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WoW: Cataclysm Stat & System Changes Revealed

Here has a complete breakdown of how the stats and systems of the World of Warcraft will be changing with the release of Cataclysm. This information is absolutely essential to nearly everyone playing, and should be required reading for anyone raiding.
There are too many points to summarize in a neat list. So instead, over the next few days you'll be hearing from our columnists on how these changes are going to impact individual classes and specs. But, that shouldn't stop you from spending 15 minutes and reading through the entire list; the game's basic stats are becoming very very different.
A few of the more major points:
- Stamina -- Non-plate wearers will have a lot more.
- Spirit -- Only found on healing gear.
- Intellect -- Grants spell power.
- MP5 -- Gone completely.
- Spell power -- Only on weapons, and just to make them clearly a caster item.
- Attack power -- Gone on most items.
- Parrry -- No longer provides 100% avoidance and no longer speeds up attack.
- Resilience -- Only affects player damage and player crit damage, no impact on crit chance, mana drains, etc...
- Block Value -- Gone, 30% passive block value now when wearing a shield.
- Weapon Skill -- Gone completely.
- Gem Color -- Few stats changing. Hit will likely become a blue gem (it's yellow now).
- Defense -- Gone, becomes dodge, parry, or block rating.
- Reforging -- You'll be able to reforge gear to customize your stats -- 50% of stat X can become stat Y. Restrictions apply (no Stamina->Strength, for instance).
Eyonix also says more information on mastery is coming in the future. The entire summary after the break.
From Eyonix:
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.


