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Posts with tag strength

Warlords of Draenor: Attack and Spell power changes

One of the changes the Warlords of Draenor alpha patch notes mentions is a pretty large change to how our primary stats work and interact with critical strike and attack or spell power (depending on which you care about). It can be broken down as follows - first, agility and intellect no longer increase physical and spell critical strike chances respectively. In addition, there no longer is any such thing as spell critical strike chance, ranged chance, or melee chance, merely critical strike chance that applies to all three. Since this is no longer affected by primary stats, it's set at a base 5% chance before gear. (Among other things this removes the last tiny vestiges of any use for agility for strength classes.)

Next, agility based class gain a new passive ability called Critical Strikes which increases base critical strike chance by 10%, likely to compensate for all the crit they lose from agility. Those of us who never got crit from our primary stat (strength DPS) are left wondering where our free 10% crit is.

Next, how primary stats react with attack or spell power has also been changed. Attack power from Agility or Strength has been halved - each point of Agi or Str only gives 1 AP, down from the 2 it gains currently. In addition, weapon damage has been reduced by 20% across the board. This is because Attack Power now contributes more significantly to weapon damage - 1 DPS per 3.5 AP, which is a pretty significant increase from the current 1 DPS per 14 AP. Finally, weapon damage and attack and/or spell power now contributes to the entire throughput of player spells - if you're a healer, your weapon damage and spell power will much more directly contribute to the strength of your heals, and casters will see a similar benefit from their weapons. Weapons have just become far more important for many players, if not all.

To read this section of the patch notes in their entirety, just click on through to the other side.

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Filed under: Analysis / Opinion, Blizzard, News items, Warlords of Draenor

Stats 101: Your character's resources and attributes

If you've been around the game for a while, you know World of Warcraft's system of resources and attributes so well that it seems like it needs no explanation. However, for players diving into their first MMO or even just switching classes, the basics of WoW's resources and stats -- otherwise known as the jumble of numbers listed on your character sheet (just hit "c" to see what we're talking about) -- may as well be a foreign language.

So if you're trying to get started and you're a little lost as to what all of these numbers mean, how they affect your game, and the kind of gear you should equip to play your best, this guide is for you. Read on and we'll walk you through the numbers in plain English.

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Filed under: WoW Rookie

Lichborne: A Cataclysm 101 guide for death knights

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. join World of Warcraft's first hero class as we head into a new expansion and shed the new kid on the block label.

Last week, we discussed the basics of what you'll need to do to get your level 80 death knight up to level 85. But what if you're planning to roll a brand spanking new worgen or goblin death knight to start Cataclysm off right? This week's column is for you. We'll go over the basics of the death knight class, so you can get a good handle on how the class works and what each tree does so you can make your way to the top.

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Filed under: Death Knight, (Death Knight) Lichborne

Lichborne: Death knight regemming and reforging for patch 4.0.1


Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights.

Now that we've had a bit of time with patch 4.0.1, hopefully you've settled in to a decent rotation and spec and have begun to feel your way around the new system. Now that you've done that, there's one more step to take: figuring out the best way to reforge and regem your gear. Reforging can be done through certain NPCs in major cities and is a process whereby you take one secondary stat (the ones in green text) and reforge part of it into another stat. This process can be very useful for getting rid of extra stats past the soft cap or just plain getting rid of stats that aren't important for your class or spec. You can't reforge a stat into another stat that's already on the item, but otherwise, your possibilities are endless.

Gemming remains more or less how it always has. The one big, new curveball we've been thrown is the fact that hit gems are now blue. This is probably overall a win for DPS death knights, as it gives us a few more options to aim for gear bonuses without handicapping ourselves as much.

To understand how, when and if to regem and reforge your gear, you'll need to understand stat weights. While it's still pretty early in the 4.0.1 game (and therefore, it's not completely clear what stat weights are for every spec), the death knight community has still done enough math that we're relatively certain of the general order. With that in mind, let's look at every spec and figure out the best ways to regem and reforge.

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Filed under: Death Knight, (Death Knight) Lichborne

Ashen Verdict strength ring in minor content patch

Bornakk popped onto the forums late Thursday to confirm that Blizzard is planning to add a +strength version to the Ashen Verdict rings in an upcoming mini-patch. The appearance of the four current rings with patch 3.3 caused a minor furor on the forums, with plate DPS being left out in the cold. While there are +strength DPS rings available elsewhere in Icecrown Citadel, there's no replacement for a reputation ring's valuable proc.

One of the interesting things about the +strength ring's initial absence wasn't its absence per se, but the reason for omitting it. Apparently the Ashen Verdict choices were a reproduction of older reputation-linked quest items (e.g. Violet Eye and Scale of the Sands rings) that allowed only four choices, and Blizzard wasn't able to get past the programming issues to add a fifth option before 3.3 went live. Well, that's going to get fixed in the upcoming mini-patch, which will also see a few other class-related changes. The date of the patch is still anyone's guess, but we'll keep an eye out for you.

Filed under: Paladin, Warrior, Patches, News items, Death Knight

Phat Loot Phriday: Worldcarver

A big, bad axe from Ulduar this week.

Name: Worldcarver (Wowhead, Thottbot, Armory)
Type: Epic Two-hand Axe
Damage/Speed: 632-949 / 3.40 (232.5 DPS)
Attributes:
  • +137 Strength, +136 Stamina

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Filed under: Items, Analysis / Opinion, Virtual selves, Odds and ends, Phat Loot Phriday

WoW Rookie: Primary stats for beginners

New around here? WoW Rookie points WoW's newest players to the basics of a good start in the World of Warcraft. Send us a note to suggest a WoW Rookie topic, and be sure to visit WoW.com's WoW Rookie Guide for links to all our tips, tricks and how-to's.

Theorycrafters and experienced players, go away – no really, /shoo! Today's WoW Rookie is for brand new players or players who are embarking on a new alt with absolutely no idea which end is up. The topic: what stats should you look for on gear as you level up? With XP and levels moving so quickly these days, it's not a topic that bears deep reflection or rooting through gear lists online in search of exceptional pieces. Any time you devote to researching and going after specific gear will be rendered moot by equal time spent questing – ding, better gear at your disposal! Still, concentrating on the right set of primary stats gives you a solid foundation for steady, predictable game play and supports experimentation with different spells, specs and tactics.

The early levels (and by that, we mean "vanilla" WoW up through level 60) are all about basic stats (also known as "attributes"): agility, intelligence, spirit, stamina and strength. As you level, you may run across the occasional piece of gear that boasts a fancy attribute like spellpower or attack power. Consider it extra flavoring; you'll meet veteran players who swear by the stuff, but it's not mandatory. Equip the piece if the basic stats are also solid, and carry on. Most early pieces that boast more interesting stats were added later in the game's evolution. The basics remain the fuel for your pre-60 leveling fire.

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Filed under: Tips, Features, Leveling, WoW Rookie

Phat Loot Phriday: Frostforged Ringhelm


We haven't done a piece of armor in a little while (it's been mostly weapons lately), so here's a cool helm from the updated Onyxia with an interesting historical twist.

Name: Frostforged Ringhelm (Wowhead, Thottbot)
Type: Epic Plate Head
Armor: 1925
Attributes:
  • +83 Strength, +154 Stamina
  • +10 Frost resistance, +10 Shadow resistance. These are on here because this is the updated version of the Tier 2 helm for death knights.

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Filed under: Items, Blizzard, Instances, Raiding, Phat Loot Phriday, Death Knight

Lichborne: What Cataclysm might mean for Death Knights

Worgen Death Knight concept fanart
Welcome to Lichborne, the Death Knight column that dares ask the hard-hitting questions of Blizzard. Questions such as: Can I make a Worgen Death Knight now? Pretty please with sugar on top?


We've now had about a week and a half to digest all the new information from BlizzCon about the Cataclysm, and while it's not a complete picture of what we can expect from the expansion, there's enough information now that we can make some pretty good educated guesses about the direction of the game and the new theorycraft of being a Death Knight. Let's take a look at we can learn from the latest information.

New Races


The new races definitely have some pretty awesome racials. The Worgen's plus damage racial will make them a very solid choice for a DPS Death Knight, and the sprint will be excellent for closing distance in PvP, especially when paired with Lichborne or Icebound Fortitude to avoid CC. Even the skinning racial will be nice for a leveling Death Knight who decides to take some time out to level the money making gathering tradeskills.

Goblins are definitely going to be a nice little convenient race, with low buy and sell prices and a free bit of banking. Combat-wise, the Rocket Boots should be nice for closing distances or running away.

As far as whether these races will end up being the "best" races for Death Knights, I don't think I can say. Part of this is because I think the idea of a "best race" is, to at least some degree, rather subjective, but also, the devs strongly hinted they'll take a look at everyone's racial abilities as they move into Cataclysm, so its certainly possible that other races will get some new or upgraded racials that will keep pace with the awesomeness that are the new races' racials.

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Filed under: Analysis / Opinion, Talents, Death Knight, (Death Knight) Lichborne, Cataclysm, Worgen, Goblin

Why Hit is a "sexy stat"

This post on Gray Matter has some pretty insightful thoughts about the much-maligned Hit stat. We've posted quite a few times about Hit with the various classes, and yet it's still fairly hard to get a handle on -- most people know their class has a "hit cap" that they have to reach to keep any of their swings or shots from missing, but other than that, they haven't really tangled with the stat much the way they might have some of the more core stats for their class. But Grey Matter argues that "Hit is sexy" -- despite the fact that, unlike other stats, Hit is required just to make your class do the right thing (rather than doing it better), Graylo still likes the idea, and actually likes the balance that Hit requires. No matter what ilvl your gear, you still need a certain amount of Hit on it, and the balancing job of keeping your hit cap met versus providing other stats on your gear is what Gray seems to like about Hit. While other stats just go up and up, Hit is the great limiter -- having more of it frees up space on other gear for more pressing stats, but you still have to balance out the pieces you wear to try and meet the cap.

To that extent, I agree. I do think that Hit is a relatively arbitrary stat (we know what it means in real life to be Stronger or have more Intelligence, but Hit is really just designed to keep game levels in line), but on the other hand, Gray's right -- because you need a certain amount of hit in your gear, it does become an interesting balancing game of "do I need this more powerful piece of gear, or this weaker piece of gear with some extra Hit on it?" It does a nice job of mixing things up as an endgame-balancing mechanic.

Filed under: Items, Analysis / Opinion, Raiding, Classes, Buffs

Solving the mathmatical tangles of ArPen

Armor penetration is probably one of the most misunderstood stats in the game, for a number of reasons. First of all, it's only become popular lately -- while it's been in the game since 1.10, it's only started showing up regularly on items in Wrath. And even then it's really only a meta-meta stat: the core abilities like Strength and Agility are easy to understand, the next level of abilities are things like hit rating and crit rating, and then armor penetration, you could argue, goes another level after that: it's a stat that affects a stat affected by a stat. It's for that reason, then, that Xanthan argues we need a more elegant solution.

Armor penetration basically allows you to hit an opponent as if they're wearing less armor than they really are. That's not to hard to understand -- if you have a certain amount of armor penetration, then the opponent armor number in the equation that determines damage done is lower (edit: by a percentage, not a number) than it would usually be. But the confusion comes in when you see how armor penetration scales. It actually scales exponentially, not linearly -- if you have no ArP and you increase it by a little bit, you only get a little extra damage increase. But if you have a lot, and you add a little more onto that, then you'll get a bigger damage increase, due to the way the math works (I'm bad at math, but Xanthan has an excellent, clear description of the calculations in the forum thread, and we've posted some explanations before as well). Blizzard recently capped ArP at 100% (so you could never get into a place where you're reducing armor below the amount of armor that's there), but it's still possible to have the amount of armor reduced equal the amount of armor on a target, causing the equation of armor vs. armor penetration to divide by 0, and at that point, things get wacky, and terms like "infinite damage" come into play.

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Filed under: Items, Analysis / Opinion, Odds and ends, Blizzard, Buffs

Phat Loot Phriday: Stormedge


This one's by request this week -- Twitter's own @Random_Tangent recommended it to us. We've done a few Ulduar items lately (we'll have to go phat next week), but here's another nice one.

Name: Stormedge (Wowhead, Thottbot, Armory)
Type: Epic Two-hand Axe
Damage/Speed: 594 - 892 / 3.50 (212.3 DPS)
Abilities:
  • Um, it's badass?
  • +106 Strength, +125 Stamina. Which means this is a straight-up 2h DPS weapon -- the Strength adds a huge damage bonus to Warriors, Death Knights, Feral Druids (edit: well nevermind then), and Paladins by giving them a +212 attack power just from the weapon alone, not to mention other places Strength is used. Shamans also get a buff -- not quite as big, but still nice.

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Filed under: Items, Analysis / Opinion, Humor, Raiding, Phat Loot Phriday, Bosses

Phat Loot Phriday: Ironsoul


As much as Martin Fury would have been appropriate here today, we'll stick to actual player items for now. Here's a nice big scary mace to hope for from Ulduar's first boss this weekend.

Name: Ironsoul (Wowhead, Thottbot, Armory)
Type: Two-hand Epic Mace
Damage/Speed: 594 - 892 / 3.50 (212.3 DPS)
Attributes:
  • +105 Strength, +126 Stamina
  • Improves crit strike rating by 69 and armor penetration rating by 84.

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Filed under: Analysis / Opinion, Guilds, Odds and ends, Blizzard, Instances, Raiding, Phat Loot Phriday

Phat Loot Phriday: Death's Bite


Another Twitter recommendation for Phat Loot Phriday this week, this one from @MEA_Alex. Probably our last piece of Naxx gear, too -- next time we'll get into Ulduar, as there is some really awesome stuff in there, too.

Name:
Death's Bite (Wowhead, Thottbot, WoWDigger)
Type: Epic Two-Hand Axe
Damage/Speed: 554-831 / 3.40 (203.7 DPS)
Attributes:
  • +101 Strength, +114 Stamina
  • Improves hit rating by 62, and crit strike rating by 90.

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Filed under: Warrior, Items, Analysis / Opinion, Fan stuff, Odds and ends, Instances, Phat Loot Phriday

Lichborne: PvE Gems for Death Knights

I know there's gems around here somewhere.
Welcome to Lichborne, your weekly dose of Death Knight discussion.

Now that we've covered most standard pemutations of gear gathering in past Lichborne columns, I figured this week would be a good time to start talking about taking the extra steps to really trick out your gear. This week, will focus on gems. Not only will this help you take your gear to the next level, but it gives me a good excuse to talk about some new discoveries and discussions going on as we try to figure out the best ways to squeeze the most DPS out of a Death Knight. So to start, let's talk about which statistics you'll want to focus on when you gem.

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Filed under: Analysis / Opinion, Tips, Jewelcrafting, Guides, Death Knight, Wrath of the Lich King, (Death Knight) Lichborne

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