Cata changes with itemization.

#0 - Feb. 6, 2010, 8:10 p.m.
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Correct me if I am wrong. I thought that stats were being dummied down so it was easier to make choices with gear etc. However, for melee the two most annoying stats will remain on the gear. Hit and expertise, the two stats most melee make posts about wondering how much they need etc. This is confusing to me because if you wanted to dummy the stats down why would u include those two and not armor pen or attack power?

With casters, intellect is the most boring stat, and I think most of us agree that your making a mistake by removing spell power. Spell power is the most interesting stat casters have because of damage modifiers and things that increase spell power. Changing it to intellect makes rolling a caster alot more boring. "oh hey i'm up to 4000 intellect" doesn't sound as cool as "oh hey i'm up to 5000 spellpower". What is it that made devs decide it was the other way around?
#8 - Feb. 6, 2010, 9:15 p.m.
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Q u o t e:
Correct me if I am wrong. I thought that stats were being dummied down so it was easier to make choices with gear etc.


Actually, we aren't trying to make gear choices easier. We like when it's a hard call on whether to upgrade vs. stick with what you have, etc. In designer parlance terms, that is an "interesting decision." Non-interesting decisions are typically no-brainers.

We want to remove some of the confusion over a complicated stat system, which we think we can do without reducing the system's depth. In fact, the other motivation for the stats overhaul was to solve some of the problems where a certain stat trumps all or a certain stat is always junk. If we nail that, then gear choices will actually be harder in Cataclysm, not easier.

As an example, when you aren't close to a crit cap and when buffs don't provide so much crit and talents don't provide so much crit, then haste vs. crit can be a pretty interesting choice. Haste lets you cast spells faster, but crit makes those spells you cast hit harder. At a very basic level you are choosing more spells vs. bigger spells, but because of a number of other factors, it's not that cut and dried. Haste may provide a dps increase for a caster according to a spreadsheet, but it depends and it might cause you to change your rotation. If you have spell A that hits so hard that you need to use it on cooldown, and spell B gets boosted by haste, then you can run into the situation where more haste on B isn't an improvement because you can't squeeze in another B before it's time to use A again. If you aren't able to capitalize on the extra haste, then more isn't always good for you. (That's in an ideal world. The way stats work in Icecrown, if you like haste, it's nearly always a no-brainer stat for you.)

Comparing armor pen vs. say attack power is much mathier, because they really just both buff melee damage in pretty much the same way. The only time it matters is when you're near a cap or if you're a spec that does a lot of spell damage. But you learn pretty quickly for your spec whether armor pen is an awesome stat for you or just an okay stat.

Many of your gear choices in Cataclysm should come down to haste vs. crit vs. mastery. You may still have one of those you like the most, but it shouldn't be double the value of the other stats, so you may have to look at the total package of stats on that item (Do I need more hit? If I take that hit, can I swap it out somewhere else?) Add in set bonuses and procs, and I'm not sure the gear choice will be all that easy, but it should be easier to understand.
#73 - Feb. 8, 2010, 10:16 p.m.
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Q u o t e:



This puts people back on simcraft spreadsheets and gear optimizers for a net nil change. if all choices DPS were identical then there would be a decision process, but typically one will be the best and be mathematically higher valued and therfore used.

I guess my question is 2 part. Philosophically what are you trying to achieve with this change? Make stats more on par or add more complexity to gear options (which as I stated above are going to push people to RAWR/Simcraft/MaxDPS/Rhadatip.

I'm fine simplifying stats, but the origianl goal was to make this less confusing if I recall, if that isn't the case why change the stat reliance at all?

Q u o t e:

Nice post.

It's weird, this almost feels like they're making changes for no other reason than design purity (not wanting "useless" stats). Normally it's players who obsess over that, Blizzard usually has better reasons for making sweeping mechanics changes.


We aren't trying to kill spreadsheets or simulators, and I'm not even sure we could. The situations where two pieces have different stats but provide an equal dps increase are always going to be rare.

The problem we're actually trying to solve is where one stat is so far superior to other stats that the rest of the item is irrelevant. Currently, most casters prefer haste over crit to the extent where they might use an item from a previous tier. That's not ideal (though obviously something else could be going on with their decision, like they are passing to someone else to be nice or they have a better upgrade in mind on the next boss or whatever). In Cataclysm, given an item with haste versus one with crit your spreadsheet might still tell you the haste item will provide more of an upgrade. But hopefully it won't be such an upgrade that the decision becomes a no-brainer. Hopefully the other stats on the item will come into play more. It's too easy currently to focus on The Best Stat to the exclusion of all else. (I'm not talking about stats such as spell power, attack power or Strength, because for most of your pieces, those just scale with item level. I'm talking about the secondary stats where the real gearing decisions come from.)
#74 - Feb. 8, 2010, 10:18 p.m.
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Q u o t e:
Figuring out which of two items is better for you? As difficult, maybe harder.
Figuring out what the stats on an item actually do? Easier.


I like Lhivera's quote here too.
#76 - Feb. 8, 2010, 10:25 p.m.
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Q u o t e:
I am interested to hear a similar explanation of how they intend to keep gear choices interesting for Healers in particular. Because right now I don't see it coming down as anything other than stacking haste and intellect.


That's a relative softball question, because the problem is healers overheal by so much now *and* can get away with it. If you actually care about your mana pool, then regen (Spirit in Cataclysm) matters. If you actually care about mana, then getting bigger heals (such as getting crits) matters too.

Now imagine that as a druid, your mastery stat does something interesting to your hots. It has to be *interesting* or it's just going to mimic the effects of spell power (Int in Cataclysm). Let's say mastery increased the duration of your Rejuv, but did so without reducing the healing per tick. Now Mastery helps throughput, but doesn't help burst healing as much as crit. If haste also affects how often your hots tick, then you might get some interesting gameplay out of playing off of longer hots that tick more frequently. If you don't need to spam heals as much as you do today, then reducing cast time through haste isn't as important to a healer, though it still might be desirable. Now you can make interesting (we hope) choices about whether you want more crit, more haste, more mastery or more spirit.