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Dev Watercooler – Mists of Pandaria Stat Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
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.

First European Wave of Diablo III Beta Invites Under Way
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Brave heroes, the time has come to arise and answer the summons: the Diablo III beta is upon us here in Europe!

The first wave of invitations to the European Diablo III beta test is now being delivered. The client is available in English, with German and French becoming available at a later date. In addition to selecting players from those who have opted in via their Battle.net accounts, we’ll also be providing keys through beta promotions and giveaways. We welcome those invited to provide feedback on the official forums.

If you have a beta license, you are free to show, share, or talk about any portion of the beta content to which you have access, as this beta test is not confidential.

As always, we’d like to remind those hoping for an invite to be wary of phishing attempts. If you believe you’ve received an invite to the Diablo III beta test, it’s best to refrain from clicking on any links in the email, and instead log in to your Battle.net account to see if a Diablo III beta game account has indeed been granted. Or, if you were sent a key, you should attempt to add it manually by going to the Add or Upgrade a Game section of the Battle.net account management page.

For those who have received an invite to the beta test, we thank you for helping us test out our server stability and hardware. For those of you still hoping for an invite, we wish you the best of luck and hope you’ll keep an eye out for some of the beta-key giveaways and promotions we’ll have right here on the European Diablo III community site.

For more information, please see the beta opt-in announcement and FAQ.
This article was originally published in forum thread: Dev Watercooler – Mists of Pandaria Stat Changes, EU Diablo III Beta Invites Begin started by chaud View original post
Comments 283 Comments
  1. Alayea's Avatar
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    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.
    What does it mean for class spells that buff resistances to certain schools of damage, such as Resistance Totem and Prayer of Shadow Protection?


    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    Hit and Expertise
    • Hit and spell hit will no longer be separate stats. The hit stat negates melee miss and spell miss.
    • 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.
    There is justice for enhance shaman at last! /fist


    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    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.
    Already known, but good to reaffirm.


    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    Resilience
    • 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.
    I agree with having PvP gear having a lower item level, though probably for slightly different reasons. It wasn't as obvious in the starting days of Cataclysm, but now that we're near the end of the expansion it can be seen that having PvP gear higher than their PvE counterparts has been setting up newcomers for failure. Just take a look at some old threads post-4.3 where the poster either wore such gear or had it in their banks and then queued up for LFD. Yeah, not pretty.

    The changes to the way damage and healing work in PvP look promising as well, exactly for the reasons that Blizzard stated. Personally, I haven't seriously played PvP since patch 2.4 because WotLK was stupid and Cataclysm was utterly ridiculous.
  1. mmocfb4ae2f171's Avatar
    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
    Brainafk mode inc?
  1. Kanariya's Avatar
    So disappointed they're removing Resistance from the game. I know they've been moving away from it for years, but I've always looked at it as an extremely valuable and quite under-valued stat that Blizzard should pay more attention to. That's not to say I want resist-cap fights back, no thanks.. but removing it is just an awful idea in my opinion.Also, changing Resilience to PvP Defense is a really stupid name and I rly hope they're serious about that not being the final name change.
  1. Alayea's Avatar
    Quote Originally Posted by Zasz View Post
    Brainafk mode inc?
    Did you even read the entire blue post? Does it say "we are changing PvP to derp mode"?
  1. Zechs-cenarius's Avatar
    Good change on the pvp side when it comes to gear. Now if we can only get them to make it so that those pvp guys arent using pvp gear to get into LFR and heroics I would be a happy camper, especially now that their stats will be utterly useless in pve.
  1. mmoc0b51d34d15's Avatar
    The changes overall look good, however I don't like the PvP power/defense system. I'm curious how the equivalent PvP/PvE armor stat comparison will be.

    Example

    Code:
    MoP Leather Chest PvP ilvl 100
     + 150 stamina
     + 100 agility
     + 100 crit rating
     + 100 power
     + 100 defense
    
     MoP Leather Chest PvE ilvl 110
     + 130 stamina
     + 125 agility
     + 125 crit rating
  1. Henno's Avatar
    Quote Originally Posted by Zasz View Post
    Brainafk mode inc?
    Depends on your opponent, idiot.
  1. lilbuddhaman's Avatar
    We've decided that stats are too complicated all together and all gear is now given one simple number, which we have coined as "points". To make things more exciting, we've also increased the scaling of everything so that all old gear has absolutely no meaning. A fresh level 95 character will have approximately 5,000,000 points from quested epic gear, and a Tier 17 character should expect to have ~15,000,000 points from raiding gear.
    Next expansion leaked info.
  1. Zechs-cenarius's Avatar
    Quote Originally Posted by AnarchyEU View Post
    The changes overall look good, however I don't like the PvP power/defense system. I'm curious how the equivalent PvP/PvE armor stat comparison will be. Example MoP Leather Chest PvP ilvl 100 + 150 stamina + 100 agility + 100 crit rating + 100 power + 100 defense MoP Leather Chest PvE ilvl 110 + 130 stamina + 125 agility + 125 crit rating
    Regardless...the people in pvp gear should be trumping the pve guys now since they would have a higher defense and power. At least in theory and going off of what they are saying it should be that way.
  1. The Ogdru Jahad's Avatar
    Seriously...what a fucking joke. Power...the dumbest name I've ever heard. What was wrong with Resilience... SERIOUSLY. Why not have power be something like "Combat efficiency" or something cool and mature sounding. LOL POWER! I HAVE 50 POWERS!
  1. Shawaam's Avatar
    Quote Originally Posted by Rawt View Post
    The power part is taken straight from a more recently released MMO. Kind of bummed about that. The more i find out about MoP, the less originality i see.
    Even if it's not as original, it's still a working system. Why take something worse only because it's more original?
  1. retpally's Avatar
    Quote Originally Posted by Zechs-cenarius View Post
    Good change on the pvp side when it comes to gear. Now if we can only get them to make it so that those pvp guys arent using pvp gear to get into LFR and heroics I would be a happy camper, especially now that their stats will be utterly useless in pve.
    I don't understand why people get SO OFFENDED about using PVP gear in LFR or dungeons. DPS isn't an issue in those circumstances, and if it is, it's not because someone is wearing a couple pieces of PVP gear... It's because your group is half AFK or just very bad.

    PVP gear in PVE is much less of a problem than PVE gear in PVP, particularly high rated PVP.
  1. Flaks's Avatar
    I really hope they address the discrepancy between agility and strength. There's no reason whatsoever in the current and most likely future meta game for one stat to provide so much more bonuses than the other.

    Loving the resilience changes though. About time. Low level PvP should see a lot more balance from this.
  1. mmoccdcfc5f8d6's Avatar
    Quote Originally Posted by The Ogdru Jahad View Post
    Seriously...what a fucking joke. Power...the dumbest name I've ever heard. What was wrong with Resilience... SERIOUSLY. Why not have power be something like "Combat efficiency" or something cool and mature sounding. LOL POWER! I HAVE 50 POWERS!
    Because "Power" and "Defense" are the final, set-in-stone names in use for these new stats, yeah?

    Read the WHOLE article before you post, you dumbass.
  1. Alayea's Avatar
    Quote Originally Posted by AnarchyEU View Post
    The changes overall look good, however I don't like the PvP power/defense system. I'm curious how the equivalent PvP/PvE armor stat comparison will be.

    Example

    Code:
    MoP Leather Chest PvP ilvl 100
     + 150 stamina
     + 100 agility
     + 100 crit rating
     + 100 power
     + 100 defense
    
     MoP Leather Chest PvE ilvl 110
     + 130 stamina
     + 125 agility
     + 125 crit rating
    You're going off of what is current, though. Read this part again:

    Originally Posted by Blizzard Entertainment
    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.
  1. Conscious's Avatar
    How about they just remove Resilience, or Pvp DEFENSE and POWER (Lame names imo) altogether!?
  1. Alanik's Avatar
    I really wish they would stop normalizing so much in this game D:
  1. Resentful's Avatar
    Quote Originally Posted by Conscious View Post
    How about they just remove Resilience, or Pvp DEFENSE and POWER (Lame names imo) altogether!?
    I wouldn't be against that; However everyone would be 1 shotable making well a lot of complains within the area of pvp which is I'm sure not what they want.

    Like old school times

    Now it takes me 10 mins to kill a healer :P
  1. Eleveneleven's Avatar
    I'm sure everyone in PvP will just stack Defense (PvP) and any Power on their PvP gear is just gravy.


    Quote Originally Posted by Rawt View Post
    The power part is taken straight from a more recently released MMO. Kind of bummed about that. The more i find out about MoP, the less originality i see.
    Except that MMO combined both Defense and Power into the same stat

    Quote Originally Posted by Alcatraz_ View Post
    I wouldn't be against that; However everyone would be 1 shotable making well a lot of complains within the area of pvp which is I'm sure not what they want.

    Like old school times

    Now it takes me 10 mins to kill a healer :P
    They are already giving players a 30% Defense boost baseline. They can always just call it "Damage from players reduced by" and tweak that for all players to lower PvP damage.
  1. Norg's Avatar
    Quote Originally Posted by Ixuzcc View Post
    Because "Power" and "Defense" are the final, set-in-stone names in use for these new stats, yeah?

    Read the WHOLE article before you post, you dumbass.
    geez lol

    too mad

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