immediate eyebrow raises.
Revynn Mar 1st 2012 9:31PM
- ""Ranged attacks will be able to be dodged." This is interesting. Sparks some immediate eyebrow raises."
If you can dodge a wrench, you can dodge a Chimaera Shot.
cyno01 Mar 1st 2012 9:37PM
And makes trinkets and jewelry w/ expertise on them fair game for hunters.
As a rogue...
ಠ_ಠ
naixdra Mar 1st 2012 10:21PM
@cyno01
Look at the bright side, now Evasion will give you a better chance to turn thing around rather than delay the inevitable.
One dodged Concussive Shot and you have ruined a hunters day.
Antonius.Prime Mar 2nd 2012 3:22AM
I just hope that the hit cap for all Dual Weilding classes is brought down as a result. Currently, enhance shamen, dw frost DK's and others go for the spell hit cap. The melee hit cap is just far too high without gimping other stats.