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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. Azrile's Avatar
    Quote Originally Posted by Deuse View Post
    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?
    Yeah, this is going to be a bit of a nightmare for raid leaders now that more specs will share gear. There is just more opportunity for stat upgrades without ilvl being upgraded. The good news they can just select personalized loot system and not have to deal with it.
  1. Pickwickman's Avatar
    Quote Originally Posted by Vongimi View Post
    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.
    How much have you tanked this expac? Or EVER, really?

    The hardest hitting boss abilities are a lot of the time AOE attacks.

    SoO:
    Thok / Malkorok / Iron Jugg / Immerseus / Garrosh.

    ToT:
    HorriHc(minor)/Tortos/Mageara/Ji-kun(minor)/Primordius/Dark Animus(medium/big golems)/IronQon(p1+p4)/LeiShen.

    Like really, avoidance is fucking OP for tanks; and will be the dealbreaker for top Mythic guilds for 1 tanking fights etc. if blizzard doesnt give it a low cap.
  1. Moradim's Avatar
    i'll give you one example why versatility will be broken...DK tanks.

    more damage done = bigger death strikes = bigger shields. at the same time, you take less damage. so you are essentially "double dipping" on a stat.

    more damage for a prot paladin is essentially useless, as far as survivability goes. only the less damage taken benefit helps them.

    so how do you balance a stat like this which is really good for some people, but not as good for others?
  1. drockrock's Avatar
    How will multistrike work for DoTs?

    Is there a chance for someone to have 3 corruptions up on a target at once? Or does it take that bonus damage and divide it evenly among the original cast's ticks?
  1. OneSent's Avatar
    All of these new minor stats and secondary stats seem to be rather pointless, in my opinion.

    I really just don't see anything about them that makes me go "ooh! well our gear definitely needs that!" It all just seems like a lot more unnecessary, pointless stat-bloat on all the gear to give us the "illusion" that we have interesting choices. I'm not a fan of adding things just for the sake of adding them.

    They could choose to scrap the entire idea of minor stats altogether, and it would have zero effect on the game. If anything, it'll just add more bullshit for them to have to balance the content around. I read this blog feeling like I didn't read anything at all.
  1. Rioo's Avatar
    Losing The cooldown reduction will suck big time. Such a fun stat. I don't really see the point in adding versatility.
  1. Erolian's Avatar
    Seems like versatility is going to be extremely overpowered for raiding or extremely useless. I mean just imagine stacking a damage reduction on the entire raid that also happens to buff damage too. Nothing beats a raid boss like not dying. It'll turn into stack versatility until our healers can go to sleep as long as we don't hit enrage or the stat will scale so badly it won't be worth having on your gear to begin with.

    I really don't think WoW will function correctly when tanks/healers/dps start being able to stack beneficial stats from the other two roles that they aren't playing. It isn't like we've had problems with tank healing/tank damage or healer damage or dps offhealing or anything right? Lets make the next one dps/healer damage reduction.
  1. Judic's Avatar
    Quote Originally Posted by Moradim View Post
    i'll give you one example why versatility will be broken...DK tanks.

    more damage done = bigger death strikes = bigger shields. at the same time, you take less damage. so you are essentially "double dipping" on a stat.

    more damage for a prot paladin is essentially useless, as far as survivability goes. only the less damage taken benefit helps them.

    so how do you balance a stat like this which is really good for some people, but not as good for others?

    DK tanks are essentially going to be triple dipping into versatility... More Dmg = bigger DS = Bigger shields, More healing = bigger DS heals = bigger shields, .5% less damage. I see DK tanks stacking this stat as much as possible.
  1. Sorshen's Avatar
    Versatility makes me facepalm.... it's like the thing they swore to remove, back and improved!
  1. Ampere's Avatar
    Quote Originally Posted by Moradim View Post
    i'll give you one example why versatility will be broken...DK tanks.

    more damage done = bigger death strikes = bigger shields. at the same time, you take less damage. so you are essentially "double dipping" on a stat.

    more damage for a prot paladin is essentially useless, as far as survivability goes. only the less damage taken benefit helps them.

    so how do you balance a stat like this which is really good for some people, but not as good for others?
    More damage done does not equal bigger Death Strike heals or shields. Death Strike healing is based on damage taken. Death Knights won't double dip. And I'm sure they will make it so only the Death Strike heal is buffed by Versatility and then the shield is increased via that. Again, no double dipping. See Watcher's tweet:


    Quote Originally Posted by drockrock View Post
    How will multistrike work for DoTs?

    Is there a chance for someone to have 3 corruptions up on a target at once? Or does it take that bonus damage and divide it evenly among the original cast's ticks?
    Each tick has a chance to multistrike. Same idea as the Shadow Priest mastery on live servers or the multistrike trinkets on live. You won't have 3 debuffs up.

    Quote Originally Posted by Judic View Post
    DK tanks are essentially going to be triple dipping into versatility... More Dmg = bigger DS = Bigger shields, More healing = bigger DS heals = bigger shields, .5% less damage. I see DK tanks stacking this stat as much as possible.
    Damage done doesn't increase Death Strike healing anyway... see my response above

    Quote Originally Posted by Hextor View Post
    Versatility makes me facepalm.... it's like the thing they swore to remove, back and improved!
    The difference is that this stat scales on its own, not off of other secondaries.

    It's still boring, but the scaling issue isn't present and it won't require awkward diminishing returns.
  1. Tricky91's Avatar
    Quote from the Blue post above: "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."

    Dear Blizzard employee, you have to be kidding!
    Removing the interesting (probably gameplay changing) stats and replacing them with something like Versatility AND calling this change an "exciting" one. Which idiot had the idea to implement such a boring stat? April fools?

    HAHA
    I lol'd so hard....
  1. baldmonki's Avatar
    I have a very important question as a resto shaman since end of Wrath (when I began healing and really paying close attention to stats like haste cap, mastery cap, crit for mana etc.). With the addition of these new secondary stats, how many amount of secondary stats will be be available on each piece of gear. Will we get additional rows of stats or will something like haste be replaced by multistrike? I know that they say spirit will be on off pieces - does that mean we will only get ONE other possible stat?

    For example Legs (total of 4 rows of stats)
    +Stamina
    +Intellect
    +Critical Strike
    +Haste

    For example Ring (total of 4 rows of stats)
    +Stamina
    +Intellect
    +Spirit
    + ANY SECONDARY STAT

    IDEALLY, I would love 5 rows of stats. Anyone can help clarify? Thoughts?

    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
  1. Demeia's Avatar
    Quote Originally Posted by Eviscero View Post
    Wow... 4 minor stats? I find these new stats incredibly underwhelming.

    Also, look at these qualifiers:

    Movement Speed: - "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."

    Avoidance - "soften the blow of AoE attacks a bit, but not allow you to just stand in the fire."

    So at least 2 of the 4 are going to be arbitrarily limited in their power. I read these as "they're on gear but it really won't make much difference to how you play, nor will you notice the benefit all that much."

    Why bother?
    This whole mine they were digging collapsed on them. "We'll give you a bonus to make you happy you're still collecting gear!" Because I'm going to rush out and pay for these new expensive gems along with expensive enchants to change "gearpiece 1" to "indestructible gearpiece1"! (sarcasm) They will get no ore out of this tunnel, that's for sure.

    To be clear: these tertiary stats are intended as bonuses that make us happy (OK, less miserable) that we are farming the same content and over and over. But they have to be worth gemming and enchanting, right? The upgrade system seems to me to have been a categorical success (I admit the devs might see rampant i-level climb as more destructive; perhaps it will be gone). Am I going to have to upgrade my "indestructible chestpice1" so that it equals my "chestpiece1"?

    The only stat they had that actually made a difference to how you play, readiness, has evaporated. I am not being critical about that, per se, it's just that it seems their ideas have just crashed horrifically and they might have been better off leaving things alone.
  1. digesspliff's Avatar
    Quote Originally Posted by femur68 View Post
    Versatility sounds terribly boring. Honestly what they should do instead is let versatility be converted into any secondary stat you choose. So if you have 500 versatility and your class likes crit, you can turn it into crit to bolster yourself. Kind of like reforging, but in a stat instead of a vendor. It's not too much more exciting than blizzs idea of versatility, but it's still better than a flat % increase across the board imo.
    Yep.. it sounds absolutely lackluster. Your idea already looks better...

    Still dont quite understand where theyre going with the stat changes, removal of reforging etc, dont fix it if its not broken?
  1. mmoc064457dc87's Avatar
    Versatility and multistrike don't add anything in the game at all, CDR was at least interesting in a way.
  1. arcaneshot's Avatar
    Quote Originally Posted by AFK-Champion View Post
    Versatility and multistrike don't add anything in the game at all, CDR was at least interesting in a way.
    The way people fight over the Multistrike trinket says otherwise.
  1. roahn the warlock's Avatar
    Quote Originally Posted by TrollShaman View Post
    Amplify does seem strange in which it's a stat that increases stat.

    I am however sad to see readiness go, popping cooldowns faster is great in pve but not when people in pvp use it on me i guess it's for the best.

    Versatility seems awfully straightforward though, I wonder which spec will treat it as the best secondary stat.
    Classes that scale poorly with gear, such as hunters and deathknights
  1. Abysal's Avatar
    Quote Originally Posted by Moradim View Post
    i'll give you one example why versatility will be broken...DK tanks.

    more damage done = bigger death strikes = bigger shields. at the same time, you take less damage. so you are essentially "double dipping" on a stat.

    more damage for a prot paladin is essentially useless, as far as survivability goes. only the less damage taken benefit helps them.

    so how do you balance a stat like this which is really good for some people, but not as good for others?
    Stats have always had different weights for different classes. Why is it suddenly an issue with Versatility but not with all the other ones?

    Why should every stat have the exact same weight for every single spec? That'd be boring and it'd make fighting over specific pieces of gear even worse. Letting some specs love Versatility while others want haste or crit more allows for raids to distribute gear more efficiently.
  1. finchna's Avatar
    getting more and more like D3...
  1. Deech86's Avatar
    Quote Originally Posted by finchna View Post
    getting more and more like D3...
    These stats would have to get much more interesting to be more like D3.

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