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Warlords of Draenor: Attack and Spell power changes

One of the changes the Warlords of Draenor alpha patch notes mentions is a pretty large change to how our primary stats work and interact with critical strike and attack or spell power (depending on which you care about). It can be broken down as follows - first, agility and intellect no longer increase physical and spell critical strike chances respectively. In addition, there no longer is any such thing as spell critical strike chance, ranged chance, or melee chance, merely critical strike chance that applies to all three. Since this is no longer affected by primary stats, it's set at a base 5% chance before gear. (Among other things this removes the last tiny vestiges of any use for agility for strength classes.)

Next, agility based class gain a new passive ability called Critical Strikes which increases base critical strike chance by 10%, likely to compensate for all the crit they lose from agility. Those of us who never got crit from our primary stat (strength DPS) are left wondering where our free 10% crit is.

Next, how primary stats react with attack or spell power has also been changed. Attack power from Agility or Strength has been halved - each point of Agi or Str only gives 1 AP, down from the 2 it gains currently. In addition, weapon damage has been reduced by 20% across the board. This is because Attack Power now contributes more significantly to weapon damage - 1 DPS per 3.5 AP, which is a pretty significant increase from the current 1 DPS per 14 AP. Finally, weapon damage and attack and/or spell power now contributes to the entire throughput of player spells - if you're a healer, your weapon damage and spell power will much more directly contribute to the strength of your heals, and casters will see a similar benefit from their weapons. Weapons have just become far more important for many players, if not all.

To read this section of the patch notes in their entirety, just click on through to the other side.


Warlords of Draenor Alpha Patch Notes
Primary Character Stats and Attack Power

The "primary" stats, Agility, Strength, and Intellect, are foundations of a character's power. But they have not been created equally, making it difficult to properly balance them against secondary stats. The leading reason for this is that Agility and Intellect also provide Critical chance, in addition to Attack Power or Spell Power, whereas Strength does not. In order to achieve better balance, we've removed the Critical chance increase from Agility and Intellect. Still, it felt like Agility-based characters should critically strike more often, so we've raised those classes' baseline Critical Strike chance to compensate.
The "primary" stats, Agility, Strength, and Intellect, are foundations of a character's power. But they have not been created equally, making it difficult to properly balance them against secondary stats.

We've consolidated the way that Attack Power and Spell Power function and scale, to make those values clearer and correct some scaling issues regarding caster weapons relative to physical weapons.

  • Agility no longer provides an increased chance to critically strike with melee and ranged attacks or abilities.

  • Intellect no longer provides an increased chance to critically strike with spells.

  • The base chance to critically strike is now 5% for all classes. There are no longer different chances to critically strike with melee, ranged, and spells.

  • There is a new passive, named Critical Strikes, which increases chance to critically strike by 10%.

    • It is learned by all Rogues, all Hunters, Feral and Guardian Druids, Brewmaster and Windwalker Monks, and Enhancement Shamans.

  • Each point of Agility or Strength now grants 1 Attack Power (down from 2). All other sources of Attack Power now grant half as much as before.

  • Weapon Damage values on all weapons have been reduced by 20%.

  • Attack Power now increases Weapon Damage at a rate of 1 DPS per 3.5 Attack Power (up from 1 DPS per 14 Attack Power).

  • Attack Power, Spell Power, or Weapon Damage now affect the entire healing or damage throughput of player spells.