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  1. #1
    Rank: Elite Poster
    • Join Date: Aug 2011
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    Default Attributes Explanation

    Strength (often abbreviated STR) has the following effects:

    Increases attack power with melee weapons:
    -Warriors, death knights, paladins, mages, priests and warlocks gain 2 melee attack power per point of strength.
    -Druids gain 1 melee attack power per point of strength.
    Increases parry rating for warriors, paladins, and death knights by 27% of strength.
    Paladin talent Touched by the Light (Protection, Spec passive) increases spell power by 60% of Strength.

    Strength does not affect the chance to land a critical strike. Strength does not improve the chance to block.


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    Agility (often abbreviated AGI) has the following effects:

    Increases attack power with ranged weapons (not including wands) or melee weapons for certain classes.
    -Warriors and rogues gain 1 ranged attack power for each point of agility.
    -Hunters gain 2 ranged attack power for each point of agility.
    -Rogues, shamans and druids in Cat Form and Bear Form gain 2 melee attack power per point of agility.
    -Hunters gain 1 melee attack power per point of agility.
    Increases chance to score a critical hit with a weapon.
    Increases chance to dodge attacks. This is dependent on both class and level, in fact death knights, paladins and warriors don't.

    Agility Equivalence Points is a notable formula for calculating the contribution of agility. It might be outdated with regard to hunters.


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    Intellect (often abbreviated as INT) has the following effects:

    Increases spell power by 1 per point at level 80 or above. Intellect is now the main source of spell power for most cases.
    Increases mana pool. Each point of intellect gives player characters 15 mana points (except from the first 20 points of Intellect that provide 1 mana for each point instead). Warlock minions gain 1 mana per point of base intellect, imps gain ~4.9 mana for each additional point of intellect, while all other minions gain ~11.5 mana for each additional point of intellect.
    Increases chance to score a spell critical strike. This increase varies by class and level; in general, the relationship is linear as intellect increases. The rate of increase is generally based on the amount of intellect a class is expected to have at a certain level.

    With Mists Of Pandaria, Intellect will no longer affect (increase) the mana pool.


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    Spirit (often abbreviated SPI) has the following effects:

    Increases in-combat mana regeneration for healers. It's the primary attribute for mana regeneration of healers.
    Adds 1 spell hit rating per point for shadow priests, elemental shaman and balance druids.[citation needed]
    -Paladins who pick up the talent Enlightened Judgements gain spell hit equal to 50% spirit (Rank 1) or 100% spirit (Rank 2)

    Spirit is of no use for mages and warlocks due to how their classes' mana regeneration works.
    Spirit is made more valuable by abilities that increase other stats based on Spirit.


    �Two things are infinite: the universe and human stupidity; and I'm not sure about the universe.�

  2. #2
    Rank: Elite Poster
    • Join Date: Aug 2011
    • Posts: 828

    Default

    Stamina (often abbreviated STA) has the following effects:

    Stamina provides 1 health per stamina for the first 20 points of stamina, and 14 health per point of stamina thereafter.
    Stamina also increases the health of a player's pet for classes with pets, although not from the player's base stamina (the stamina the player has without any armor or talent bonuses). They gain between 3 and 11 health per point of stamina, depending on the pet's type and the master's talents (see the hunter pet, minion and Risen Ghoul articles for details). There are other non-standard adjustments that can be made for stamina:
    -Death knights -- [Blood Presence] provides an 8% bonus to stamina. The Blood talent tree specialization [Veteran of the Third War] provides 9% stamina. The death knight-only runes Rune of the Stoneskin Gargoyle and Rune of the Nerubian Carapace provide a 2% and 1% bonus to stamina, respectively.
    -Druids talent [Heart of the Wild] (Restoration, tier 1) provides a +2%/4%/6% bonus to stamina.
    -[Bear Form] provides +10%.
    -Hunters talent [Hunter vs. Wild] (Survival, tier 1) provides a +4%/7%/10% bonus to stamina.
    -Paladins receive 15% stamina from [Touched by the Light] when choosing the Protection talent specialization.
    -[Blessing of Kings] gives a 5% increase to all base stats (with the exception of spirit), including stamina.
    -Priests
    -60 minute buff [Power Word: Fortitude] provides 584 stamina at level 85.
    -Shamans talent [Toughness] (Enhancement, tier 2) provides a +3%/7%/10% bonus to stamina.
    -Warlocks talent [Demonic Embrace] (Demonology, tier 1) provides a +4%/7%/10% bonus to stamina.
    -Warriors receive 15% stamina from [Sentinel] by choosing Protection specialization.
    Stamina is one of the key attributes of tanks (dodge, parry, and block also being very important). It is useful to every class in PvP. Non-tank PvE characters should not actively seek out stamina, but some of it is found on nearly any piece of gear.


    �Two things are infinite: the universe and human stupidity; and I'm not sure about the universe.�

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