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.

Moon Guard
Galakrond
Bloodhoof
Mannoroth
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).
I specifically remember a certain loading screen tip saying creatures can't dodge attacks coming from behind them.
Has this changed?
Or did someone not proof read?
Because you should specify when writing a stat change article.
Ex.)
"Against an equal level creature: 6% spell miss, 3% melee miss, 3% dodge (from the front only), 3% parry (from the front only), 3% block (from the front only)."
Mannoroth
Mannoroth
Shandris
Alterac Mountains
Okay, if I come across a ruthless geared player then I get blown up in PVE gear, however that is the price you pay for PVP. There are also the blue crafted sets which give you a base level of resil.
I'm not against the change, I'm just not so sure it was as necessary as what blizz has made out. This rogue was completely PVE specced and geared when I started out. I crafted myself the PVP set and jumped right in.
Being a rogue and with low resil I was squishy yet not ineffective. I've done the same with a shadow priest, and a mage, and soon with a DK. Its all about your strategy.
Arathor
Saurfang
Also Justice to honor and valor to conquest trade should be removed imo.
Suramar
Echo Isles
There could have even been the aspect that FFXI had were if the other faction held a specific area, or had a higher presence in that area then goods that "came from" that area would either be sold at a higher price, lower price, or not at all. Even special items could have been thrown into the mix for say holding said zone for a week or so.
Sargeras
Alterac Mountains
Daggerspine
exactly. but, that was the purpous of crafted pvp sets, i would assume. i say that because i had no trouble gathering the S10 set within a week started out in a crafted pvp set., more or less it was easier to hold my own in a bg to accomplish objective. i may not have been killing everyone in there, but i was able to survive to achieve the goal of the bg.
getting into pvp in cataclysm isnt hard, you just shouldnt do it with pve gear.
i assumed that was the whole point of the pvp changes they kept making since wrath, because in BC pvp gear was nearly useless, if you raided, you could to a point perform better than people that earned their gear in pvp.
i like the idea of getting rid of resistance and spell pen needs, always felt like half my gem slots as a dk were going to pen.
Echo Isles
Skywall
These new changes really don't solve the fundamental problem though--to make pvp as useless as possible in pve and make pve gear as useless as possible in pvp. The only way I could really see to do that is to make the amount of stam higher on pvp gear along with lowering all other stats, primary and secondary. to make up for resil and the new 'pvp offense' while having the opposite on pve gear--lower stam yet higher primary stats and far higher secondary stats.
Pve gear would have higher agi/int/str and hit/expertise/haste/mast/crit but lower stam, no resil and no pvp offense. Pvp gear would have 80% of the agi/int/str and only half the hit/expertise/haste/mast/crit of pve gear, while having 20% more stam, resil and the new 'pvp offense'.
Emerald Dream
Eitrigg
Blackhand
Moon Guard
Velen
Moon Guard
Uther
Spell resistance is gone? while I have no real issue with that, as it was something of a niche stat anyways. I do wonder how (if at all) it would affect abilities that affect spells, a la my cloak of shadows? Shall I assume that I'll simply remain immune to spells and spell damage, or will it in fact be affected somehow?
Hit and expertise I like.
Blocks don't really affect me as I'm always behind someone. :P
Umm can you give a few examples of when a crit might be bigger then x2 just to give an idea of what sorts of situations one might find them in? Like say the rogue ambush.
As to the new pvp mechanics, I understand that you're trying to make things more accessible for players who want to move from one to the other, and I support that idea. I'm failing to see how anything other then the 30% baseline resilience or "pvp defense", and the 'free' stats on pvp gear will do that. Maybe it's just me, but the pvp defense and pvp attack will work well enough in pvp, but if the level of the items are too low then it would make raiding and the like inaccessible at your current level, and if they're not low enough people will be asking themselves why they even stick with pve gear at all when all the stats are free on pvp gear anyways? It just seems to me like you're giving yourself a Very small margin of error, while creating a system that is potentially more complicated and in some aspects less accessible if anything starts to go off in a direction that's unanticipated. Still, maybe all those concerned were already addressed earlier on and I just haven't been bothered to read through it all :P.
Frostwolf
Few things I hate more than a good rogue in PvP. Fortunately many people roll one thinking it's the uber-class, so there are plenty of mediocre & bad ones out there, to get my revenge on... LOL
Alterac Mountains
Hellscream
Many people don't seem to fully grasp what Blizz is trying to do with the stat changes. These people seem to say that any change to the current system is part of the 2012 doomsday prediction and will cause the downfall of society.
They are making it so that some new guy trying to get into PvP
doesn't get smashed back to oblivion a thousand times a game. The article never said that the casual PvPer would be on par with the hardcore PvPer. They simply said it would be easier to step into it. Simply put, the n00b actually has some chance of beating a person who spends all their time on PvP. That doesn't mean that these two groups would be equal.
Also, the PvP defense stat starts off at 30% BASE. That means just like stamina or any other stat, it can be improved. So the new PvP stat doesn't equalize the entire system, it just makes it possible for a PvP newbie to have a shot at improving his gear so it isn't impossible to join in. This isn't going to nerf hardcore players, who not only will have superior gear but also a superior skill set, but make so that they might actually have to think while they fight some dude who is running his first battleground. The hardcore man will probably win 8-9 times out of 10. But this is a vast improvement over the current system where a newbie has a 5% chance of survival or less.
To sum it all up, this new system will change what older players are used to. That is ok. These people play a lot more than more casual players, so it also makes since that they will adjust faster to the new changes. And just like any new idea, you can expect patches to fix any glaring issues within a month of the release. So don't hate on Blizzard because they tried something new on the fourth expansion.
Fenris
Velen
Mannoroth
Blackhand
Mannoroth
Blackrock
Skywall
I consider BC to be the 'good old days' of wow (minus the welfare pvp epics) from everything from the gear I mentioned above to attunement (at least until near the end), even things like getting better spellpower flasks and enchants as opposed to the 'one size fits all' you have today (Sunfire vs Soulfrost), the multiple pally buffs to address tank aggro (the current 500% being insane, in raids tank threat was never the issue until BoSalv was taken away, it was always dps never using their TR CDs), and things like Battle Shout and BoM, along with MOTW and BoK, imp's HP and priest's PwF all acting independently and stacking, thus making a need for all of those classes to be part of a raid, as opposed to 'we need X ranged and X melee, please whisp for spot'.
Twisting Nether
You think WoW is trying to be like SWTOR, when in actuality SWTOR was trying to be like WoW, right????? On top of the multifarious reasons SWTOR fails it has a terrible engine, and horribly linear.
Gilneas
Blade's Edge
Exodar
Moon Guard
Stormreaver