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! L. 80
 
! L. 80
 
! L. 85
 
! L. 85
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| Death Knight || ? || ? || 73.55 || 430.69
 
 
|-
 
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| Druid || Unknown || 14.7 || 41.59 || 243.58
 
| Druid || Unknown || 14.7 || 41.59 || 243.58
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| Mage || 20 || 25 || 51.22 || 300.16
 
| Mage || 20 || 25 || 51.22 || 300.16
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| Paladin || 20 || 25 || 51.98 || 304.51
 
 
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| Priest || 20 || 25 || 51.98 || 304
 
| Priest || 20 || 25 || 51.98 || 304
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| Warlock || 20 || 25 || 51.98 || 304.35
 
| Warlock || 20 || 25 || 51.98 || 304.35
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| Warrior || 20 || 30 || 73.55 || 430.69
 
 
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**[[Hunter]]s gain 1 melee attack power per point of agility.
 
**[[Hunter]]s gain 1 melee attack power per point of agility.
 
*Increases chance to score a [[critical hit]] with a weapon.
 
*Increases chance to score a [[critical hit]] with a weapon.
*Increases chance to [[dodge]] attacks. This is dependent on both class and level.
+
*Increases chance to [[dodge]] attacks. This is dependent on both class and level, in fact death knights, paladins and warrios don't.
 
[[AEP|Agility Equivalence Points]] is a notable formula for calculating the contribution of agility. It might be outdated with regard to hunters.
 
[[AEP|Agility Equivalence Points]] is a notable formula for calculating the contribution of agility. It might be outdated with regard to hunters.
   

Revision as of 00:44, 26 July 2011

Attributes are the basic building blocks for a character's combat ability. The five attributes are strength, agility, stamina, intellect and spirit. These five attributes appear on the character sheet under "Attributes". These are sometimes referred to as simply stats.

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.

All characters inherently have some amount of each attribute that increases with level depending mainly on class. For example, a mage will have more base intellect than a rogue, who will have more base agility. Increasing these attributes is mainly done with equipment, as well as temporary effects such as buffs, elixirs, scrolls, auras, and many other means.

Nearly all combat mechanics rely in some way on one or more character attributes. Increasing the appropriate attribute will increase damage done, reduce damage taken, increase healing done, affect a character's mana or health, or other benefits. Understanding how these attributes work is important for effective combat.

Addons such as RatingBuster [1] can show you the actual improvements in game to your Secondary attributes which are more directly applied to combat mechanics.

Strength

See also: Attack power

Strength (often abbreviated STR) has the following effects:

Strength does not affect the chance to land a critical strike. Strength does not improve the chance to block.

Agility

AGI per 1% Crit
Class L. 60 L. 70 L. 80 L. 85
Death Knight 20 30 62.4 243.7
Druid 32.48 40 83.18 324.85
Hunter 33.17 40 83.18 324.85
Mage 22.64 24.58 51.1 199.87
Paladin 19.55 24.84 51.98 203.08
Priest 21.94 24.91 52.1 203.46
Rogue 28.17 40 83.15 324.72
Shaman 31.28 40.01 83.19 324.88
Warlock 21.03 24.29 50.46 197.08
Warrior 20 30 62.4 243.6
AGI per 1% Dodge
Class L. 60 L. 70 L. 80 L. 85
Druid Unknown 14.7 41.59 243.58
Hunter 20 26.5 75.04 440
Mage 20 25 51.22 300.16
Priest 20 25 51.98 304
Rogue 14.5 20 41.57 243.52
Shaman 20 25 51.98 304
Warlock 20 25 51.98 304.35
See also: Critical strike

Agility (often abbreviated AGI) has the following effects:

  • Increases attack power with ranged weapons (not including wands) or melee weapons for certain classes.
  • Increases chance to score a critical hit with a weapon.
  • Increases chance to dodge attacks. This is dependent on both class and level, in fact death knights, paladins and warrios don't.

Agility Equivalence Points is a notable formula for calculating the contribution of agility. It might be outdated with regard to hunters.

Stamina

Stamina (often abbreviated STA) has the following effects:

  • Stamina is the key attribute of tanks. It is useful to every class in PvP. Non-tank PvE characters should not actively seek out stamina, but some of it is found on nearly any piece of gear.

Intellect

Class Expected
@ 60
L. 60
1% Crit
L. 70
1% Crit
L. 80
1% Crit
L. 85
1% Crit
Warlock 200 60.6 81.92 166.6667 648.91
Druid 192 60.0 80 166.6667 648.91
Shaman 259 59.5 80 166.6667 648.91
Mage 286 59.5 80 166.6667 648.91
Priest 160 59.2 80 166.6667 648.91
Paladin 106 54 80.05 166.6667 648.91

Intellect (often abbreviated as INT) has the following effects:

  • Increases spell power by 1 per point at level 80 or above. Intellect is now the main source of spell power for most cases.
  • Increases mana pool. Each point of intellect gives player characters 15 mana points (except from the first 20 points of Intellect that provide 1 mana for each point instead). 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.
  • Increases chance to score a spell critical strike. This increase varies by class and level; in general, the relationship is linear as intellect increases. The rate of increase is generally based on the amount of intellect a class is expected to have at a certain level, given by the following table.[1][2][3]

Spirit

Main article: Spirit
See also: Mana regeneration

Spirit (often abbreviated SPI) has the following effects:

  • Increases in-combat mana regeneration for healers. It's the primary attribute for mana regeneration of healers.
  • Adds 1 spell hit rating per point for shadow priests, elemental shaman and balance druids.

Spirit is of no use for mages and warlocks due to how their classes' mana regeneration works.

Mastery

Main article: Mastery

Mastery is a unique attribute that that has different effects depending on class and specialization.

Others

Secondary attributes are player stats that affect combat directly. The four primary attributes only indirectly affect combat, by contributing to these attributes.

Physical combat

  • Weapon damage - Weapon damage is a property of the player's equipped weapon. Melee weapon damage is increased by enchants and sharpening stones. Ranged damage is increased with scopes.
  • Weapon speed - Weapon speed is a property of the player's equipped weapon and determines the time between attacks with that weapon.
  • Attack power - (Abbreviated as AP) Increases damage of an equipped weapon. Attack power is increased directly by gear and buffs with the attack power stat, and indirectly by strength and agility (only for hunters, rogues, shamans, and cat-form druids).
  • Ranged attack power - (Abbreviated as RAP) Increases damage of an equipped bow, crossbow or gun, but not wands. Ranged attack power is increased similarly to melee attack power.
  • Critical strike - Percentage of attacks that will result in a critical strike. Crit chance is increased directly by critical strike rating, a combat rating, and indirectly by agility.
  • Hit - Increases chance to hit with melee weapons by a percentage. Hit chance is increased by hit rating, a combat rating.
  • Haste - Decreases the time between attacks. This effectively increases weapon speed, but has no effect on cooldowns. Haste is increased directly by haste rating, a combat rating.
  • Expertise - Reduces the enemy's chance to dodge/parry by .25% per point of expertise.

Spell combat

Defense

  • Dodge - Chance to dodge incoming melee attacks. Ranged attacks cannot be dodged. Dodge is increased by dodge rating and agility. Only tanks should use gear with dodge rating.
  • Parry - Chance to parry melee attacks with a melee weapon. Ranged attacks cannot be parried. Parry is increased by parry rating and strength. Only (non-druid) tanks should use gear with parry rating.
  • Block - Chance to block melee and ranged attacks with a shield. Warrior and paladin tanks receive additional block chance through their respective mastery and abilities such as Ability defend [Shield Block].
  • Armor - Decreases physical damage received. Increases your pet's Armor. Armor is always present on equippable items, such as chest pieces and shields. Shields and plate items generally have the most armor, while cloth items have the least. The base armor of an item is determined directly by its type (cloth, leather, mail or plate), item level and slot (chest, head, legs, etc). Some items have extra armor, which is indicated by the total amount of armor appearing in green on the tooltip. Rings, weapons, amulets and trinkets have no base armor, but may have bonus armor.
  • Resistance - Decreases the damage taken from magical attacks.
  • Resilience - Decreases the damage taken from enemy players. Resilience is increased through equipment with resilience which is found on PvP gear. Resilience does not have any effect against an npc.

Other information

Attack power

See also: Attack power

Base statistics affect attack power (which contributes to DPS) as follows:

  • Strength will always contribute to the physical melee attack power for all classes.
  • Rogues, hunters and shamans can also use Agility in addition to Strength to increase their base physical melee attack power.
  • Druids in Ability druid catform [Cat Form] can also use Agility to increase their base physical melee attack power. However, Agility also affects critical strike percentage which directly affects Cat Form abilities such as Ability racial cannibalize [Primal Fury]. This gives an added attack power equivalence.
  • Agility is the only primary statistic to affect physical ranged attack power (bows and crossbows, guns, throwing weapons) for all classes capable of using them. This is especially important for hunters.
  • Wand damage is not affected by a primary statistic.

Critical Strikes

  • Agility will increase the chance to score a critical strike with both physical ranged and melee damage for all classes. The amount needed per point varies by class.
  • Intellect will increase the chance to score a critical strike with spells. For a mage at level 60, the rate is 1% per 59.5 points of intellect.
  • Critical strike rating increases the chance for both spell and physical affects to score a critical strike.

Dodge

  • Agility will determine a character's chance to dodge an attack. Rogues and druids (as of 2.03) gain a much stronger bonus to dodge than other classes.

Fighting with two weapons, using off-hand, two-handed

See the "Physical Combat" section of Combat.


Attributes removed in Cataclysm

Attributes that were removed from itemization in Cataclysm:

Note: Spell Power and Attack Power can still occur on weapons, and are still present on some pre-existing items such as Inv misc cape 18 [Wrathful Gladiator's Cloak of Triumph].

Patch changes

  • Cataclysm Patch 4.2.0 (2011-06-28):
    • Agility: Death knights, paladins and warriors no longer gain dodge from agility.
    • Strength: Death knights, paladins and warriors now gain parry rating equal to 27% of their extra strength (up from 25%)
  • Cataclysm Patch 4.0.1 (2010-10-12):
    • Strength: Now gives 0.25 parry ratting per point to plate wearing classes.
    • Stamina: Now gives 14 health per point (up from 10).
    • Agility: Now provides 2 melee attack power per point to rogues, shamans and druids and no longer increases armor.
    • Intellect: Now provides Spell power.
    • Spirit: No longer increases Health regeneration.
    • Defense: Stat has been removed from gear.
    • Block value: Stat has been removed.
    • Armor Penetration: Stat has been removed from gear, all previous items with ArP have had it converted to Crit or Haste depending on which stats was not present in the item. (Still exists in skills, debuffs, etc.)
    • Mana Regeneration: Stat has been removed, all previous items with MP5 have had it converted to Spirit.
    • Spell power: Has been removed on most items. (Usually found only on weapons now.)
    • Resilience: No longer reduces chance of receiving a critical hit and is now a flat reduction on damage taken from other players.
    • Mastery: New stat has been introduced.


  • Wrath-Logo-Small Patch 3.2.0 (2009-08-04):
    • Agility: The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.
    • Block rating: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.
    • Dodge Rating: The amount of dodge rating required per percentage of dodge has been increased by 15%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply.
    • Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.
    • Parry Rating: The amount of parry rating required per percentage of parry has been reduced by 8%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply. Parry still diminishes more quickly than dodge.
    • Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.

References

 
  1. ^ Blizzard Entertainment Tseric 2005-12-01. Re: 100 int can't be = 1% crit. WoW US Mage forum. Archived from the original on 2005-12-01. Retrieved on 2007-10-03.
  2. ^ Blizzard Entertainment Tseric 2006-05-31. Re: 59.5 int per crit for *every* class.. WoW US General forum. Archived from the original on 2006-05-31. Retrieved on 2007-10-03.
  3. ^ Whitetooth 2008-07-30. Combat Ratings at level 80. Retrieved on 2009-06-12.

External links

nl:Attributes