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!
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Reader Comments (Page 5 of 6)
Boobah Mar 2nd 2012 1:41AM
I expect that what it means is that block rating reduces the chance of an unblocked swing by a constant amount, but that translates to a smaller block chance from one point of rating to the next.
For example, if each point of block rating reduces the chance of an unblocked hit by 10%, then the first point reduces that chance from 100% to (100 * 0.9) = 90%, or a 10 % block chance. The second point reduces that chance from 90% to (90 * 0.9) = 81%, or a 19% block chance, and a third goes from 81% to (81 * 0.9) = 72.9%, or a 27.1% block chance. You can keep going, but it gets messy.
It's worth pointing out that this is more or less the way parry and dodge rating work right now; the major difference is that those ratings don't set their cap at 100% the way this example does. Armor works exactly like this, only you still always take at least 25% damage, and it scales based on the attacker's level, rather than the level of the guy wearing it.
DragonFireKai Mar 1st 2012 10:48PM
I'm not sure how including a double scaling on pvp gear will make it easier to get PvE players into PvP. Now not only will they be hitting the other players for less, they'll be getting hit for more.
Nyold Mar 1st 2012 11:08PM
I'm guessing that this is where the 30% base defense comes into play. A high end gladiator gear might have 40% defense, and someone with full pve gear might have 30% gear,so the difference is not THAT huge (compared to now, you have 4k resilience versus zero resilience).
Goshawk Mar 1st 2012 10:59PM
Gahhh!!!
Expertise on hunter gear?!
Oh Holy Ghostcrawler, why hast Thou abandoned me?
Titusx Mar 1st 2012 11:20PM
Hunters with expertise... Hunters! with Expertise!... MAIL WITH EXPERTISE!... THANK YOU GHOSTCRAWLER!
Arrowsmith Mar 2nd 2012 12:17AM
If we think about this logically for Hunters, then the levels of secondary stats we're going to lose by having to cap Expertise will be compensated by having all of our abilities do a little more damage. At least, that seems like the smartest thing to do IMO.
I can understand wanting to make it easier for Hunters and Enh Shamans to share gear; but at the same time, if we want things with Expertise on them, won't this change the "Every weapon is a Hunter weapon" joke into "Every Neck/Ring/Trinket is a Hunter Neck/Ring/Trinket"?
Either way, I'm accepting this change. I am not personally thrilled about it, but I do understand and accept it. Now can we please get something done about damage scaling? Like Aspect of the Hawk and Hunter's Mark providing a percentage of Ranged Attack Power instead of a flat number?
Gaffy Mar 2nd 2012 12:41AM
Am I the only one who saw that now you won't c\be able to use pvp gear the boost your ilevel for lfd/lfg? With pvp gear NOT counting the power/defense into the ilevel, no buying pvp gear to get your ilevel high enough to get into the next dungeon/raid. I totally love this, and if this was the only change, I would be happy. Now no more "I'm in pvp gear" excuses for slackers. Actually gear yourself in.
Boobah Mar 2nd 2012 1:48AM
Well, it's not that you won't be able to. It just means that the PvP gear will be able to do the damage/healing that its iLvl says it can.
Snuzzle Mar 2nd 2012 6:50AM
Well, no, you kind of won't. Previously, since PvP gear was (is) of a higher ilvl than its PvE equivalent, you could use it to "boost" yourself up a half tier. I admit, I've done it myself with a piece or two (but I like to think I know what I'm doing). In MOP, with PvP gear being a half tier *lower* there's no point in using it to boost because it will actually *lower* your overall ilvl. Unless you're using it to replace a lower-level pice, in which case it's a pretty legitimate use anyway imho (looking at you, folks who'd rather use a 333 blue PvE armor piece than a 380 PvP piece.)
Jorges Mar 2nd 2012 1:36AM
The only think that startled me was hunters with expertise... I said WHAT?! But it'll be something standard for all classes, so who cares? The only thing that will matter is armor type and primary stats.
Hunters/Shamans will fight for mail
Druids/Rogues/Monks will fight for leather
Warlocks/Mages/Priests will fight for cloth
Warriors/Death Knights/Paladins will fight for plate
The only problem I see is with weapons. There could to be too many classes wanting the same weapon. Blizzard will have to be careful with this.
Boobah Mar 2nd 2012 2:00AM
Lots of people wanting the same weapon can be dealt with by drop rates, and workable alternatives. The big problems, IMO, show up when you can't find the gear you want because it's buried under useless dross (I'm looking at you, holy paladins!)
After all, despite gaining a class we're losing one weapon type (fast daggers) but not gaining any new ones. DPS monks are sharing weapons with rogues and enhancement shaman, tanking monks are sharing weapons with feral and guardian druids, and healing monks can use any caster weapon that isn't a dagger.
Snuzzle Mar 2nd 2012 6:53AM
And Holy Pallies get to sit off on their own and say "MINE! All mine, mine, mine! Hahaha! Suckers!"
Jorges Mar 2nd 2012 8:34AM
And restoration Shamans, the only spec with use for intellect mail AFAIK.
Angus Mar 2nd 2012 11:22AM
Resto shaman aren't the only ones using intellect mail, tyvm. Elemental does too.
Robare Mar 2nd 2012 11:32AM
Elemental Shaman are real? I thought they were just a myth.
krstfrvnhrt Mar 2nd 2012 2:42AM
So now mages will have to stack hit AND expertise? Ghostcrawler's explanation was difficult to follow D:
Norseman Mar 2nd 2012 3:45AM
Ok so the Blue post says the following
1 Hit and spell hit will no longer be separate stats.
2 Expertise will negate dodge and spell miss, then parry.
3 The hit stat negates melee miss and spell miss.
4 Ranged attacks will be able to be dodged.
5 so that spell hit is equal to miss plus dodge.
What is NOT clear to me is if a Caster is going to need Expertise, I am thinking they may not absolutely need it but may actually want it to help "hit cap" and when you run out mana, you can still beat on them with you staff or mace and and have a greater chance of your melee hitting them then your spell, (which what you primarly do) if your hit and expertise are at cap.
So both expertise and hit effect miss, so they can use expertise or not, but is the miss rate on a boss 15% (currently 17%) OR is going to be 15%+7.5% dodge == 22.5%? :?
And if a tank has 30% block are Spell atacks against him going to be Dodged? and will this make Block a better stat to have against bosses with heavy spell attacks? :?
Bobby Earl Mar 3rd 2012 5:58AM
In MoP you will be beating on mobs with your WAND, actually.
Bulbasaur Mar 2nd 2012 5:45AM
Expertise will negate dodge and spell miss, then parry.
So.... dps casters will have to use expertise in the future?
staffan.johansson Mar 2nd 2012 8:16AM
Here's how I understand it:
1. An ungeared warrior is hitting a boss with his sword from behind. There's a 7.5% chance he'll miss because of pure miss chance, and a 7.5% chance he'll miss because the boss dodged. He'll need 7.5% Hit and 7.5% Expertise to negate this chance. This is pretty much the same as today, except the numbers will be a little different.
2. An ungeared hunter is shooting a boss. There's a 7.5% chance he'll miss because of pure miss chance, and a 7.5% chance he'll miss because the boss dodged. He'll need 7.5% Hit and 7.5% Expertise to negate this chance. This is different from today.
3. A mage is casting a fireball at a boss. There's a 15% chance he'll miss. He'll need 15% combined Hit and Expertise to negate this. Mage gear isn't likely to have much in the way of Expertise though, but it might open up avenues for reforging (if a piece of gear has hit and crit on it, you could reforge some crit into expertise and get the same benefit as if you reforged it into hit).
Now, here comes the part that's actually an improvement.
4. An enhancement shaman is fighting a boss. When he's hitting it with his axe, he has a 7.5% chance of miss and 7.5% chance of dodge, for a total of 15%, negated by a combination of hit and expertise. When he's casting a flame shock, there's a 15% chance of a miss, also negated by a combination of hit and expertise.
In Cataclysm, ignoring talents and such, a mage needs 1742 Hit rating to always hit with his spells. A warrior attacking from behind needs 961 Hit rating + 781 Expertise rating = 1742. But in order to max a shaman's damage, you need both the 1742 hit rating for his spells, AND the 781 expertise rating for melee, for a total of 2523 points of rating. This is what the Mists system aims to change.
And yeah, there are talents and spec abilities to help out with these things, like Unleashed Rage for shamans and Touched by the Light/Sheath of Light for paladins. Those are crutches - having spells and melee work on the same scale to begin with is a much smarter choice.