The Care and Feeding of Warriors: Stat changes and you

This week, we have statistics and how they will work in Mists of Pandaria to talk about, thanks to our metaphorical friend Dr. Greg Street. (I've never met the man; I can't in good conscience call him my friend, although I have appreciated his work over the years.) These are some big changes to how stats work for every class. I don't write about every class, of course. If you don't wear plate, tank with a shield, and have Bladestorm or Titan's Grip in your talent trees, then someone else is going to have to explain what this all means for you.
One of the really big changes is the change to the Block mechanic. Currently, World of Warcraft operates on a single combat roll system, wherein an attack is made and either succeeds or fails based on factors like dodge, parry, block and outright chance to miss. In Mists, things will be very different.
Block
- 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.
WoW has been on a single roll combat table since its inception. The ability to stack dodge, parry and block to reach unhittable has been part of that system for years, back to when Crushing Blows were a concern and players worked to push them off of the combat table via that very combination of statistics. By switching to this new two-roll system wherein the attack first determines a miss, dodge or parry and then determines if a block occurred, unhittability is now effectively gone from the game entirely.
Combining this change with diminishing returns means that instead of the current situation where block grows in value as you stack more of it, you'll reach a point where you'd be better off spending points elsewhere rather than just piling on more block, as it will get more expensive to get less and less reward out of stacking the stat. These changes mean that the value of Critical Block's overflow (that is, when you get over 100% block, the rest is added to your chance to block for twice as much) will be much less, because it will happen much less frequently. With this change, while paladin mastery will stack up faster than ours (they'll still block more often than we do), the two abilities should end up much closer. Diminishing returns will eventually slow how high their block rate gets, while it won't affect our critical blocking itself.
It's too soon to call the ultimate effects of this change, but it should reduce block tanking's ability to be ultra predictable in terms of how much damage is taken in. This makes balancing all stats more compelling, since each will have a point of diminishing returns, making a distributed spread of avoidance and mitigation more attractive than just stacking mastery. The downside will be that there's a danger that blocking will become significantly weaker than it is now, especially with the redesigned Shield Block costing so much rage and now far less likely to push block chance above 100% and give you more critical block chance. We're definitely going to have to pay attention as we move into Mists tanking.

Hit and Expertise
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.
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.
First off, normalizing hit and expertise and changing expertise over to a percentage like hit is brilliant, and I wish Blizzard had done it sooner. The spell hit and ranged expertise changes won't affect us at all, really.
What this really means for warriors is that it will be easier to figure out what you want your expertise to be at for gearing and reforging purposes, and that trinkets will be easier to design since expertise will be something casters and melee DPS want. So now, almost all DPSers will have the potential for haste, expertise, hit, crit and mastery in their itemization, making things easier on the design of items that don't have primary stats (strength, agility, intellect) on them.

This is all self evident, albeit welcome. But PvP changes are significantly more involved. There's a lot to the changes, so I'm going to reproduce the nuts and bolts of it here and let you go to Ghostcrawler's post for the philosophy behind them. (If you don't feel like reading that, I'll summarize to a degree.)
Resilience
- 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.
This is all aimed at making PvP easier to jump into while preserving the idea that PvP gear exists to make you better specifically at PvP. Meanwhile, it will also curb the use of PvP gear to get around Dungeon Finder restrictions (since the gear will be of a lower item level than correlative PvE gear). Making the defense and power stats "free" in this manner means that the gear will have equivalent base stats to PvE pieces that are technically higher ilevel, since the gear can spend its budgeting on those stats with power and defense being free.
This ultimately means you'll potentially be able to play around with how you gear in PvP. If you want to be a defensive juggernaut, say a flag carrier or base defender, you can skew toward defense over power. You won't hit as hard, but others won't hit you as hard either. You could adopt a balanced approach, skewing toward a middle-of-the-road mixture of the two stats, meaning that you neither take nor deal significantly more damage than other players at your gearing level. Or you could decide to shoot for the moon and gear for power, hoping to burst down your opponents before you drop.

On the other hand, I do think that if we're going to have a resilience-style stat, this is a step forward in terms of how to design it. I like the idea of being able to personally balance offense and defense in this way. It's deeper than the current resilience-stacking approach, and if these new statistics are allowed to work with reforging (perhaps you can only reforge power to defense and vice versa), it will give you a chance to customize your PvP gearing to match your class and playstyle. Even if you can't reforge these stats, I can imagine designing your talents all around heavy burst DPS (perhaps with Avatar) and then gearing for power as much as you can to take advantage of that burst.
Mists is definitely shaking up the way stats work for us, and I'm interested to see how it all shakes out. The dual combat table alone has me intrigued. It has potential to make Block somewhat underwhelming, but it could also veer the other way depending on how the concept of block tanking shakes out. Between that change, the redesign of hit and expertise, and the new PvP statistics, the game is mechanically changing going forward.
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Mists of Pandaria






Reader Comments (Page 1 of 2)
AutumnBringer Mar 3rd 2012 4:39PM
"...you can skew toward defense over power."
I like the changes he talked about a lot, but was there anything in there to indicate that you could lean towards one or the other? He just said that there would be both stats on PvP gear. Do we know whether gems or enchants will have one stat or the other or something?
Matthew Rossi Mar 3rd 2012 4:57PM
No, admittedly, this is speculation on my part. It's indeed possible that they'll both be on every piece of gear.
AutumnBringer Mar 3rd 2012 5:45PM
Cool, thanks for clarifying - thought I might have missed something.
It'll be interesting to see how the changes play out.
Killik Mar 3rd 2012 6:52PM
Could be really nice if they do implement it this way. Be interesting to see the benefits of gearing like a PvP tank.
gewalt Mar 4th 2012 2:39PM
maybe every piece of gear will have both stats, but I bet you will be able to reforge them now, and also im guessing there will be gems for both of these new stats. gems that will be worth using over 60int/str/agi
megahamtaro5 Mar 3rd 2012 5:06PM
I think what we're assuming is that you can reforge to and from Defense and Power
inkliizii1 Mar 6th 2012 3:18PM
That would be great, if those two stats could be reforged to each other, but not to other secondary stats, again to make sure pvp gear isn't better than pve gear in pve. Because the model now, of stacking resilience or failing miserably, is terrible, and as a spec who is basically a glass cannon in pvp anyways (elemental shaman), I would love to stack power and hit like a truck, and am perfectly fine with losing survivability. It would make pvp more of a strategy game instead of just a pure gear competition.
Twill Mar 3rd 2012 7:06PM
no.
Ylspeth Mar 3rd 2012 5:11PM
I hate to be the "negative Nancy" but I absolutely hate what they are doing with Block. The whole reason that I chose to level a warrior tank over another class was that I knew I could get my stats up to a certain level, not worry too much about my survivability, and focus on those things a tank needs to do.
Going forward, I'll have to focus on my own survivability, which means I won't be able to take in that there are loose mobs, casters needing interrupted, etc... I don't find this compelling nor do I find it compelling that I'll need a doctorate in mathematics with spreadsheets and a link to the EJ forum to balance my stats between block, parry, hit, dodge, mastery, and whatever other stat they come up with, in order to just play a warrior tank.
megahamtaro5 Mar 3rd 2012 5:14PM
Well what do tanks worry about now? Mobs and cooldown usage? Threat is a non issue as it stands. All mists is changing is that cooldown usages is being upgrade to a more entertaining ability suite. Sounds better to me.
Matthew Rossi Mar 3rd 2012 11:28PM
It's certainly a danger. Another danger is that Mastery will be so uncompelling as a stat that we'll consider it a dump stat.
Vitos Mar 3rd 2012 6:49PM
I don't think it'll be that hard to balance stats. DR will probably work the same on all forms of avoidance/mitigation, so just reforge from what you have the most of to what you have the least of to get the greatest bonus.
You're kinda of overstating the stats- block and mastery are the same thing and, from the way Shield Block is looking, it doesn't matter how much hit/exp you have, you still get the defensive buff. So its just the three that you have to balance now.
And a little bit of active mitigation is a good thing. On my pally, hitting holy shield is great- its a short CD so I'm comfortable using it whenever I want, but using it on CD isn't optimal. I mostly use it when I see a chunk of damage coming in- often when I pick up a bunch of adds- these things end up synergyzing (sp?) and it isn't more work.
jongarcia89 Mar 3rd 2012 7:01PM
Blizzard is trying to make tanking entertaining by changing tank mechanics, but the issue are not the mechanics its the encounters. Youre in the right to complain.
Shrikesnest Mar 4th 2012 10:21AM
For my two cents, the way block tanking works now is pretty abysmal. It's *more* complicated to need to figure out exactly what full CTC is for a given level of avoidance than it is to say, "Which of these stats do I have more of? Okay, reforge away from this into this, then." I also don't really like stats that are way more awesome than everything else until you hit a cap and then become instantly worthless, but that's a problem with hit and expertise right now too, and Blizzard seems kind of enamored of the mechanic.
Michael Mar 9th 2012 7:34PM
"You're kinda of overstating the stats- block and mastery are the same thing and, from the way Shield Block is looking, it doesn't matter how much hit/exp you have, you still get the defensive buff. So its just the three that you have to balance now."
I'm not sure what your point is about Shield Block. Yes, when we've got enough rage, we'll get shield block...but now we've actually got to hit the boss to even GET that rage. Because it's not going to be building as we're getting hit, so unless shield bash et. al. actually GIVE us the rage regardless of whether or not it hits...
Then it's very likely that hit/expertise could become reasonably important stats to ensure that we've got enough rage to use ON our defensive CDs.
It's just...too much. Now, not ONLY do I have to completely relearn how to use my tanking tools, moving from using my CDs reactively to actively. But NOW you're telling me that I can't even rely on my passive mitigation to help me out all that much? On a single CT roll, If I've got 30% avoidance and 50% block, that's 20% full on damage that I'll see. Those two numbers on a seperate roll table make the fully unmitigated damage I'm taking jump to 35%. So now I've got to actively mitigate more...using my incredibly expensive defensive cool downs. But wait! Should those hits actually have to land to give me the rage that I no longer generate through being, y'know...a tank...I've got to try to make sure that my rage generating moves land, thus sacrificing my defensive secondary stats that are now devalued in order to be able to more actively mitigate incoming damage to prevent it from being too spikey.
Oh, and let's not forget that Shield Block, which (again) is very expensive, only freaking WORKS on the next melee hit, with a 6 second CD, and doesn't even guarantee that the move will be blocked.
Sorry, but if they're trying to make tanking more interesting, I don't see this being the right way to accomplish themselves. If I really wanted to be a blood DK, I would roll it. But now, basically that's what I am. For the sake of homogenization and change.
Bapo Mar 3rd 2012 6:34PM
"We don't expect prot warriors / pallies to become block capped except by temporary abilities."
Ill give it till the second tier :P
Killik Mar 3rd 2012 6:55PM
Diminishing returns gives them a pretty strong tool to tune it with. If they don't want it to cap, it won't cap.
Boobah Mar 3rd 2012 10:29PM
Well, if by diminishing returns they mean the same thing for block as we get for dodge and parry now, then no, you won't be able to cap it, since it will take an infinite amount of the stat to hit the hard cap.
Which doesn't mean you won't get to a point where it's silly to stack more of it, of course, but that's not the same thing.
Killik Mar 3rd 2012 6:56PM
I don't quite understand what's going on in that Ultraxion shot, but I like it.
Thal Mar 3rd 2012 7:19PM
I think it's Rossi staying out of Hour of Twilight, refusing to push the Heroic Will button? (and probably dying a few seconds after the pic was taken)
Just a guess.