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Item Stats

This page gives a brief overview all of the different stats that can be found on items. "On Equip" or "On Use" effects are not discussed here, nor are weapon attributes.

Many attributes have different values at different levels. For an explanation of how attributes and ratings convert in to game terms, see the stat conversion page.

 

Contents

[top]General Stats


These are stats that apply to all classes.

[top] Armor Class


Decreases the amount of physical damage taken when you are struck in combat. Mitigation from armor class is the only non-linearly scaling stat (that is, each percent of mitigation granted by Armor Class requires more than the point before it).

[top] Strength


Strength increases the amount of damage done by melee attacks and increases shield block value slightly.

[top] Stamina


Stamina increases hit points by 10 per point.

[top] Agility


Agility increases Dodge chance and Critical Strike chance; this amount varies with level and by class. See the stat conversion page for more information. Agility provides Attack Power for Rogues and Druids in cat form. Agility also provides Ranged Attack Power for Hunters, Warriors, and Rogues. Increases armor by a small amount for all classes.

[top] Intellect


Intellect increases the maximum size of your mana pool by 15 per point and adds a small amount of spell critical strike chance (varies by class).

[top] Spirit


Spirit increases the regeneration rate of mana when outside the effects of the Five Second Rule. This amount varies by class; see the stat conversion page for more information.

[top]Physical Damage


These are stats that deal with melee or ranged physical combat.
Items that specify "Feral" or "Ranged" as a prefix to any of the stats below will only affect attacks made in feral form and attacks made with a ranged weapon, respectively. (Feral Attack Power or Ranged Critical Strike Rating have no influence on normal melee attacks, for example.) They are identical to the mechanics below in all other respects. Any item that does not explicitly state what kind of attack it applies to will apply to all attacks (an item that adds 20 Attack Power will add 20 melee attack power and 20 ranged attack power and 20 feral attack power, for example).

[top] Attack Power


Attack power increases the damage done by auto attacks and some special abilities.

[top] Hit Rating


Hit rating decreases the chance that you will miss your target with an attack.

[top] Critical Strike Rating


Critical Strike Rating increases the chance that your attacks will critically hit your target.

[top] Haste Rating


Haste rating increases the speed at which your auto attacks will occur. Also decreases the amount of time it takes to perform some attacks (such as Steady Shot). Does not lower the global cooldown.

[top] Expertise Rating


Decreases the chance that your target will parry or dodge a melee attack.

[top]Spellcasting


These are stats that deal with damage or healing spells.
As a general rule, the coefficient for a spell (that is, the percent of your +Damage or +Healing that applies to a spell) is:
Direct damage or healing: Cast time / 3.5
Damage over time: Duration / 15
This was done to prevent fast-casting spells from being vastly superior to slow-casting spells. Over a set time period, the total amount of your +damage or +healing is approximately the same no matter the cast time of the spell.
Damage and healing stats do not affect all spells the same and there are a great many exceptions to the rule above, usually due to the spell having a secondary effect such a snare component. See the Spell Coefficients page for more information.

[top] Damage done by Arcane, Fire, Frost, Holy, Nature, or Shadow spells


Increases the amount of damage done by spells of a specific school.

[top] Spell Damage


Increases the amount of damage that your damage-dealing spells inflict as well as increases the amount of healing that your healing spells restore. Commonly referred to as +damage or +dmg.

[top] Healing


Increases the amount of hit points that your healing spells restore. Commonly referred to as +heal or +healing.

[top] Spell Hit Rating


Decreases the chance that your damage-dealing spells will be resisted.

[top] Spell Critical Strike Rating


Increases the chance that your spells will critically hit your target.

[top] Spell Haste Rating


Decreases the time it takes for your spells to finish casting. Does not affect the spell's coefficient, but may lower the Global Cooldown to a certain point.

[top] Spell Penetration


Decreases the amount of resistance your target has to your spells. Cannot drop a target below zero resistance.

[top]Defensive


These are stats that apply when you are the target of a physical attack from other players or from NPCs.

[top] Resilience


Reduces the amount of damage that critical hits will hit you for, as well as decreasing your opponent's chance to critically hit you. Resilience will also reduce the amount of damage done by damage over time spells and effects and reduce the mana drained by over-time drains.

[top] Defense


Increases your target's chance to miss you and increases your chance to dodge, parry, and block. Also reduces the chance that NPCs will critically hit you.

[top] Block Rating


Increases the chance you will block an attack while using a shield.

[top] Block Value


Increases the amount of damage that is absorbed by a successful shield block.

[top] Dodge Rating


Increases the chance you will dodge an attack.

[top] Parry Rating


Increases the chance you will parry an attack.

[top]Resistance


Resistance gives you a chance to avoid or reduce damage taken when a player or NPC targets you with a spell.
Testing has suggested that resistances are tiered. This means that there are certain "break points" on resistance totals that are better than one point less resistance. The maximum resistance you can have in any single resistance type is 375 at level 70.

[top]Fire, Frost, Arcane, Shadow, Nature Resistance


Increases the chance you will resist a spell from a specific school. Holy resistance technically exists but it is not found on any item in the game.

[top]Resist All


Increases the chance you will resist a spell from any school of magic.

[top]Other


[top] Health per 5 seconds


Restores an amount of hit points over the course of five seconds. Will restore this amount in two and a half "ticks".

[top] Mana per 5 seconds


Restores an amount of mana over the course of five seconds. Will restore this amount in two and a half "ticks".


Contributors:
Created by Nite_Moogle, 08/20/07 at 12:44 PM
Last edited by Nite_Moogle, 04/21/08 at 10:57 AM
10 Comments , 12397 Views
Old 12/10/07, 9:24 AM   #2 (permalink)
Plan A
 
Nite_Moogle's Avatar
 
Tauren Shaman
 
Mal'Ganis
Someone else, Kalman I think, was working on an article regarding the itemization budget.

Gurgthock: the time taken to implement the 10 hugs achievement could have been used to make a new 5-man
 
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Old 12/10/07, 9:57 AM   #3 (permalink)
not very popular
 
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Draenei Warrior
 
Black Dragonflight
Might be worth noting that Agility also grants 2 points of Armor per point of Agility.
 
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Old 12/10/07, 11:17 AM   #4 (permalink)
And It's Delicious
 
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Orc Shaman
 
Mal'Ganis
I have it about half written, but have had other things on my plate. Part of the problem is that the existing work on the subject isn't *quite* right, so I've had to re-derive some of the base values - the ^x factor, for example, and the item budgets for various stats.

If someone else wants to take it over, I'd be happy to send them both the article as it stands and the associated spreadsheet. Otherwise, maybe I'll find the time over the holiday break.

http://mmorchive.net

The WoW forums, explained:
Originally Posted by Vontre
Oh, nah, I just type things for the sake of typing things. ^_^
 
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Old 12/10/07, 11:54 AM   #5 (permalink)
Plan A
 
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Tauren Shaman
 
Mal'Ganis
I'd say just post what you've got and let the bored math-heads crank on it when they get time.

Gurgthock: the time taken to implement the 10 hugs achievement could have been used to make a new 5-man
 
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Old 04/06/08, 1:41 AM   #6 (permalink)
Piston Honda
 
Orc Shaman
 
Grim Batol (EU)
Delete this, I missed stat conversion topic. Sorry

Last edited by Atren : 04/06/08 at 1:59 AM.
 
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Old 04/06/08, 8:11 AM   #7 (permalink)
Von Kaiser
 
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Human Warrior
 
Turalyon (EU)
Might want to add Armor Penetration under physical combat?
 
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Old 04/07/08, 9:34 AM   #8 (permalink)
Plan A
 
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Tauren Shaman
 
Mal'Ganis
Originally Posted by Gink View Post
Might want to add Armor Penetration under physical combat?
Armor penetration is an on-equip bonus, and seriously, if you can't figure out what that does, you have bigger concerns.
 
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Old 04/08/08, 10:54 AM   #9 (permalink)
Glass Joe
 
Draenei Shaman
 
Archimonde (EU)
Defense

Increases your target's chance to miss you and increases your chance to dodge, parry, and block. Also reduces the chance that NPCs will critically hit you.
Perhaps I am misguided here, but I thought it will also affect physical attacks dealt by players as well.

Mitigation from armor class is the only non-linearly scaling stat (that is, each percent of mitigation granted by Armor Class requires more than the point before it).
I think that this sentence is quite misleading. As demonstrated in the thread on the protection warrior (here, chapter V) even if the percent shown on the character sheet indeed evolve more and more slowly, the effect in damage taken NEARLY evolve linearly.

I fear that players might interpret this sentence in the wrong way, thus leading them not to stack armor appropriately. Though we could let them deal with it until they come crying I suppose a more accurate description would be great, but unfortunately as english is not my mother tongue I would rather avoid to try and give one.

Edit : nearly

Last edited by Sheepy : 04/08/08 at 10:59 AM.
 
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Old 04/08/08, 12:05 PM   #10 (permalink)
Von Kaiser
 
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Human Warrior
 
Turalyon (EU)
Originally Posted by Nite_Moogle View Post
Armor penetration is an on-equip bonus, and seriously, if you can't figure out what that does, you have bigger concerns.
Isn't Attack Power and Expertise also an on-equip bonus, and also mentioned in this topic?
And I don't think anyone have any problem figuring out what Armor Penetration does, however I really don't think anyone have problems figuring out what Strength and Stamina does either.
I thought this was "The ongoing project to distill the collective wisdom of these forums into easy-to-digest morsels for morons (like your guildmates)." hence it could be useful to include all relative information, like Armor Penetration would be to this topic.
Sorry if I'm wrong. (I fit into the "morons (like your guildmates)" thing, so I guess I very well could be)

Last edited by Gink : 04/08/08 at 1:28 PM.
 
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Old 04/20/08, 5:17 AM   #11 (permalink)
Glass Joe
 
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Jaedenar (EU)
Reduces the amount of damage that critical hits will hit you for, as well as decreasing your opponent's chance to critically hit you. Resilience will also reduce the amount of damage done by damage over time spells and effects.
You forgot to mention mana drains
 
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