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 Cataclysm Stat & System Changes

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Sin
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PostSubject: Cataclysm Stat & System Changes   March 2nd 2010, 3:11 am

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As many of you know from panels at last year’s BlizzCon and posts here on the forums since then, Cataclysm will bring about major changes to familiar character stats such as Intellect, Armor Penetration, Defense, and others, ultimately designed to make the effects of stats more easily understandable and make gear choices more interesting. As these changes will have a significant impact on how stats work and relate to one another, today we wanted to offer you a closer look at exactly what’s in store and explain some of the rationale before Cataclysm arrives.

The most obvious question these changes raise is "Why are stats being changed, and why now?" As the game has matured, we've run into increasingly complex issues with the current stat system. Many stats are inherently confusing, and the way they interrelate can feel convoluted. Attack Power, for example, currently translates to damage, but so does Armor Penetration. Defense provides five different statistical benefits of varying utility. Mana regeneration involves understanding multiple stats and rules and often ends up being irrelevant anyway. In addition, the difference between a "good stat" for a class and a "bad stat" can be extreme. Some casters want Haste but not Crit; hunters want Armor Penetration but not Haste. There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat -- and these are just a few examples.

Our ultimate goal is make gear a more interesting (and less confusing) choice by making each stat valuable to more players. While the reasoning behind some of the following changes may be clear, we understand that you may have questions about some of the less obvious alterations, and we'll do our best to answer any questions you may have here on the forums.


What You’ll See on Gear


Stamina - Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.

Spirit - Come Cataclysm, this stat should only be found on healing gear. Non-healing casters will have other systems in place to regenerate mana, and we are designing special solutions for Elemental shaman and Balance druids who often share gear with healers (more on this below). Raid buffs that currently boost Spirit (such as Blessing of Kings) will only boost the primary stats of Stamina, Strength, Agility, and Intellect. We are also likely changing the five-second rule and other quirks of the current regen system.

Intellect - Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does.

Haste - Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you "do stuff" more often.

Block Rating - Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.

Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.

Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.

Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.

Resilience - This will only affect damage done by players and critical damage done by players. It will not impact crit chance, mana drains, or other such effects.

Strength, Agility, Hit Rating, Expertise, and Critical Strike Rating - These will all still appear on gear as well. Aside from situations mentioned elsewhere in this list, in general these will function similarly to how they do now, though the details -- such as how much Hit Rating you might need to effectively combat high-level creatures (more on this below) -- are likely to change.


Being Removed from Items


Attack Power - This stat will no longer be present on most items as a flat value, though it will still show up on some process. Strength and Agility, which will be present on items, will grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it currently does.

Spell Power - Spell Power is another stat that you'll no longer see present on most items. Instead, as mentioned above, Intellect will grant Spell Power. One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.

Armor Penetration - This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities.

Shield Block Value - This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.


Going Away Completely


MP5 - This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit.

Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.

Spell Ranks - Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.

Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.


What Else You Should Know


Combat ratings - All ratings will be much harder to "cap out" at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.

Reforging - While these changes will go a long way to making a wider variety of stats more attractive, we understand that sometimes you simply don’t want more Hit Rating on your gear or you’d rather have more Haste than more Crit. In Cataclysm, we are going to give players a way to replace stats on gear as part of the existing profession system. As a general rule of thumb, you’ll be able to convert one stat to 50% of another stat. While some conversions (like converting Stamina to Strength) won’t be permitted, the goal is to let you customize your gear more.

Gems - We are changing the gem colors of a few stats as a result of these adjustments. For example, Hit is likely to be blue instead of yellow. We'll have more details on this in the future.

Changes to Existing Gear

As with previous expansions, we plan to roll out these changes and modify all existing gear shortly before Cataclysm launches, though it’s still too early to say exactly when. For the most part, the gear you have will still be good for you, though there will be exceptions, such as warriors using leather and mail armor.

If you are a tank (druids excepted), expect to see:

No more Defense on gear. Existing Defense becomes Dodge, Parry, or Block Rating.
No more Block Value on gear. Existing Block Value becomes Block Rating.
You’ll have as much Stamina as you’re used to, though you may notice your tanking plate has a bit less Stamina than a comparable piece of DPS plate, since we tend to take the gem budget out of your most attractive stat.
Bonus Armor on gear will go down slightly.


If you are a melee DPS class, druid tank, or hunter, expect to see:
A lot more Stamina. Bear-form Stamina scaling will be lowered as a result.
Strength if you wear plate. Agility if you wear mail or leather.
Existing Attack Power becomes Agility and Stamina.Armor Penetration becomes Haste or Crit.
No Intellect on melee gear. Hunters won’t need Intellect since they will no longer use mana. Shaman and Retribution paladins will get mana and spell damage in other ways.


If you are a DPS caster, expect to see:
A lot more Stamina.
All of your Spell Power converted to Intellect and Stamina.
No Spirit. You won’t miss Spirit, though, because you won’t need it for DPS or mana regen.


If you are a healer, expect to see:
A lot more Stamina.
All of your Spell Power converted to Intellect and Stamina.
Spirit instead of MP5. You’ll probably be happy with Spirit, though, because mana regen is going to matter more than it does currently. Healing paladins and shaman will benefit more from Spirit than they do currently.


If you are a Balance druid or Elemental shaman:
You will still share gear with Restoration druids and shaman.
Your gear will have Spirit on it. It won’t have Hit on it.
You will have a talent that converts Spirit to Hit. We will adjust talents accordingly so that you want about as much Spirit as, say, a warlock wants Hit.
Hit on rings and other such gear will still benefit you.
Raid buffs will no longer boost Spirit, so you shouldn’t find yourself unexpectedly over the Hit cap because of buffs.


Many lower-level items with nonsensical combinations of stats, such as Agility and Spirit, will be changed. We're also updating quest rewards, trade skills, and loot drops to support better itemization for class builds that weren't widely available or used prior to The Burning Crusade (such as Balance druids).

We're aware this is a lot of information to take in, but this is still only a piece of the larger picture, and many of these changes rely on integration with other systems we haven't yet discussed in detail. In the weeks and months ahead, we'll continue to tell you more about these changes, along with all of the new and exciting features we have planned for Cataclysm.

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PostSubject: Re: Cataclysm Stat & System Changes   March 2nd 2010, 3:14 am

I have a feeling I'm not going to like these changes much as a Holy Pally. We'll see I guess.

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PostSubject: Re: Cataclysm Stat & System Changes   March 2nd 2010, 11:00 am

Sin wrote:
I have a feeling I'm not going to like these changes much as a Holy Pally. We'll see I guess.

The Holy Pally Blogger on Wow.com said it should be ok. You will just gem for haste/spirit now (like a filthy resto druid) and that Int will still be your big stat to stack. Plus, sounds like holy pally might get more spells in their tool box so that you don't HAVE to be the tank healer.

Have faith young one.
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PostSubject: Re: Cataclysm Stat & System Changes   March 2nd 2010, 5:52 pm

Mike wrote:
Sin wrote:
I have a feeling I'm not going to like these changes much as a Holy Pally. We'll see I guess.

The Holy Pally Blogger on Wow.com said it should be ok. You will just gem for haste/spirit now (like a filthy resto druid) and that Int will still be your big stat to stack. Plus, sounds like holy pally might get more spells in their tool box so that you don't HAVE to be the tank healer.

Have faith young one.

:|
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PostSubject: Re: Cataclysm Stat & System Changes   March 2nd 2010, 8:28 pm

But I like being the tank healer... And I like my 40K mana. Looks like thats gonna drop when 4.0 goes live.

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PostSubject: Re: Cataclysm Stat & System Changes   March 3rd 2010, 8:53 am

Sin wrote:
But I like being the tank healer... And I like my 40K mana. Looks like thats gonna drop when 4.0 goes live.

From what I gathered, it sounds like they will give holy pally spells so they don't HAVE to be the tank healer but still probably the best at it.
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PostSubject: Re: Cataclysm Stat & System Changes   March 3rd 2010, 8:54 am

Boourns wrote:
Mike wrote:
Sin wrote:
I have a feeling I'm not going to like these changes much as a Holy Pally. We'll see I guess.

The Holy Pally Blogger on Wow.com said it should be ok. You will just gem for haste/spirit now (like a filthy resto druid) and that Int will still be your big stat to stack. Plus, sounds like holy pally might get more spells in their tool box so that you don't HAVE to be the tank healer.

Have faith young one.

:|

I was hoping you would notice that rye doggy dog.
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PostSubject: Re: Cataclysm Stat & System Changes   March 3rd 2010, 5:52 pm

Don't worry, I did.
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PostSubject: Re: Cataclysm Stat & System Changes   March 3rd 2010, 5:55 pm

Mike instead of Rye Dog... give Rye Bread a try.

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PostSubject: Re: Cataclysm Stat & System Changes   March 3rd 2010, 5:57 pm

Hi OH!
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PostSubject: Re: Cataclysm Stat & System Changes   March 5th 2010, 9:38 am

Sin wrote:
Mike instead of Rye Dog... give Rye Bread a try.

Rye Bread you say? I will try it and see how it goes.
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PostSubject: Re: Cataclysm Stat & System Changes   March 8th 2010, 5:36 pm

There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat

I dont bout you other casters but i go ape shit for int!!
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PostSubject: Re: Cataclysm Stat & System Changes   March 8th 2010, 5:43 pm

dont know* also, like said we'll have to see how this works out when it goes live... But to me it almost seems like they're chopping the frills that make the classes unique and throwing em in a blender. The big thing thats gonna set classes apart is the spells they cast (I'm thinking about healers rn) It feels like its gonna come down to the choice of what do I want my armor/char to look like
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PostSubject: Re: Cataclysm Stat & System Changes   March 9th 2010, 8:28 pm

Sin wrote:
Blue Post:



You’ll have as much Stamina as you’re used to, though you may notice your tanking plate has a bit less Stamina than a comparable piece of DPS plate,

:\
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PostSubject: Re: Cataclysm Stat & System Changes   March 9th 2010, 8:47 pm

They're making the game stupid easy to get more people to play, is all. No more having to think about what gear benefits you best, since they'll all have pretty much the same stats, which you can change with the reforging ability.
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PostSubject: Re: Cataclysm Stat & System Changes   March 10th 2010, 11:04 am

I'd say that theyre making up with that via path of the titans and such. Having to decide which path bonuses from that are the most beneficial will take a lot of thinking. They're just trying to make it so healers don't roll on dps gear, and dps doesn't roll on healing gear, ect
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PostSubject: Re: Cataclysm Stat & System Changes   March 10th 2010, 9:47 pm

I was under the assumption that most path bonuses aren't very variable. I think they did this so people wouldn't have to calculate in spreadsheets if an item is actually an upgrade.

I'm looking at you armor pen!
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PostSubject: Re: Cataclysm Stat & System Changes   March 10th 2010, 10:38 pm

Still, they're dumbing down making armor/weapon choices by making all the stats on the available gear relatively the same.

Instead of looking at all the different variables there are now, it'll be whichever has the most stam/str/int/etc.
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PostSubject: Re: Cataclysm Stat & System Changes   March 11th 2010, 6:20 pm

Boourns wrote:
They did this so people wouldn't have to calculate in spreadsheets if an item is actually an upgrade.
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PostSubject: Re: Cataclysm Stat & System Changes   March 11th 2010, 6:24 pm

they'll still do it
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PostSubject: Re: Cataclysm Stat & System Changes   March 13th 2010, 10:24 am

Yeah it just takes one person to press Need after everyone's pressed Greed on the Frozen Orbs and you miss out. But the good news is that in patch 3.3.3 this won't be the case anymore -- the roll for Frozen Orbs will be an automatic Greed roll. Rejoice!
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PostSubject: Re: Cataclysm Stat & System Changes   March 13th 2010, 10:37 am

so people will be able to spend time having fun playing the game, instead of researching through Gigs of data to learn how to have fun playing the game?
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PostSubject: Re: Cataclysm Stat & System Changes   June 13th 2010, 12:17 pm

Path of the Titans is gone
The whole Path of the Titans idea has been removed from the game. It will no longer rely on Archeology or on any kind of PvE/PvP progression and instead Blizzard will just introduce a new type of glyphs: Medium Glyphs.

Medium Glyphs will add a "fun factor" to abilities, and it wouldn't be surprising to see something similar to the Fortification or Breakthrough glyphs first previewed during Blizzcon 2009. (But probably not these exact glyphs, a lot of stuff happened since last year)

Guild Talents are gone
The guild talents are gone and your guild now gets extra bonuses depending on its level. There are 25 levels and each level will automatically reward with more cool stuff. The leveling process remains unchanged and your guild will gain experience through PvP, Dungeon and Raid progression, questing, etc ...

Guild currency has also been removed and rewards will just be "unlocked" after you reach a specific level or complete a guild achievement. Once a reward is unlocked, members will be able to purchase it with gold. Some of the rewards include guild tabards, mounts, heirlooms, and it looks like you will finally be able to have a guild tabard on your mount. (Just like the Argent Tournament banners)

New members of a guild won't be able to buy everything directly, they will have to contribute to the progression of the guild before they can access the top rewards. Each time a player helps towards the leveling he will gain reputation with the guild, the best rewards will require players to be exalted with their guild before they can buy it.

Archeology will be less important
With the Path of the Titans gone, Archeology will become a "true" secondary profession and you won't really have to level it anymore. However it will still be used to let you get cosmetic/optional items, get more information on the game's lore, and ultimately it looks like we can expect rewards similar to fishing. (Nothing mandatory, but you'll be happy when you actually find something)

Information gathered from other sites:
You will find two types of items: Common Artifacts will give you more information on the lore of a race, and might be used in some kind of collection game. Rare items will give you usable items, most of them will be cosmetic but some of them will have actual effects. (Details on Wowhead)

Raids & Dungeons Split
Raid leaders will be able to split an ongoing 25-man raid into up to three 10-man raids. Those 10-man raids will be able to continue from that point on, with bosses already down.

So far it looks like it won't be possible to merge 10-man raids into 25-man raids, for obvious reasons.

Information gathered from other sites:
Raid IDs should be much more flexible. You will be able to join any raid as long as it doesn't have any bosses up that you have already killed. (Details on Wowhead)
There will be more Algalon-style encounters—ultra-hard optional bosses for hardcore players only. (Details on Wowhead)

Rated Battlegrounds
Rated battlegrounds will be available for pre-mades of 10, 15 and 25-player sizes. The amount of Conquest points rewarded will be capped so that players who enjoy both arenas and rated battlegrounds don't feel they have to prioritize one over the other.

Information gathered from other sites:
The classic Honor titles will be coming back and rewarded to the top teams each season. (Details on WoR)
The "Gladiator" equivalent teams will also receive epic ground mounts. Ground mounts because they want to reward something you can ride in the battleground and be proud of / show off. (Details on WoR)

Grim Batol Raid
The Grim Batol raid instance will be called the Bastion of Twilight, and you get to fight Cho'gall as the end boss! If you manage to defeat him in Heroic Mode, an "horrific secret will be revealed when he dies".

Information gathered from other sites:
This is an entry-level raid, just like Naxxramas in WotLK. (Details on Wowhead)
It will feature 5 bosses, and an Algalon-style optional and ultra-hard boss. (The "horrific" secret?) (Details on Wowhead)

Skywall Raid
As expected, Al'akir will be the end boss of the Skywall raid instance.

Information gathered from other sites:
Bosses will include a djinn, a storm dragon, and a lesser elemental lord. (Details on Wowhead)
You will be able to use regular flying mounts to fly from platform to platform. (Details on Wowhead)
It looks really good. Really. (Details on Wowhead)

Deepholm
Princess Therazane (yes, that's her) will be a questgiver in Deepholm, in a similar experience to the Sons of Hodir's questline in Storm Peaks.

Information gathered from other sites:
The Ogrim's Hammer has crashed in the zone and the Skybreaker is still in the air. One of the questline will require you to find out what happened. (Details on Wowhead)

Heroic Deadmines / Shadowfang Keep
Heroic versions of classic instances might not be ready for the release of Cataclysm and will be shipped in content patch instead.

Old world changes
There are a more details on old world changes, especially capital cities.

Information gathered from other sites:
Stormwind has been completely redesigned to accomodate flying mounts. The Park of Stormwind has been destroyed by Deathwing and the Dwarven District now hosts a Bank and an Auction House. (Details on Wowhead)
Orgrimmar has been redesigned as well: Garrosh is the new Warchief and is located in the center of Orgrimmar, not in the Valley of Wisdom. Goblins have their own area, the Valley of Wisdom becomes a Tauren district, and there is now a back gate leading directly into Azshara. (Details on Wowhead)

Miscellaneous Changes/Information
Wrath of the Lich King had 1000 Quests, Cataclysm has over 3000.
The current heirlooms will stop growing after level 80. There will be a whole new crop of heirlooms for Cataclysm. Goblins and Worgen will be able to start using heirlooms immediately at launch. (Details on Wowhead)
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PostSubject: Re: Cataclysm Stat & System Changes   June 17th 2010, 10:12 am



My AQ turn-in fishing spot!
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PostSubject: Re: Cataclysm Stat & System Changes   September 7th 2010, 9:17 am

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