Patch 4.0.1: Attribute Changes

With the arrival of the new Patch 4.0.1, the statistics will no longer be as we know them. Some will change, others will disappear from the objects and others will even disappear from the game ...

Endurance: Due to the allocation of Strength, Agility, and Intellect, characters without plate armor will now see an increase in Stamina. The amount of health will be much more balanced between characters who wear plate armor and those who do not.

You can see the rest of the changes after the jump.

Spirit: this attribute will be found exclusively on healing gear. Non-healing spellcasters will find other ways to regenerate mana. 

Intellect: Intellect will now grant a bonus to Spell Power and Spell Critical Strike. 

Haste: Haste will be a more attractive factor for melee classes, as it directly influences the regeneration of fury, energy, and runes. Our intention is that speed allows you to “take action” more frequently. 

Parada: Parrying offers the same damage avoidance type as Dodge, and a percentage of Strength will be added to the ability. 

Master's degree: This is a new attribute that will allow players to improve on what makes their chosen talent tree unique. Directly tied to talents, the value of this attribute is entirely dependent on the chosen talent class and specialization. We will offer more details about this new one later. 

Armor: the amount of armor bonus received for each attribute point on items has been drastically reduced, and has been completely unlinked from Agility. In addition, Armor better mitigates the differences between different types of armor, so the protection offered by mail, leather and cloth is more similar to the protection offered by plates. 

Temple: this attribute will only affect damage done by players and their pets. Therefore, it will not affect critical strike chance, critical damage, mana drain, and other effects. 

Deleted from objects

Attack power: this attribute will be rare for objects, although it will be inferred from other attributes. The Strength and Agility, present in the objects, will grant the Attack Power (generally 2 points for each point of Strength or Agility) depending on the attribute that favors the class the most. 

Blocking index: the lock has been redesigned to scale better. Blocked attacks will do 30% less damage. There will no longer be items that directly offer the blocking ability as an attribute, instead the blocking level will be defined by the Mastery attribute for paladins and Protection warriors. 

Spell Power: spell power will no longer be present on most items. Instead, as we have mentioned above, it will be defined by the Intellect. One exception is Spellcasting Weapons, which will still have Spell Power. This allows us to create proportionally more powerful weapons, as with weapons for close combat classes. 

Armor penetration: This attribute will no longer be present on items, however, it will still be present on talents and abilities. 

Shield Block Value: There are several effects that increase the lock value by a percentage, but it will no longer exist as an attribute. 

Removed from the game

MP5 (mana every 5 seconds): this attribute will no longer exist in the game. Holy Paladins and Restoration Shamans will regain their mana through Spirit. 

Defending: this attribute will no longer exist in the game. Classes with tank functions will not be able to take critical hits when taking Defensive Stance, Blood Presence, Bear Form, or using Righteous Fury. 

Spell Ranks: different spell ranks will no longer exist. All spells will have a single range that will be adapted according to the level of the caster. We've tweaked the spell acquisition levels to fill some gaps, and there will be plenty of new spells to learn along the way. 

Weapon Skill: this attribute will no longer exist in the game. All classes will have all the skills from the beginning without the need to improve them. 

You should also know that ...

Combat ratings: it will be much more difficult to reach the “cap” (minimum level to achieve maximum efficiency) necessary through the equipment. The ratings are deeper in Cataclysm, and creatures at higher levels of the content will be harder to hit (normal and critical hits) in the same way that a level 80 creature is harder to hit than a level 83 creature. XNUMX. 

Reforge: This new customization option allows you to partially change the attributes of an object. It will be possible to reduce the value of a certain attribute present in the object, to compensate for it by increasing the value of another attribute that is not yet present in the object. This makes it easier to reach the desired threshold for a certain attribute, such as hitting the Hit Rating and Expertise “cap”.

Personally I think Reforging will give a lot of flexibility. What do you think of these changes?


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