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Attributes and Stats from World of Warcraft
来自 Anshlun
[Last Updated]:
2018/10/08
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This guide covers the main information that you need to know about Stats and Attributes in World of Warcraft, explaining primary, secondary, and tertiary stats and stat weights and listing previously removed stats.
Every MMORPG has their unique system to determine a character's power. Some use systems similar to Dungeons & Dragons, where you gain a certain amount of raw stats to distribute every time you level up. Others have those stats given by items you equip. World of Warcraft uses the latter one, with every character gaining certain small amounts of base stats points, depending on their class, every time they level up, but having most of their stats coming from items.
There are three different categories of stats that a character may have: primary, secondary and tertiary stats. Primary stats increase the raw power of the character, without changing how the character plays, while secondary stats mostly change how the character play, without changing the raw character power. Finally, tertiary stats change utility attributes from a character, usually without any direct combat gain.
Primary Stats
Primary stats mostly increase your character's raw power directly, by modifying your damage or healing done directly, or increasing your health pool. Primary stats are present in every piece of gear available. All abilities from your class derive their final throughput value from your primary stat, causing this effect. That means that increasing a throughput primary stat in 10%, will increase your output by 10%. There is a second category of primary stats, which deal with more specific item attributes.
Main Scaling Stats
There are four different main scaling primary stats, the first three representing main throughput scaling, each used by different classes and specializations, stamina, which is used as the default scaling for a character's health pool.
Intellect
- Main throughput scaling for
法师
,
术士
,
牧师
, Restoration and Balance
德鲁伊
, Mistweaver
武僧
, Elemental and Restoration
萨满祭司
, and Holy
圣骑士
.
Agility
- Main throughput scaling for
恶魔猎手
, Feral and Guardian
德鲁伊
,
潜行者
, Brewmaster and Windwalker
武僧
,
猎人
, and Enhancement
萨满祭司
.
Strength
- Main throughput scaling for
死亡骑士
, Retribution and Protection
圣骑士
, and
战士
.
Stamina
- Health pool scaling for all classes.
Item Attributes
The remaining primary stats deal more with item specific attributes. Those stats are found only in their specific items and have various effects.armor, which is a , durability, which
Armor
- Defensive attribute that reduces physical damage taken. Not present in ring, necklaces, weapons, and usually not on trinkets.
Durability
- Individual item attribute that determines how much a given item can be damaged before it breaks. Broken items are shown in red and won't provide the character with any benefits. Necklaces, rings, and trinkets do not break.
Weapon Damage
- Value found exclusively on weapons, used to derive how much damage each non-ability attack will deal using that weapon.
Weapon Speed
- Value found exclusively on weapons that determines how quickly you can attack with it without using an ability, also known as
auto-attack
.
Secondary Stats
Secondary stats affect your character's throughput indirectly, by either changing how your abilities behave or by increasing their final power. Most pieces of gear provide secondary stats, with the exception being
Azerite Pieces
and some trinkets. Throughout World of Warcraft's history there have been many different secondary stats present on pieces of equipment, but, nowadays, there are only four remaining.
Critical Strike Chance
- Increases the chance of an ability to be a critical strike. By default, a critical strike deals twice the damage or healing normally dealt.
Haste
- Increases the character's overall action speed, reducing cast times for spellcasters, reducing the recharge time of some abilities, increasing the frequency that over-time effects happen, and increasing the frequency that some resources regenerate.
Mastery
- Mastery has a different effect for every specialization in the game. Generally, it increases the throughput of the character by focusing on its major strength.
Versatility
- Increases the damage and healing of the character by a percentage and reduces that damage taken by half that percentage. For instance, having 20% versatility increases all damage and healing done by 20% and reduces all damage taken by 10%.
Tertiary Stats
Unlike the other types of stats, tertiary stats don't directly influence your damage or healing. For the most part, they only increase utility characteristics, like your movement speed or if a piece of armor doesn't break. Due to that nature, they appear mostly randomly, with a chance to appear in every item you acquire. There are four different tertiary stats, each wildly different than the others.
Speed
- Increases the base movement speed of the character by a given amount.
Indestructible
- Items with this tertiary stat will not have a durability attribute and thus won't ever break, saving the player eventual repair costs.
Leech
- All damage and healing dealt will heal your character as well, by a percentage of its final amount.
Avoidance
- Reduces all area damage received by a percentage. Any damage that is not targeted directed to you is classified as area damage.
Different Sources of Stats
While most of stats from a character will always come from their equipment, there are also temporary stat augmentations available from both loot and professions.
Flasks / Elixirs
Flasks and Elixirs are long duration buffs that usually last through death. Normally they increase one of your primary stats and are usually used for more challenging content, being almost required when ran by groups.
Flasks are Elixirs can't be used at the same time, so each character must choose which to use at a given moment. Both are created by the primary profession
Alchemy
, using ingredients found by
Herbalists
.
Every expansion releases new and more powerful recipes of the same flasks and elixirs, like
冰霜巨龙合剂
was released with Wrath of the Lich King and
暖阳合剂
was released with Mists of Pandaria, and some expansions have exclusive types like
镜面药剂
.
Food
Another way to create long duration buffs is by eating delicacies and getting
进食充分
buffs. Unlike flasks and elixirs, those buffs don't persist through death, requiring the character to re-acquire them in case they die.
Those special dishes are usually created by characters with high levels of the
Cooking
secondary profession.
Potions
Potions are short timed buffs that increase your stats by a considerable amount to compensate the short duration. Potions can be used only once while in combat and, once the character leaves combat, have, usually, a 60 second cooldown.
Potions usually increase stats like
青龙药水
or
加速药水
and have different versions with every new expansion. There are exceptions, however, like
致命优雅药水
or
上古战神药水
, which interact differently with a character's gameplay.
Stat Weights
Stat weights are a concept used to evaluate pieces of gear a character can use to find optimal combinations to maxime throughput. The idea is that you calculate how much damage every point in a given stat nets you and, with that information, you are able to judge which pieces of gear are than the rest.
In order to obtain those values, you must use tools like
SimulationCraft
, which simulate your character and evaluate how much each stat is contributing for your total throughput. You can also execute those simulations using web-based tools, like
RaidBots
.
After the simulation is completed, if done correctly, you will have a different weight for each important stat for the character, which can be put into addons like
Pawn
in order for it to show you what is the value of each armor piece.
That system works well for simple pieces, but on more complete ones, like trinkets or Azerite pieces, you need more information to find which ones are the best. To aid you in that search, you can check our in-depth class guides, which will teach you everything you need to know about every class and specialization in World of Warcraft.
Blood Death Knight
Arcane Mage
Assassination Rogue
Frost Death Knight
Fire Mage
Outlaw Rogue
Unholy Death Knight
Frost Mage
Subtlety Rogue
Havoc Demon Hunter
Brewmaster Monk
Elemental Shaman
Vengeance Demon Hunter
Mistweaver Monk
Enhancement Shaman
Balance Druid
Windwalker Monk
Restoration Shaman
Feral Druid
Holy Paladin
Affliction Warlock
Guardian Druid
Protection Paladin
Demonology Warlock
Restoration Druid
Retribution Paladin
Destruction Warlock
Beast Mastery Hunter
Discipline Priest
Arms Warrior
Marksmanship Hunter
Holy Priest
Fury Warrior
Survival Hunter
Shadow Priest
Protection Warrior
Removed Stats
As World of Warcraft gets closer to its 15th anniversary, there have been many different concepts changed and updated ever since its inception, back in 2004, stats wouldn't be any different. Throughout the years, there have been many different stats types that existed and were removed. Below you can find a list of every different attribute once present in gear that isn't normally found anymore, save very few exceptions.
Attribute
Added
Removed
Description
Weapon Skill
Increased the Weapon Skill proficiency while using the given item. Later replaced by
Expertise
.
Health Regeneration / Health per 5
Health per 5 was a stat that existed briefly during The Burning Crusade, which increased your health regen at all times by the amount it provided.
Spell Damage /Spell Healing
Increased the potency of only offensive or helpful spells. Spell Damage could also increase damage from only one school of magic, like Shadow or Fire. Both attributes were merged in Wrath of the Lich King to
Spell Power
.
Mana per 5
Restored
法力值
by the flat values present on the items. Similar to and eventually replaced by
Spirit
, but Spirit had no regen in combat, unless certain talents were selected to allow its regen to continue.
Armor Penetration
Value that allowed the character's physical attacks to ignore a percentage of armor from the enemy. Effect can still be seen in legacy spells like
破甲
.
Block Rating
Increased the character's chance to block physical attacks, which reduced the damage from it based on
Block Value
.
Block Value
Attribute that increases the amount of damage that is blocked when a block happens, with the odds driven by
Block Rating
.
Defense
Reduced the chance to be hit or critically hit. It was a main attribute used by tanks until Wrath of the Lich King, when tanks were required to have a minimun amount of Defense Rating to not be critically hit by bosses.
Resistances
Resistances reduced the amount of damage taken by spells of a certain school. You could find items with certain resistances, like Frost Resistance, allowing you to build gear sets for specific encounters.
Spell Penetration
Value that allowed the character's spell attacks to ignore a flat value of the enemies' spell resistances. It had mostly PvP value, as some classes would have resistance buffs or auras.
Dodge
Increased the chance of the character to dodge physical attacks, completely ignoring the damage taken. There are still enchants and spells, like
闪避
, that grant dodge in-game.
Parry
Increases the chance to parry enemy melee attacks, ignoring the damage and, before Cataclysm, also reseted the swing timer, allowing for quickier auto attacks.
Hit Rating
Increased the chance to player's abilities and attacks to not miss against targets. The base chance to miss was removed together with the stat against all enemies up to 3 levels above the character (raid bosses).
Spirit
Increased the
法力值
regen for healers. It also increased
Hit Rating
for hybrid classes while the rating existed.
Resilience
PvP-focused attribute added in patch 2.0.1 that reduced the chance from critical strikes to happen against the player. Later, in patch 3.2, it was changed to reduce all damage taken instead.
Expertise
Reduced the chance that the character's melee attacks would be dodged or parried.
Spell Power /Attack Power
/
Increased the potency of spells and abilities, one being used by spellcasters and other by melee and ranged attackers. All its effects were moved to primary stats for each specialization.
PvP Power/PvP Resilience
Increased/Reduced all damage done/taken in PvP environments.
Bonus Armor
Extra armor attributes found on items designed for tanks.
Multistrike
Increased the chance that a spell would Multistrike. Multistrikes caused the spell to hit the target two extra times, for 30% of the damage value, with independant proc and critical strike chances on each hit. The attribute was removed for its similarity to Critical Strike.
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评论
评论来自
TeoDaTankz
I had to explain to someone that Stamina isn't technically a
prime stat
recently; it might make sense to update this article to reflect that while Stamina is a stat that is (mostly) on all gear, it is not constituted as a 'prime' stat now that this phrase is used in game mechanics.
E.g. Prime Stat potions, Lambdent Armor Kits, and new Evoker do not give Stamina; they give Agi/Str/Int.
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