Jump to content

  • Curse Sites
Help

Mists of Pandaria Stat Changes


  • Please log in to reply
24 replies to this topic

#1 Pawzz

Pawzz
  • Content Editors
  • Curse Premium
  • Orcclass_name
  • EU-Stormscale
  • Cyclone / Wirbelsturm
  • Posts: 2438
  • Talents: Beast Mastery
  • LocationAustria

Posted 02 March 2012 - 02:22 AM

Mists of Pandaria Stat Changes

Blizzard has just released a new "Dev Watercooler" Blog out about the stat changes in Mists of Pandaria.
It looks like they will be making Resilience (or PvP Defense) an even more important stat in PvP. These changes look VERY interesting.
Also Magic Resistance and Spell Penetration have been completely removed.


Official Blizzard Quote:

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 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.


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.
Source: Dev Watercooler

What are your opinions on these changes? Share your thoughts in the comments!

#2 Mity

Mity
  • Junkies
  • Undeadclass_name
  • US-Mal'Ganis
  • Stormstrike
  • Posts: 990
  • Talents: ./././././.
  • LocationOKC

Posted 02 March 2012 - 02:57 AM

uno
@shitixmikesays

#3 Yesjuicex

Yesjuicex
  • Junkies
  • Humanclass_name
  • US-Darkspear
  • Cyclone
  • Posts: 306
  • Talents: Beast Mastery 1/0/1/2/1/.

Posted 02 March 2012 - 03:12 AM

2nd?

#4 Durial

Durial
  • Junkies
  • Blood Elfclass_name
  • EU-Talnivarr
  • Reckoning / Abrechnung
  • Posts: 885
  • Talents:
  • RBG: 576
  • LocationEngland, London

Posted 02 March 2012 - 03:13 AM

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.

Yey!

"Power" sounds so dumb though

#5 Pawzz

Pawzz
  • Content Editors
  • Curse Premium
  • Orcclass_name
  • EU-Stormscale
  • Cyclone / Wirbelsturm
  • Posts: 2438
  • Talents: Beast Mastery
  • LocationAustria

Posted 02 March 2012 - 03:16 AM

Pretty sure it's a placeholder name, but this is basically what pvp'ers have been asking for since S1. Make PvE gear worse in PvP.

#6

  • Junkies
  • Blood Elfclass_name
  • US-Tichondrius
  • Bloodlust
  • Talents: Holy 0/0/1/2/2/0
  • RBG: 384

Posted 02 March 2012 - 03:33 AM

When I saw that they were adding baseline resilience I assumed it would basically mean less burst, but since they're adding "power" it's just going to cancel each other out. Offensive stats always scale better then defensive stats, and by the time Season 14/15 roll around people will be getting globaled by people with half pve gear just like they always are at the end of expansions.

#7 Hydrixia

Hydrixia
  • Junkies
  • Goblinclass_name
  • US-Spirestone
  • Reckoning
  • Posts: 206
  • Talents: Restoration
  • RBG: 574

Posted 02 March 2012 - 04:18 AM

They want to make accessing PvP content for PvE'ers easier. This sounds like it does the opposite entirely.

If you're trying to get into PvE now, you die fast because you lack Resilience.

In MoP, if you're trying to get into PvE, you die fast because you lack Defense and do less damage because you lack Power. (Maybe having PvE gear will cancel out having no Power, no clue yet)

Edited by Hydrixia, 02 March 2012 - 04:18 AM.

View PostOriginal, on 23 April 2012 - 12:02 AM, said:

My first video ^_^, put a lot of hard work into this, I really hope you like it.

Hope you enjoy & Thanks for watching! <3

View Postkhuna, on 23 April 2012 - 01:12 AM, said:

sorry but you are horrible, i usually don't trash people but you seem abit cocky

#8 Yes

Yes
  • Administrators
  • Curse Premium
  • Night Elfclass_name
  • US-Kel'Thuzad
  • Nightfall
  • Posts: 2215
  • Talents:
  • LocationNew York

Posted 02 March 2012 - 04:34 AM

View PostRadejjj, on 02 March 2012 - 03:33 AM, said:

When I saw that they were adding baseline resilience I assumed it would basically mean less burst, but since they're adding "power" it's just going to cancel each other out. Offensive stats always scale better then defensive stats, and by the time Season 14/15 roll around people will be getting globaled by people with half pve gear just like they always are at the end of expansions.

No, that's not how it's going to work. Please read it again.

It's funny though, this is an idea people have brought up all the way since season 2-3, with "Damage to players" and "Damage reduction from players" stats.

I propose the anti resilience stat be called either Valor or Might, but since those two are already taken in game Diffusion or Insight seem like good alternatives.

#9 Tonix_

Tonix_
  • Junkies
  • Draeneiclass_name
  • US-Thrall
  • Stormstrike
  • Posts: 441
  • Talents: Elemental ./././././.
  • RBG: 1148

Posted 02 March 2012 - 05:47 AM

I really can't see a downside to this, other than calling it "PvP Powaaaaaa".

Seems like a win-win to me.

#10 Renataki

Renataki
  • Junkies
  • Humanclass_name
  • US-Cenarius
  • Whirlwind
  • Posts: 203
  • Talents: Retribution 1/2/0/2/0/2
  • RBG: 2232

Posted 02 March 2012 - 06:19 AM

Stoked

#11 Nermó

Nermó
  • Junkies
  • Taurenclass_name
  • EU-Kor'gall
  • Cruelty / Crueldad
  • Posts: 1281
  • Talents: Feral Combat
  • LocationSweden

Posted 02 March 2012 - 08:12 AM

Looks like it might be a really good change.
Posted Image

#12 Pellaers

Pellaers
  • Junkies
  • Dwarfclass_name
  • EU-Dragonblight
  • Blackout
  • Posts: 76
  • Talents: Restoration 0/1/2/1/0/0
  • RBG: 2573

Posted 02 March 2012 - 08:16 AM

so pvp gear does extra damage to other players.

Still thinking pve gear (trinkets) will do way more extra damage there.

Unless they finally gonna fix it, which i gotta see before i believe it.

Edited by Pellaers, 02 March 2012 - 08:18 AM.


#13 Itsnel

Itsnel
  • Junkies
  • Humanclass_name
  • EU-Aegwynn
  • Blutdurst
  • Posts: 387
  • Talents: Unholy 0/0/2/0/0/0
  • RBG: 2469

Posted 02 March 2012 - 08:56 AM

finally a good change never have to touch pve again sounds great

Edited by Itsnel, 02 March 2012 - 08:59 AM.


#14 Swaggahqt

Swaggahqt
  • Members
  • Humanclass_name
  • EU-Quel'Thalas
  • Raserei / Frenzy
  • Posts: 80
  • Talents: Affliction

Posted 02 March 2012 - 09:09 AM

Sounds like it'd be pretty cool, however I fear pvp power and defense would make it real complicated when a pvp piece is stronger than a pve

I mean, is this 360 ilvl pvp piece stronger for me than this 407 ilvl pve piece, due to the def and power?

#15 Pellaers

Pellaers
  • Junkies
  • Dwarfclass_name
  • EU-Dragonblight
  • Blackout
  • Posts: 76
  • Talents: Restoration 0/1/2/1/0/0
  • RBG: 2573

Posted 02 March 2012 - 09:26 AM

View PostSwaggahqt, on 02 March 2012 - 09:09 AM, said:

Sounds like it'd be pretty cool, however I fear pvp power and defense would make it real complicated when a pvp piece is stronger than a pve

I mean, is this 360 ilvl pvp piece stronger for me than this 407 ilvl pve piece, due to the def and power?

What you looking at ? like Ruthless Season 11 gear (391) compared to heroic dragon soul (410)? if thats the case, than i got the same question =)

Cause i really doubt that a item which is so many ilvls behind still better is in pvp than the pve item

Edited by Pellaers, 02 March 2012 - 10:19 AM.


#16 Razorx

Razorx
  • Content Editors
  • Humanclass_name
  • EU-Outland
  • Misery
  • Posts: 520
  • Talents: Fire 0/2/1/2/1/2
  • RBG: 2495

Posted 02 March 2012 - 10:32 AM

sounds good
www.athenelive.com/bludz

www.skill-capped.com/#1050

Blud 1 - 2900+ Multi Comp : http://www.warcraftm...w.php?id=196599

Youtube Channel: http://www.youtube.com/user/Bludtv

[20:54:44] Alexis Jagger: they'll just laugh at me in lfr
[20:54:45] Alexis Jagger: i don't even know

#17 Shrouds

Shrouds
  • Junkies
  • Posts: 1728

Posted 02 March 2012 - 11:56 AM

What do you mean it makes no sense, a pvp piece should be more powerful in pvp because that's what it's for.
Therefore in PvP a 350 item will be better than a 400 item for PvP. It will do more damage to players or reduce more damage for you.
I still haven't seen much for World PvP, hopefully that's there. Or at least something besides RBGs and Arenas

#18 dreschnuu99

dreschnuu99
  • Junkies
  • Undeadclass_name
  • EU-Stormscale
  • Cyclone / Wirbelsturm
  • Posts: 232
  • Talents: Destruction 0/2/2/0/2/1
  • RBG: 2346

Posted 02 March 2012 - 12:24 PM

NOOOO my precious pve gear :(
Posted Image

#19 Lewisxo

Lewisxo
  • Members
  • Posts: 477

Posted 02 March 2012 - 12:25 PM

good change, looking forward to it (but ive said that before tho)
www.justin.tv/lewisyomage check out my stream and remember to hit the follow button :) i'll be streaming in 1080p around feb-march time!

#20 Artunias

Artunias
  • Junkies
  • Humanclass_name
  • US-Sargeras
  • Shadowburn
  • Posts: 287
  • Talents:

Posted 02 March 2012 - 01:51 PM

Definitely seems like a step in the right direction. I like it.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users

<