Mists of Pandaria: Stat Changes

by on Mar.04, 2012, under Mists of Pandaria

Ghostcrawler recently posted about some stat changes slated for Mists of Pandaria.  Nothing as drastic as what we saw with Cataclysm, but a few tweaks none the less.

Here’s the changes that will affect us as moonkin:

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 miss is equal to melee miss plus dodge.
    • 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).


  • 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.


  • 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.

What does this mean?

With spell resistance being gone, obviously Mark of the Wild will be changed.  Not a huge deal, since we really didn’t rely on resistance anyways.  We’ll also no longer be able to run around as glass cannon laser chickens in PvE gear in PvP.  What concerns me, however, is it seems that PvP gear will not be ‘penalized’ for having PvP stats, and thus much more viable in a PvE scenario.  Seems like the PvP kiddies are getting the better end out of this deal.  PvE gear is being penalized in PvP, but not vice versa.

Spell hit is going to adjust down to 15%.  I don’t forsee balance gear having expertise on it, however, with our new hybridization abilities, we’ll be hit capped as feral as well as balance, and ferals can mix and match expertise and hit and remain hit capped as balance.

What are your thoughts?  I, for one, like this kind of streamlining much better then the hack and slash method they did to itemization in Cataclysm, although the PvP changes are kind of bugging me.

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1 Comment for this entry

  • Berdache

    I think the pve / pvp change is good. PvP gear will be lower iLvl than pve so no more using it to get in heroics / LFR. And PvE gear will have a base (not as much) of the pvp stat.

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