Post by Kobushi on Jul 5, 2014 1:31:32 GMT
In this post I'll cover how stats effect each character. For the most part this is the same, with the exception of how each class uses it's main stat. For gear comparison purposes, I will always try to convert stats into the raw number equivalent you would find on other gear, rather than the percentages these equate to.
It should also be noted that all values are roughly equivalent, some of these are not exact or can change based on your spec (Ranger for example can get an additional 10% agility from spec, which means every 10 agility will be 11 -- so keep this in mind when comparing it directly to attack power or critical chance).
Hit
It should be noted that casting classes use spell hit level and physical classes use hit level. The math is the same though, so I will not be separating them below.
All Characters:
1 (spell) hit level point ≅ 0.083% (spell) hit chance
+1% (spell) hit chance talent ≅ 12 (spell) hit points
Characters start at 96% hit. To ensure never missing, you must reach 100.6% hit (0.2% for each additional level -- with the most leveled boss being level 63). This means you need 56 hit level points to reach unmissable if you are not using +1% talents.
Dual-wield characters are slightly different. They start at 77% hit, because it is more difficult to connect with an offhand weapon. As a result, offhand weapons will miss significantly more often, and specs and gear should reflect the additional requirements. This means you need 285 hit level points to reach unmissable if you are not using +1% talents. Bear in mind that 56 hit level points should still make you unmissable with your main hand.
Critical
It should be noted that casting classes use spell critical level and physical classes use critical level. The math is the same though, so I will not be separating them below.
All Characters:
1 (spell) critical level point ≅ 0.083% (spell) critical chance
+1% (spell) critical chance talent ≅ 12 (spell) critical points
Agility
Monk:
1 agility ≅ 1 melee attack power
1 agility ≅ 0.48 critical level points (ranged and melee) ≅ 0.04% critical chance (ranged and melee)
Ranger:
1 agility ≅ 1 melee attack power
1 agility ≅ 2 ranged attack power1
1 agility ≅ 0.3 critical level points (ranged and melee) ≅ 0.025% critical chance (ranged and melee)
Warrior:
1 agility = 0 melee attack power
1 agility ≅ 0.6 critical level points (ranged and melee) ≅ 0.05% critical chance (ranged and melee)2
Strength
Monk and Warrior:
1 strength ≅ 2 melee attack power
1 strength = 0 critical level points
Ranger:
1 strength ≅ 1 melee attack power
1 strength = 0 ranged attack power
1 strength = 0 critical level points
Wisdom
Mage:
1 wisdom ≅ 0.3 spell critical level points ≅ 0.025% spell critical chance
1 wisdom = 0 spell power
Monk:
1 wisdom ≅ 0.48 spell critical level points ≅ 0.04% spell critical chance
1 wisdom = 0 healing power
Mana Regeneration per 8 sec
Monk:
8 mana regeneration per 8 sec ≅ 1 spell critical level point ≅ 0.083% spell critical chance
Attack Power
Ranger:
1 melee attack power ≅ 1 ranged attack power
1 ranged attack power = 0 melee attack power
I chose to not cover stamina, because truthfully no class needs or should be stacking this stat. I'd imagine that all character gain the same amount of health and health regeneration from this stat. I also did not cover the amount of mana or mana regeneration gained from wisdom for similar reasons. There are also other bonuses I did not feel it was necessary to outline (like dodge from agility). I also did not compare stats for classes that do not use them (strength or agility for mages) or the obvious stats (like 1 spell power = 1 spell power). This guide is strictly to compare base stats and their effects as a whole.
Footnotes:
1 Agility most likely only gives 1 ranged attack power, but it also gives 1 melee attack power (which equals 1 additional ranged attack power). So you can think of it as giving 2 points, as long as you don't try to add melee attack power again.
2 This is an unusual one because it does not appear to hold true for every gear slot. I'm going to reverse it and say that agility does nothing for warriors (despite the fact that certain items like the ETL trinket are giving my warriors +0.05% critical chance when equipped).
It should also be noted that all values are roughly equivalent, some of these are not exact or can change based on your spec (Ranger for example can get an additional 10% agility from spec, which means every 10 agility will be 11 -- so keep this in mind when comparing it directly to attack power or critical chance).
Hit
It should be noted that casting classes use spell hit level and physical classes use hit level. The math is the same though, so I will not be separating them below.
All Characters:
1 (spell) hit level point ≅ 0.083% (spell) hit chance
+1% (spell) hit chance talent ≅ 12 (spell) hit points
Characters start at 96% hit. To ensure never missing, you must reach 100.6% hit (0.2% for each additional level -- with the most leveled boss being level 63). This means you need 56 hit level points to reach unmissable if you are not using +1% talents.
Dual-wield characters are slightly different. They start at 77% hit, because it is more difficult to connect with an offhand weapon. As a result, offhand weapons will miss significantly more often, and specs and gear should reflect the additional requirements. This means you need 285 hit level points to reach unmissable if you are not using +1% talents. Bear in mind that 56 hit level points should still make you unmissable with your main hand.
Critical
It should be noted that casting classes use spell critical level and physical classes use critical level. The math is the same though, so I will not be separating them below.
All Characters:
1 (spell) critical level point ≅ 0.083% (spell) critical chance
+1% (spell) critical chance talent ≅ 12 (spell) critical points
Agility
Monk:
1 agility ≅ 1 melee attack power
1 agility ≅ 0.48 critical level points (ranged and melee) ≅ 0.04% critical chance (ranged and melee)
Ranger:
1 agility ≅ 1 melee attack power
1 agility ≅ 2 ranged attack power1
1 agility ≅ 0.3 critical level points (ranged and melee) ≅ 0.025% critical chance (ranged and melee)
Warrior:
Strength
Monk and Warrior:
1 strength ≅ 2 melee attack power
1 strength = 0 critical level points
Ranger:
1 strength ≅ 1 melee attack power
1 strength = 0 ranged attack power
1 strength = 0 critical level points
Wisdom
Mage:
1 wisdom ≅ 0.3 spell critical level points ≅ 0.025% spell critical chance
1 wisdom = 0 spell power
Monk:
1 wisdom ≅ 0.48 spell critical level points ≅ 0.04% spell critical chance
1 wisdom = 0 healing power
Mana Regeneration per 8 sec
Monk:
8 mana regeneration per 8 sec ≅ 1 spell critical level point ≅ 0.083% spell critical chance
Attack Power
Ranger:
1 melee attack power ≅ 1 ranged attack power
1 ranged attack power = 0 melee attack power
I chose to not cover stamina, because truthfully no class needs or should be stacking this stat. I'd imagine that all character gain the same amount of health and health regeneration from this stat. I also did not cover the amount of mana or mana regeneration gained from wisdom for similar reasons. There are also other bonuses I did not feel it was necessary to outline (like dodge from agility). I also did not compare stats for classes that do not use them (strength or agility for mages) or the obvious stats (like 1 spell power = 1 spell power). This guide is strictly to compare base stats and their effects as a whole.
Footnotes:
1 Agility most likely only gives 1 ranged attack power, but it also gives 1 melee attack power (which equals 1 additional ranged attack power). So you can think of it as giving 2 points, as long as you don't try to add melee attack power again.
2 This is an unusual one because it does not appear to hold true for every gear slot. I'm going to reverse it and say that agility does nothing for warriors (despite the fact that certain items like the ETL trinket are giving my warriors +0.05% critical chance when equipped).