Warlords Dark Portal, June 3 Hotfixes, Blue Tweets, Azeroth Choppers, Final Boss #45

Dev Watercooler – Stat Updates for Warlords of Draenor
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In this Dev Watercooler, we’d like to give an update on secondary and minor stats in Warlords of Draenor. A lot has changed since we first revealed our plans at BlizzCon, so this blog will not only cover the latest developments related to what we’ve already discussed, but also go into detail on some new changes we’ve got in the pipe.

Secondary Stats

Existing Secondary Stats: Hit, Expertise, Dodge, Parry, Crit, Mastery, Haste, Spirit
As we announced at BlizzCon, we’re retiring Hit, Expertise, Dodge, and Parry. Hit and Expertise weren’t really providing very interesting gameplay, and Dodge and Parry are being replaced with Bonus Armor. Check out the Patch Notes for further discussion on why we removed these stats.

The other secondary stats—Crit, Mastery, Haste, and Spirit—work well and will be sticking around. One important note is that Spirit will only appear on items for specific slots (fingers, neck, back, and trinkets) and will give a much stronger benefit than it does today. Healers will prefer items with Spirit for those slots, but otherwise will use similar gear to everyone else.

New Stat: Multistrike
A new stat in Warlords of Draenor, Multistrike grants your spells, abilities, and auto-attacks additional chances to activate. If you’ve been following along since BlizzCon, you may remember that in our early plans, your Multistrike chance would split between two rolls and effectively have a 200% cap. We’ve since changed that to make it more clear and intuitive: the full chance is given to both rolls, with a 100% cap.

Now Multistrike grants your spells, abilities, and auto-attacks the chance to activate up to two extra times at 30% of normal effectiveness. For example, if you have 55% Multistrike and cast a Fireball that does 1000–1100 damage, you’ll have two separate 55% chances to automatically follow with another smaller Fireball that does 300–330 damage. That means every time you cast Fireball, you have a chance to see one big-damage Fireball, and then two smaller-damage Fireballs leave your hands in quick succession.

New Stat: Bonus Armor
Throughout the game’s history, some items have had bonus armor on them, which made them more attractive to tanks. After we removed Dodge and Parry, we wanted to replace these stats with a new tank-specific stat, and Bonus Armor fit the bill nicely. As with Spirit, it’ll only show up on rings, necklaces, cloaks, and trinkets. It’s clearly valuable to all tanks, and will be tuned to be much stronger than other secondary stats. Tanks will want to use items with Bonus Armor for those slots.

Retiring Stat: Amplify
We tried out Amplify on trinkets in Siege of Orgrimmar, and at BlizzCon we announced that it’d be a stat in Warlords of Draenor. The intent of Amplify was to multiply the effects of your other secondary stats. However, as we continued development, we found that Amplify had some design problems. In particular, we determined that it would quickly become the absolute best stat for everyone. On top of that, even if we were to apply heavy diminishing returns, the stat still wouldn’t have an interesting effect on your gameplay. For those reasons, it’s no longer going to be a stat in Warlords of Draenor.

Retiring Stat: Readiness
Readiness was another stat that we tried out on Siege of Orgrimmar trinkets. This one looked solid at first. Cooldown reduction is a great concept, the idea was well received, and although there were some balance issues, they seemed solvable. However, as we continued development, we hit a snag. Readiness works great in small quantities on the scale of a trinket or two, like in Siege of Orgrimmar. However, when we expand that to a point where you could potentially have Readiness on all of your character’s gear, problems arise.

Using a damage-dealing (DPS) class as an example, most of the stat’s value comes in letting you use your temporary burst-damage cooldowns (Arcane Power, Vendetta, Recklessness, Dark Soul, etc.) more often. Most of those cooldowns increase damage by 20%–30% while active, which is substantial for a temporary burst ability, but doesn’t compare well against secondary stats. If you stack a lot of Crit and can reach 30% Crit from gear, that’s more or less a 30% passive increase to damage. If secondary stats are equal, you should be able to stack Readiness instead, and get a damage increase that’s similar (or at least close). But how do we give you a 30% damage increase from letting you use a +20% damage cooldown more often? And once you get to 100% uptime, then what?

We experimented with many potential design changes but never found a version of Readiness that really felt good, so we’re going to shelve it for now, at least as a common secondary stat. You may still see it pop up occasionally in small quantities, such as on a trinket.

New Stat: Versatility
The removal of Readiness left some space in our itemization plans and room for another stat to take its place. It’s important to offer players plenty of different secondary stats so that you have a wide variety of interesting and compelling gear to choose from. To that end, we’ve been working on a new secondary stat called Versatility. Versatility is pretty simple: 1% Versatility grants a 1% increase to your damage, healing, and absorbs, and reduces the damage you take by 0.5%. It’s a straightforward, obvious upgrade to your primary role’s performance, but also gives significant boosts to secondary role performance and survivability. The healing increase it provides does work on self-heals, such as Recuperate, for example. We won’t be tuning it to be anyone’s highest throughput secondary stat, but it’ll be close, and it’ll give you a nice boost to how versatile your character is in the process. It’ll be especially attractive to hybrids who want to feel more “hybridy.”

Minor Stats
Most gear that drops in Warlords of Draenor has a chance to have a random bonus in addition to its normal stats. We call these “minor stats,” and they provide a small but useful bonus to your character.

New Minor Stat: Movement Speed
The first of our minor stats is Movement Speed, which, as you can probably guess, increases the speed that you move by a small amount. Previously, movement speed increases came from enchants and various class abilities, but otherwise never directly came from gear. The Movement Speed minor stat will stack with all other sources of movement speed, but we’ll be keeping the maximum benefit you can get from it fairly low—we want it to feel like a fun bonus when you get it, but not a large increase to character power.

New Minor Stat: Avoidance
Another minor stat, Avoidance, has previously only ever been used for a few prominent class pets. It reduces the damage you take from area-of-effect (AoE) attacks, though compared to the pet version, the Avoidance minor stat will come in much smaller quantities. The goal is to soften the blow of AoE attacks a bit, but not allow you to just stand in the fire.

New Minor Stat: Indestructible (previously Sturdiness)
We called this one Sturdiness when we announced it at BlizzCon, and its original effect reduced durability damage that you take by a small amount across your whole character. Since then, we’ve renamed it Indestructible, and changed it to cause that specific item to not take any durability damage. We think the change will make the stat more intuitive while providing a similar overall benefit.

New Minor Stat: Leech (previously Lifesteel)
Lifesteal is another minor stat that has been renamed and slightly redesigned since BlizzCon. Our original plan was for it to convert a percentage of your damage done to self-healing. We’ve extended it to work for healers as well, causing an extra percentage of all of the healing you do to heal you as well. With that change, the name was no longer fitting, so we’re renaming it Leech.

Proposed Minor Stat: Cleave
We announced Cleave as a minor stat at BlizzCon, but have since run into some problems with it. Most importantly, it was of situational value to DPS classes, always valuable to healers, and had very little value to tanks. As a result, we were concerned it would cause items that would otherwise be equally appropriate for a healer and a DPS class to be viewed as “healer gear,” which isn’t our intent. We’ve shelved it for now, though we have some ideas about how it might show up occasionally in specific cases.

The Complete List

In summary, here’s a complete list of our planned secondary and minor stats in Warlords of Draenor:

  • Secondary Stats
    • Haste: (Unchanged) Increases attack speed, spell casting speed, and some resource generation
    • Critical Strike: (Unchanged) Increases your chance to critically strike, dealing double damage
    • Mastery: (Unchanged) Increases the effectiveness of your specialization-specific Mastery
    • Multistrike: (New) Grants two chances for your damage and healing effects to fire an additional time, each at 30% effectiveness
    • Versatility: (New) Increases damage and healing, and reduces damage taken
    • Spirit: (Unchanged, healer-only) Increases mana regeneration rate
    • Bonus Armor: (New, tank-only) Increases your armor
  • Minor Stats
    • Movement Speed: (New) Increases your movement speed
    • Indestructible: (New) Causes the item to not take durability damage
    • Leech: (New) Causes you to be healed for a portion of all damage and healing done
    • Avoidance: (New) Reduces your damage taken from area-of-effect attacks.

As you can see, we have a lot of exciting changes and additions in the works designed to give you a variety of intuitive and interesting gearing options. We’ll be keeping a close eye on how these are playing out in our alpha and beta testing, and we’ll continue to refine and adjust as needed. As always, we look forward to hearing your constructive feedback!
This article was originally published in forum thread: Dev Watercooler - Stat Updates for Warlords of Draenor started by chaud View original post
Comments 98 Comments
  1. ThePants999's Avatar
    Couple of oddities in this...

    "We've removed Cleave as a minor stat because it would make pieces into 'healer gear'. Meanwhile, here's Avoidance, turning otherwise-generic gear into 'tank gear'!"

    "Lifesteal isn't a fitting name now it works for healers as well, so we're going to give it a new name that means exactly the same thing."
  1. Jimson's Avatar
    "Versatility is pretty simple: 1% Versatility grants a 1% increase to your damage, healing, and absorbs, and reduces the damage you take by 0.5%."

    Because putting points into talents that read "Increases damage by x%" was boring and cookie-cutter, but a stat that "Increases damage by x%" is new and innovative.
  1. Vongimi's Avatar
    Glad to see Amplify go, it was clear it would become everyone's best stat quickly (much like crit dmg in D3). Not so glad to see Readiness go, but apparently it didn't work so what are ya gonna do... Versatility though, that just sounds boring as hell. They said they will balance it so its no-ones best stat. In which case no one will take it. I'm not sacrificing my damage for a self-healing buff and less damage taken in PvE. And if its anywhere close to worth it in PvE, it will be OP in PvP.
  1. Moradim's Avatar
    Quote Originally Posted by Xjev View Post
    Can someone explain how Versatility will not end up having same problems mentioned for Amplify?
    seems like it will create more problems: lets say you luck out and your raid gets a bunch of versatility gear.

    this means 1) your tanks can take a lot more damage, 2) your healers can do a lot more healing, and 3) your raid does more damage while taking less damage (or requiring less healing).

    so odds are, it will allow you to drop more healers since the healing requirement will be lower (your dps take less damage, and your healers do more healing with versatility). cant see this stat working if it benefits you offensively AND defensively.
  1. Count Zero's Avatar
    Quote Originally Posted by ThePants999 View Post
    Couple of oddities in this...

    "We've removed Cleave as a minor stat because it would make pieces into 'healer gear'. Meanwhile, here's Avoidance, turning otherwise-generic gear into 'tank gear'!"

    "Lifesteal isn't a fitting name now it works for healers as well, so we're going to give it a new name that means exactly the same thing."
    Nothing odd about it. Some gear is supposed to be tank gear, some gear is supposed to be healer gear, some gear is supposed to be dps gear, the rest is supposed to be universal. They didn't want Cleave to make some of the "universal" gear suddenly turn into healer gear - cleave is *always* useful for healers, but only useful for dps and tanks in certain situations. Imagine the cleave trinkets in SoO - if they were turned to be universal, no dps would ever take them but all healers would want them.
  1. Vongimi's Avatar
    Quote Originally Posted by ThePants999 View Post
    Couple of oddities in this...

    "We've removed Cleave as a minor stat because it would make pieces into 'healer gear'. Meanwhile, here's Avoidance, turning otherwise-generic gear into 'tank gear'!"

    "Lifesteal isn't a fitting name now it works for healers as well, so we're going to give it a new name that means exactly the same thing."
    While I agree with the Leech naming thing, kinda odd, Avoidance is not really gonna be a tank stat. Tanks normally aren't scared at all of AoE effects except in some very specific cases. Like most of the minor stats, its just a "heh cool an extra affect on this item" sorta thing.
  1. Polarthief's Avatar
    Versatility is incredibly boring and lazy. It's just main stat (STR/DEX/INT) + Armor & Resistances, but as a secondary, and doesn't suffer from DRs like Armor&Resistances. You're going to want it for pretty much any spec you're doing, and in huge quantities.

    I'd also like to add that having minor stats either be on gear or not be on gear just adds to the RNG of loot even further, similar to D3. Every piece of gear should have at LEAST one minor stat, and be rolled randomly. We shouldn't be rolling for the number of our affixes on gear, because this isn't bloody Diablo.
  1. Verain's Avatar
    A VERY good start.

    I've been railing against the shit stats since they were announced. Cleave just makes it hard to get gear as a rogue. Go into instance, rogue who takes healer gear blows your damage away. "What's wrong noob? Get a real loot system that lets you take away passive +heals so you can deal area damage, just like me! I'm pro!".

    Super to not reward that. Best news.


    Readiness was always awful. Scaling back cooldowns and then also making a stat that just boosts cooldowns? But it doesn't boost the magnitude of cooldowns, it JUST reduces the duration. What's that? Moonkin have Celestial Alignment and that's it? Ok, I guess they were going to:

    1)- Make every class get similar magnitude out of cooldowns, such that readiness could boost it.
    2)- Remove EVERY tier that gives you a choice between a cooldown and a passive for all classes -OR- make sure readiness never boosted that cooldown.
    3)- Make the game all about cooldowns in the same patch that they delete a bunch of cooldowns?
    4)- Scale to an end tier with full cooldown uptime?


    SO GLAD for these derpstat deletions. They were always abortions, good to know they are flushed.



    The new stat looks interesting, but I suspect its presence on gear will mean "this piece is for hybrids". Maybe I'm wrong about that, we'll see. Still, that's not inherently bad or anything.



    This is nice news for sure.

    - - - Updated - - -

    Quote Originally Posted by Polarthief View Post
    You're going to want it for pretty much any spec you're doing, and in huge quantities.
    We don't know that at all. It could be bad for all specs for all we know!
  1. Coronius's Avatar
    Versatility is the lamest stat I've ever seen. Sad to see the others go, with nothing to replace them.
  1. Polarthief's Avatar
    Quote Originally Posted by Verain View Post
    We don't know that at all. It could be bad for all specs for all we know!
    If they undertune it. So, it will either be a shit stat or a "way too good" stat.
  1. mmoc48d2a29035's Avatar
    I still don't get the difference between Crit and Multistrike. Both do a percentage of damage more and one of them goes with a neat little animation instead of BAM CRIT.
    The only difference would be important class mechanics proccing from Multistrike, but I''m not sure if they do. If yes, I can't see them balancing this right. Almost every class I know beyond level 20 would love this. I see it either as vastly overpowered or as almost non-recognizable, as it would need a really small chance to be balanced. Also, it would interfere very oddly with Fire Mages' Pyroblast procs.

    Thoughts about this? Have they mentioned something about this anywhere?
  1. Axelond's Avatar
    Quote Originally Posted by kaldonir View Post
    I still don't get the difference between Crit and Multistrike. Both do a percentage of damage more and one of them goes with a neat little animation instead of BAM CRIT.
    The only difference would be important class mechanics proccing from Multistrike, but I''m not sure if they do. If yes, I can't see them balancing this right. Almost every class I know beyond level 20 would love this. I see it either as vastly overpowered or as almost non-recognizable, as it would need a really small chance to be balanced. Also, it would interfere very oddly with Fire Mages' Pyroblast procs.

    Thoughts about this? Have they mentioned something about this anywhere?
    Multistrike will "roll" twice and 1 multistrike will roughly be 0.5 crit rating that is the main difference, There will be specs that depend on multistrike for procs and some for crit
  1. mmoc48d2a29035's Avatar
    Quote Originally Posted by Axelond View Post
    Multistrike will "roll" twice and 1 multistrike will roughly be 0.5 crit rating that is the main difference, There will be specs that depend on multistrike for procs and some for crit
    So it's basically another crit, but different classes want "different crits"?
  1. tugnutt7's Avatar
    I can picture packs of lightning wielded Elemental Shaman running around.
    - Echo of the Elements + Elemental Overload + Multistrike = moar lightning!
  1. mmoc5ef3a4fb0f's Avatar
    Versatility, unless kept in check, is potentially really overpowered if your class double tips(tanking/attonement type healing/hybrids).

    Lets say 100% attonement was a thing. I damage for X heal X. Now with 100% Versatility I damage for 2X but heal 4X
  1. GGA1759's Avatar
    And here I thought Diablo and WoW were two different games. My bad.
  1. Azrile's Avatar
    Quote Originally Posted by Caeth View Post
    Versatility: boring idea or most boring idea?
    Considering they eliminated dodge and parry for being boring.. then they add versatility and bonus armor

    Honestly, all of this feels a lot like ´resilience and pvp power´.. where the devs talk themselves in circles, waste a lot of time, and end up with a system that just keeps getting changed constantly without ever getting much better. How many times have they adjusted base resilience?

    How about this devs.. forget everything else. Eliminate hit and expertise, add multistrike and your minor stats.

    or I can write patch notes for 7.0

    We felt like bonus armor and versatility were powerful, but boring stats, so we are going to replace them with dodge and parry...
  1. MatadorMedia's Avatar
    But there's no reforging anymore, right... so are all of the secondary and minor stats going to be comparable? I do not look forward to losing rolls on an upgrade because someone else want's a side-grade with movement speed or wtvr. Or is rolling on loot disappearing as well?
  1. Azrile's Avatar
    Quote Originally Posted by Dreyen View Post
    Really glad they got rid of readiness.. it was really an awkward stat, especially for tanks. I wish it would've stayed as a tertiary stat.

    Among tertiary stats though, indestructible is stupid, it has no combat benefit unlike other stats, nobody will be happy about getitng an indestructible item..
    haha, you already had two people in this thread who said they are looking forward to it. Minor stats are rare and do not replace anything. they just randomly show up on gear.
  1. Thelxi's Avatar
    Ah the days where you had to choose between lots of haste or lots of crit, the boring horror! Thank the Blizzard for mastery and the 15 other looming stats.

Site Navigation