Dev Watercooler – Mists of Pandaria Stat Changes

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
- 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.
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.
- 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 miss is equal to melee 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.
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.
Criticals
- 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.
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.
- 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.
Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He didn’t name Mogu’dar, Blade of a Thousand Slaves, but he wishes he had.

Hellscream
who left because changes or lose some new ones if you rush any changes now. I am finally comfortable with the dk and love it. When you take something from us that make lose time I feel you should replace armor with
some fits my class or toon. I work hard for my gear! When you steal that time from me It make feel like play wow if going change my gear after started expansion. I should be rewarded for losing alot playtime because changes things on me. (Where work there used about ten wow players now it just me! ) All changes should released and finished before release a expansion ! That way you stop steal our hard earn gear from us make time played to the wind! I am not angry I feel you keep making throw away hard gear for improvement then wondering people leave wow! I know! My friends tell me why! So, If going to changes things on us then meet half
way! That mean to me this give weapon, chest pieces, and pants so when I have throw away my gear for new stats I have sample when I need those pieces. That way player wont feel like here come blizzard with update! I wasted my time getting gear so I have to re-earn better gear! Give way to try on new sets to see how they work in which will prevent us from gearing the wrong way! Then go insteances and insulted for wrong stats. Having some avator shop where try out the gear or rent for few days might help
or sell me on your changes! Like said every time you make my outdated I
feel robbed. I love your expansion MOP it exceeds my dreams but if make get rid my gear that I work so hard get you piss me off! I feel we should slot on our gear so feel like we are customizing or better! That you all blizzard for new expansion the art work and game coding it excellent! cya around in game. Not having armor master avator to help you change your
gear does leads to frustration for all players and returning ones. It is human nature not understand changes and to complain! Give a toon for armor class that shows how it make your class better. Like armor avator you go to his or her shop try on armor for free and let you play with it for thirty days! YOu would not buy any car without taking it for test drive. Giving away a samples will sell me on changes knowing I am throwing away game time and part life earn new gear. It does take time! Please remember the people who play wow deserve something better than having throw gear that piss us off everytime even with best intentions! Thank you! Consider this
us play from severl week earn only having dictate here new stuff you have to have this! Wouldn't you be upset! I work very hard for my gear! cya!
Drakkari
Maelstrom
Eldre'Thalas
Hakkar
Borean Tundra
Bleeding Hollow
Drakkari
Doomhammer
Ysondre
Rexxar
Well, I logged in today (August 31, 2012) and got a taste of Mists of Panderia.
Some of my observations (mostly related to Hunter as that is my main toon):
(1) Dual wield seems to be gone for hunter.
(2) As a hunter. I can now only equip ranged weapon or a melee weapon but not both
(3) As a hunter, I now have access to some new talents like post haste, Wyvern Sting and Aspect of the Iron Hawk. Since I am specced out as Best Mastery, I picked these. Can someone comment on best talents for Beast Mastery Hunter?
(4) I notice that my heath jumped really high. Last week, my hit points were about 3000 with stamina points at 248. Now, hit points are 5956.
(5) I notice there is a new stat named Mastery. I suppose this applies to the spec that each individual character picks. I notice that I have 16% mastery in Beast Master.
Nazjatar
Velen
Nazjatar
Steamwheedle Cartel
Grizzly Hills
Grizzly Hills
Azjol-Nerub
Nazjatar
Well, yeah. If you have an uber heals, anyone can own anyone.
The rest is too foamy and wannabe elitisms.
Fizzcrank
Gorefiend
Darrowmere
Darrowmere
Illidan
Mal'Ganis
Bonechewer
Skullcrusher
Illidan
Laughing Skull
Khadgar
Bronzebeard
Akama
Fizzcrank
Tichondrius
Nazjatar
Antonidas
Possibly give Battlemasters a purpose again - perhaps when you queue through a Battlemaster you get 25G when you win in their Battleground. When you queue for Arenas from an Arena Battlemaster you get 5/10G per win. Something like that would be cool, IMO.
Really, I'd like to see Marks of Honor make a return and the Random battleground system out, but I know that's not gonna happen.
Akama
Lightning's Blade
Vashj
Darrowmere