Explaining Versatility

I reproduced the explanation from the Dev Watercooler because I wanted to highlight how this works, and more important, how it is still a stat which can be tuned. On the face of it, 1% Versatility is incredibly simple - just as 1% Critical Strike Chance increases your chance to critically hit by 1%, 1% Versatility increases your damage, healing and damage absorption by 1%, which also reducing your damage taken by .5%. How does this differ from the proposed effect of Amplify? Why, in other words, is Versatility a worthwhile trade for the previously proposed stat?Versatility is pretty simple: 1% Versatility grants a 1% increase to your damage, healing, and absorbs, and reduces the damage you take by 0.5%. It's a straightforward, obvious upgrade to your primary role's performance, but also gives significant boosts to secondary role performance and survivability. The healing increase it provides does work on self-heals, such as Recuperate, for example. We won't be tuning it to be anyone's highest throughput secondary stat, but it'll be close, and it'll give you a nice boost to how versatile your character is in the process. It'll be especially attractive to hybrids who want to feel more "hybridy."
Filed under: Analysis / Opinion, Blizzard, News items, Warlords of Draenor



















