Talk:Attributes

Intellect and Profession Skillups?
There is no relation between INT and skillups. Some receipes simply have a higher level where they turn "green", and the rate of skill gain is based partially on difficulty (i.e. green, yellow, orange) but also on how close the receipe "level" is in relation to your own skill.

Somethin newish??
The claims: "Rogues gain a much stronger bonus to dodge from agility than other classes." and "Hunter & Rogue: Increases your attack power with melee weapons." may not be true anymore. edit: Before you make such claims, perhaps you should test them on a character. Rogues do get increase your attack power with melee weapons. this 1 point of ap per point of agi, same goes for str on a rogue

I have not heard of the first claim, and I believe the second claim was never true for hunters and was changed in beta for Rogues.

Armor Damage Reduction
Does anyone know the formula for it? This could be really useful, and though it changes across levels it must have been figured out by someone... Rouges 70 lvl nado 9 agilbl чтобы лвл набрать блабла

for WaleryP

str
how much str, equates to 1 extra blocked damage? CJ 05:24, 7 Feb 2006 (EST)

Int
source for int crit values: http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&T=8532806#Post8532806

The table doesn't seem correct to me. Especially for the shaman. I have a lvl 70 shaman with 476int and the Tooltip says it increases mana by 6860 and spellcrit by 8,15%. This would mean ~58,4 int are 1% spellcrit.

No Mages in expected Int at 60 level
"A recent post by Tseric gave the exact figures at level 60 for spell crit for all casters except paladins, they are as follows" In aftergoing table there is no mage class:), but description says except paladins only... Can it be fixed somehow?

he didnt give a expected int for mages but we already know the crit value, ill edit table adding the crit and question mark expected int.

I have a question about Intellect ! i thought 1 point of intellect means 15 mana, not 10 !! is a mistake here or i have mistaked? --Nexxius 16:39, 5 July 2006 (EDT)

More on int
As of patch 3.0, int does not increase your chance to gain weapons skills, or any other skill for that matter.

DPS section is inaccurate
The section claims that half of a rogue's and hunter's melee DPS will come from strength and the other half will come from agility. It needs to be reworded to be more accurate. If a rogue has 500 agility and 5 strength, then agility will obviously affect their DPS more significantly than their strength. Perhaps a See Also: Attack Power would be relevant here instead of this misleading statement.--Azhdeen 14:33, 12 September 2006 (EDT)


 * I am going to edit it to be more accurate, and add a link to Attack Power.--Azhdeen 09:07, 13 September 2006 (EDT)

Im Fairly sure agility only adds to a hunters ranged DPS, at 1agi=1AP and strength only adds to a hunters meele DPS at 1str=2AP.

Rogues and Druids in Cat form are the only classes that get AP from agi, at a rate of 1AP per 1Agi. Rogues also are the only class that only get 1AP per STR. --Barnmaddo

This is not correct. Hunters gain 1 -ranged- AP per AGI, and 1 -melee- AP per AGI -and- per STR. Samalander 23:04, 10 February 2008 (UTC)

AGI needed at lvl70 for 1%crit
How much AGI do you need at lvl70 for 1%crit? TY --Colinstu 01:37, 6 January 2007 (EST)
 * Won't it vary by class? The Combat rating system page shows how much crit rating you need per crit % at level 70.


 * Assuming level 60 the same amount of agility as before gives you the same end crit %, just through this scalable crit rating system (with one exception, Hunters, according to critical strike. Then, multiply by 158% (22.1/14) to convert to level 70.


 * But you're right, we desperately need to update critical strike (which was a mess before, anyway, before it all became out of date). I am NOT a mathhead by heart, so this math is entirely unvalidated, and comments are welcome. Maybe it will help get the right pages updated. Luci 09:29, 6 January 2007 (EST)


 * So on a level 70 warrior, you'd need like 31/32 agi fro 1% crit? --Colinstu 21:19, 6 January 2007 (EST)


 * Level 70 Warrior numbers for crit: (32 AGI 0.97%)(41 AGI 1.24%)(23 AGI 0.70%)(96 AGI 2.99%). These numbers are consistent with a 33 agility for 1% crit ratio.  --Arctyc 01:50, 10 February 2008 (EST)

Druid cat agi per crit at 70lvl
cannot agree with this table above, did some research and it goes like 25 agi per 1% to crit for druid in cat form, maybe i did sth wrong but was taking off random armor pieces, for every piece that has no +crit rating or +feral combat skill got (agi defictiency) / (%crit deficiency) = const = 25

what may be important i did tests after World of Warcraft Client Patch 2.0.7 (02/13/2007)

40 agi = 1% crit @ lvl70 Rogues
After many tests with a level 70 Rogue I recognized, that exactly 40 agility equals exactly one % crit. I think that is because one agility is not X critrating, it's Y critchance. (Y is 0.025 for Rogues)

This is somehow not true for the base agility a rogue has. Very confusing.

Agi per +1% dodge for druids
The current entry for the amount of Agility it takes to get +1% dodge for Druids states that it takes 20 Agi per +1% dodge at level 60, and 14.7 Agi per +1% dodge at level 70. This cannot be correct. It should not take LESS agility to get +1% dodge at level 70 than it does at level 60.


 * Tracer 21:52, 5 June 2007 (UTC)


 * Druids had a 20 agi : 1% dodge ratio for most of classic WoW. However, one of the patches (couldn't find which one in the patch notes) reduced that number to 12 agi. This is why the 14.7 agi makes sense for level 70, but the 20 agi for level 60 was out of date (currently listed as Unknown on the main page as I write this).


 * --Kirsia (talk) 23:16, December 30, 2009 (UTC)

The current entry for agi per crit for druids is incorrect. It's 25, not 24.46. The person who wrote 24.46 was probably trying to be too clever. Blizzard employs a ceil method on non-integer stat values (which you can get because of SotF), so when you take off a piece of gear, you need to look at the character viewer to see how much agi it actually removed, vs. how much you think it should have removed.


 * Kurthios 02:37, 28 June, 2007 (EST)

I changed the 24.46 to 25 as per the comment above.

Also, based on these posts on the EJ forums, I added 1% dodge = 20 agi for rogues: http://elitistjerks.com/showthread.php?p=302354&highlight=rogue+dodge+agility#post302354

Changedx 14:54, 4 July 2007 (UTC)

Agi per +1% crit
With all the 70 warriors I've checked the stats for, the crit chance reported when mousing over the agility is consistently agi/33 + 1.14. The Formulas:Agility page describes the agi/33 part, but I haven't seen the 1.14 part of this equation mentioned anywhere either on this page OR the Crit page. Can somebody come up with the base chance for the other classes and update this page? I'd get the numbers myself, but I can't view the armory from my work computer. Teaspoon 23:24, 10 July 2007 (UTC)

agi per level.
how much agility do you gain per level up. or does this differ per class as well? 13:52, 11 July 2007 (UTC)

stats per level up
it'd be nice if the amount of stats per level up was shown here as well. unless these differ per class.. hmm ? 13:53, 11 July 2007 (UTC)
 * I've got to agree. I'm working on a program, and I need to know this :p KnightSilent 22:58, 18 July 2007 (UTC)
 * I've been trying to figure this out...and have so far found out that the increase is not a static increase, but a curved one. There are points in the curve where you gain no points between levels, and later on, you gain 2 points instead of one...it's very frustrating trying to find the pattern when you have to go through 70 different players PER race/class combination (one for each level). KnightSilent 03:55, 25 July 2007 (UTC)


 * The reason you sometimes don't get a stat point increase each level is that there is only a fraction of a point increased at a time. So, it is not a curve but static, like the wow site says:
 * "Attributes rise by fixed values depending on your character's race and class." ;&gt; 22:00, 2 November 2007 (UTC)


 * I'm not too well up on the type of code that this wiki (or any wiki) uses, so I'm not going to try to edit this page, but I just thought I should mention that the tables here haven't been updated for level 80. I'm not so sense that I can't work out some of the changes for myself, I know that a 52 agility = 1% crit chance for a shaman in melee combat, I was just hoping that I could come here without having to work it out for myself :P Akerr 08:21 GTM 00:00, 09 December 2008

Base Stats at level 70 by race/class
Actual character's base stats at level 70:

I was looking for more of an effect of race on stats. This data (from the Armory) shows that race plays almost no part in the increase over 70 levels. The difference in Tauren and Gnome strength over 70 levels is actually 5 points. So, a 10 point initial difference results in a 15 point difference at level 70 for the primary stat. You could count the total points to see which is more effective at maximizing stats, but it seems the difference is minimal. How big of a deal is a 15 point str difference, and a 9 point stam difference? So, makes race more of a style thing, than a stat thing.

Tauren/Warrior: s 165 a 91 s 141 i 28 s 53  total: 478

Tauren/Warrior: s 165 a 91 s 141 i 28 s 53

Gnome/Warrior: s 140 a 99 s 132 i 37 s 51  total: 459

the difference of 478 and 459 is 19 which is a 4% difference

;&gt; 22:00, 2 November 2007 (UTC)


 * I think if you hover over the values on the character sheet, the white value is the base, and the green +value is anything added by gear and talents.  With enough armory browsing, we can probably find base values for all race/class/level combinations. --Piu (?!) 03:08, 31 October 2007 (UTC)


 * If anyone is still doing this, take note that some talents affect the white values. For example, a 70 undead warlock has 77 white stamina by default, but with 5/5 Demonic Embrace (+15% Stamina) the white value is 88. I imagine similar talents are the same. --Vanthen 02:13, 23 January 2008 (UTC)

well, thanks for the armory note, takes all the effort out of it. Notice the less significant difference between the agility of the tauren and gnome. --;&gt; 23:21, 1 November 2007 (UTC)

The example of the Tauren and Gnome warriors did not take into account the Vitality talent that increases Strength by 10%. I've checked several classes over a range of levels, and there is no effect to stats from Race other than that present at level 1. SeerBlade (talk) 22:21, 11 July 2008 (UTC)

Stamina = ?? health
Actual character's stamina contribution to health:

This article states that "Stamina provides 10 health for each point for all Classes/Mobs/NPCs." but this clearly isn't true, at least at lower levels. Check out the starting stats for a druid: http://www.worldofwarcraft.com/info/classes/druid/ Stamina is 19, and health is only 53 for the Night Elf, and stamina is 22 and health is only 78 for the Tauren. At level 13 it still doesn't come out to 10 health per Stamina (see night elf druid http://us.battle.net/wow/en/character/Alexstrasza/Pinenut)/ but at level 70, standing around buck-naked my night elf druid has 84 stamina and 4,274 health, and no talents that increase health.

The stamina contribution to health seems to increase exponentially with each level. Are those three examples enough information for someone to figure the formula?tritium 20:34, 7 Feb 2008 (PST)

Adding 1 stamina always gives 10 health at any level. The thing you're seeing is that some of the base stamina (and all stats really) doesn't apply. Total health is really BaseHealth + (Stamina - X)*10 where X is some value, I think 20 or so? I'd have to do more research before editing the article, but it's certainly true that adding 1 stam will always add 10 HP at any level. --Piu (?!) 22:00, 10 February 2008 (UTC)

The first 20 points of stam give one health each, every point after 20 gives 10 health each. 20 sta = 20 health, 40 sta = 220 health, 1000 sta = 9820 health. Not including base health. If stam>20, 'health from stam' = (stam-20)*10+20. LieAfterLie (talk) 00:55, 30 January 2009 (UTC)

A note on what was just stated above. Checking the level 1 paladin stats revealed to me that the first 20 stamina points =/= 1 health per point. For example, the dwarf paladin starts with 23 stamina and has 68hp, while the rest of the races that can be paladins have 22 stam and 58hp. 22 stamina would be 40 health and 23 stamina would be 45 health. Clearly this is not correct.


 * Remember that there is a base health too in addition to health granted by stamina. My new dwarf pally also has 23 stamina, and opening the character screen and looking at the tooltip for Stamina shows "Increases Health by 50" (20*1 + (23-20)*10 = 50), which puts the base health for a dwarf pally at 18. So unless you want to complain that Blizzard also uses a wrong formula, I'd say what is given here is correct. (Edit: Also noting that 22 stam for the other races would be worth 40 health, so 10 less than the dwarf, which makes their 58 health correct -- assuming base health is the same for the class regardless of race.)
 * --Kirsia (talk) 04:25, August 7, 2010 (UTC)

Shield Block contribution of Strength stat
I edited the formula to remove a '- 1' from the Block value contributed from Strength. In browsing through the armory you can see that 101 Strength gives 5 block, 404 gives 20, and 396 gives 19, which consistent with a simple divide by twenty and throw away the remainder formula. SeerBlade (talk) 21:51, 11 July 2008 (UTC)

Paladin Stamina
New to wikia so I wanted to run this by people before editing...

Currently the stamina page shows:
 * Paladins
 * Talent Sacred Duty (Protection, tier 6) provides a +4%/+8% bonus to stamina per talent, max 2.
 * Talent Combat Expertise (Protection, tier 8) provides a +2%/+4%/+6% bonus to stamina per talent, max 5.
 * With both Sacred Duty and Combat Expertise have a stamina modifier of 1.12 with both talents, this does stack with Standard buffs such as Blessing of Kings. Sacred Duty, and Combat Expertise + Kings buff = ~22% increase or 12.2 health per Stamina

How exactly does 8% + 6% bonus to stamina result in a modifier of 1.12? Shouldn't this result in a 1.14 modifier? The 1.14 coefficient seems to be the case from my in-game testing as well. This would then change the final sum to 24% or 12.4 health per stamina for the concluding sentence. Kiljæden (talk) 20:44, 14 March 2009 (UTC)

They actually stack multiplicatively, so with Sacred Duty and Combat Expertise you get 1.08 * 1.06 = 1.1448, so 14.48% more stamina. Add in Blessing of Kings or now Blessing of Sanctuary and it's 1.08 * 1.06 * 1.10 = 1.2593 or 25.93% bonus stamina. and 12.59 health per stamina bentglasstube (talk) 16:58, 20 August 2009 (UTC)

Death Knight-Strength
I did some calculations (prior to reading this article) and I got SLIGHTLY lower than 2 AP per STR. I believe the number was 1.92 AP per STR point, so we might want to put "Almost 2 AP" on the article.

Warlock minions - mana per point of intellect
FTA: "Warlock minions gain 1 mana per point of base intellect, imps gain ~4.9 mana for each additional point of intellect, while all other minions gain ~11.5 mana for each additional point of intellect."

I think it needs to be clarified what is base intellect and what is additional intellect in this case. Xolodilnik (talk) 23:39, December 23, 2009 (UTC)

Death Knights' INT?
Kupo! (talk) 17:08, March 12, 2010 (UTC) Solfaris - Do Death Knight's use INT at all? Because I was told that they don't but Duchess Mynx sells a Cape that gives INT which kinda make me wonder...

Spirit now a secondary stat
Spirit is still listed as a primary attribute, but with the recent changes in cataclysm, it is now on par with other secondary stats (as it replaces mp5) and should therefore be treated as such. --Andazeus (talk) 03:22, 5 December 2010 (UTC)
 * I tried to make this clear, but apparently there's some contention here due to the ambiguity between attributes and stats. It is absolutely canon that spirit is not a primary stat, but apparently it is still one of the five attributes (n.b., not primary attributes; that's nonsensical in the current design). Attributes and primary stats and secondary stats are all different things (if we are to parse the edit history on this page very closely). Fwiw, I placed spirit information under secondary stats where I believe it belongs (per the Ghostcrawler reference that was removed from the page by Gourra). It has since floated around aimlessly. (edit: but spirit's not explicitly defined as a secondary stat at this point, so I don't dispute that attribute is the correct term for spirit, while it is explicitly not a primary stat or primary anything at this point.) --Drolfeir (talk) 07:31, 16 January 2011 (UTC) with an edit --Drolfeir (talk) 07:56, 16 January 2011 (UTC)


 * E.g., this bit from the page doesn't particularly make sense (my emphasis):

A number of secondary attributes affect specific areas of combat more directly, and are often influenced in some way by a primary attribute. Secondary attributes include critical strike rate, damage absorption, attack power, spell power, and many others.
 * There aren't "primary" or "secondary attributes", there are only attributes, and there are only five of them. One attribute (spirit), and everything that isn't a primary stat (strength, agility, intellect, and stamina) is a secondary stat, again, per GC, per the game's designers. See the ref at primary stats.--Drolfeir (talk) 07:44, 16 January 2011 (UTC)