#1 - July 15, 2016, 6:23 p.m.
We'd like to share a lot of the tuning values with you here to help you understand what adjustments have been made. We're certainly open to feedback and refinement of these values.
To get started, every character entering a PvP instance has a base template of stats that is scaled to a target item level. For simplicity sake, we're going to focus here on level 110 values which budget players at item level 850. Based on our experience in beta, we felt the ratio of damage to health was a bit high, so this set of stats has a bit less primary stat and a bit more stamina that someone would in 850 gear.
Primary Stat (Agility, Intellect, Strength): 11475
Secondary Stat (Mastery, Critical Strike, Haste, Versatility): 4079
Stamina: 22000
For each spec, these stats are adjusted up or down by a multiplier that defaults to 1.0 (or 100%). For example, casters (like mages and warlocks) and healers do not benefit from the damage values on their weapons, so additional primary stat is budgeted on weapons throughout the game. Accordingly, all caster classes have a primary stat multiplier of 1.55 in PvP. This represents a 55% increase in Intellect for these specs.
We also have a blanket "Mod Damage Done" aura on all of the PvP templates for when we want to reduce damage but not primary stat. Healers are the best application of this aura. We may want to buff a Restoration Shaman's healing output, but we don't want their lava bursts to hit like trucks. Currently, all healers have a 25% reduction in damage against other players. Discipline Priests are the only exception as doing damage is part of how they heal.
Also, for individual spells, we can increase or decrease their effect while in PvP combat. This includes PvP instances like battlegrounds and arenas, but also World PvP and duels. If we want to decrease the amount of healing that Death Strike does in PvP by half, we set the PvP multiplier of that effect to 0.5.