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Old 04-01-2012, 08:49 AM
mjbmitch mjbmitch is offline

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Blizzard mjbmitch's Stat Revamp

Over the years, the players have dealt with the introduction and deletion of several stats on their gear, such as Mp5, Attack Power and Mastery. I have no doubt that in MoP we will once again see a stat revamp; like always, the revamps initiated are very radical. I have a solution that will fix the long-term use of our stats on gear and make the game more balanced for both PvP and PvE.


1. Each stat-type needs a stat-budget
As we usually see with primary stats, intellect/strength/agility is spread across the board, regardless of armor-type (but dependent on item level). My solution will call for several different stat-budgets:

Primary-stat budget: The primary-stat budget will focus on allowing each armor-group to perform relatively equal compared to one another.
- Strength: Increases attack damage for warriors, death knights and paladins; increases damage mitigation for warrior, death knight and paladin tanks [in some way].
- Intellect: Increases spell power for paladins, shamans, druids, monks, priests, warlocks and mages.
- Agility: Increases attack damage for hunters, monks, rogues and shamans; increases damage mitigation for monk and druid tanks [in some way].


Damage-reduction budget: The unfair advantage of higher Armor (for plate wearers) will now be a thing of the past as lower armor groups will have more an Armor-like stat called "Resistance" which negates magical damage similarly to how Armor negates physical damage. Cloth will have the most Resistance, while plate wearers will have the least. At the end of the day, each armor-group will use the same damage-reduction budget (Armor + Resistance). Resistance can also open the way for magic-resistance tanks for caster bosses.
- Armor
- Resistance


Defensive-stat budget: The defensive-stat budget will allow anyone to have protection against physical and magical attacks through today's mitigation methods (parry and dodge) in addition to a new method called "Reflect". Similar to Resistance, Reflect aims to improve the defense of lower armor-groups' way to deal with damage (through a logical manner). Every armor-group will be able to successfully take a couple hits from a boss (a rogue may dodge the first attack, parry the second, until finally a tank grabs aggro).
- Parry
- Dodge: All classes are able to dodge; this will be more commonly found on gear.
- Reflect


Secondary-stat budget: Similar to the defensive-stat budget, the secondary-stat budget is used by all classes regardless of role, as each stat has a use to anyone. In today's game, the secondary-stat budget also uses several of the defensive-stats that have now formed the defensive-stat budget.
- Mastery
- Critical hit
- Haste
- Hit
- Expertise


Health budget: Originally, plate wearers (notably tanks) were reserved the largest health pools in the game; this was changed in Cataclysm where the health pools of any armor-group were more equal and each piece of armor had the same amount of Stamina as any other armor-group did. The health budget will function the same way it does today, only with a slight modification.
- Stamina: Health will only be gained through Stamina (aside from any talents and spell effects), which can only be found on armor pieces (cloak, helm, feet, belt, etc.; not including weapon, shield, trinket, necklace, ring, etc.).



2. Stats need to be universal across all races and classes
The bonus stats for certain classes and races are outdated and must not be used in order to further balance the game.


3. Stats need to be flattened
The item budgets described above will come into affect here. All gear needs some sort of standardized value that increases as a player levels and accomplishes harder tasks.

To make way for this change, the old item quality system will be reformed:

Poor
Basic
Adequate
Superior
Epic
Legendary


In addition, the stat-budget will affect all levels; here is an example of a level 1 cape; note that the cape's Armor/Resistance ratio is 80/20%; other capes will have ratios of 20/80%, 40/60% or vice-versa:



Here are two additional capes, one for a level 51 and the other for a level 85:





Here is a graph showing the iLevel for character levels 50 through 85:



As you may notice, level 80 heroic raid gear has an iLevel equivalent to a level 85's quest gear; if the iLevel on one's gear is less than the character's level, the stat effectiveness on the equipment will be decreased to its intended level use, plus 1 if the gear is heroic raid-leveled. Note that the iLevel of gear will always be the level of intended use plus any modifiers; regular dungeons, heroic dungeons, LFRs, regular raids, and heroic raids have modifiers of 1, 2, 3, 4 and 5, respectively.


Notes:
- Spirit seems to be outdated and Blizzard will likely remove it for MoP.
- I haven't decided on how gemming and enchanting should work.


To be continued...

Last edited by mjbmitch; 04-07-2012 at 03:36 PM..
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Old 04-01-2012, 09:37 AM
Gortrash Gortrash is offline

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I stopped reading at your name.
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Old 04-01-2012, 11:23 AM
HalfElfDragon HalfElfDragon is offline

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I keep reading your name as mjmbitch
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Old 04-01-2012, 11:31 AM
mjbmitch mjbmitch is offline

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Jesus Christ, I knew this would happen...
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Old 04-01-2012, 12:20 PM
Erthad Erthad is offline

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I don't really like the defensive changes, melee needs more survivability because it will be closer to the fight. I also think it continues to make casters the bane of melee because they(melee) will have an even harder time surviving. Tanks are going to be the ones who are most interested in the stat, but the armor they need won't give them any. Casters shouldn't have the innate defensive ability of tanks and melee classes, because they can avoid damage by kiting.

Also the Block animation should stay. Just replace the dodge or parry animation with it for shield users.

I would like to see armor reduce spell damage and just have everything balanced around that.

Last edited by Erthad; 04-01-2012 at 12:24 PM..
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Old 04-01-2012, 01:06 PM
Millenia Millenia is offline

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If there is no spirit, then how will healers gain more mana regeneration?
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Old 04-01-2012, 02:36 PM
mjbmitch mjbmitch is offline

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Spirit has already been discussed by Blizzard, and it seems like they are going to take the stat away and replace it with some sort of baseline ability for all healers to "regain x mana over y seconds".

The defensive changes are made to bring all armor groups closer together. Currently, non-tanks cannot withstand more than a hit from a boss, and hopefully these changes will allow them to maybe survive for two more. Tanks will be able to gain mitigation through their primary stat (similar to how strength currently gives parry) to allow for additional avoidance. Tanks, similar to other roles, will want to gem for their primary stat when they can. The defensive stats are like the icing on the cake for raiding, really.

It would be really nice to have raids where people will have to suffice getting hit once or twice while the tank scrambles to pull adds, recover from a fear, etc.

Edit: Erthad, your view on melee is exactly what I have in mind for all armor groups. Melee and ranged should both be receiving huge hits in the form of physical attacks and spells; if it is split equally between the two groups, then why should only melee receive the bonus defense?

Last edited by mjbmitch; 04-01-2012 at 02:42 PM..
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