Base Stats
Strength -
- Increases attack power with melee weapons. (1 STR = 2 AP)
- Increases the amount of damamage that can be blocked with a shield. (20 strength = 1 block value)
Agility -
- Increases attack power with ranged weapons (useless for paladins)
- Improves the chance to score a critical hit with weapons. (20 AGI = 1% Crit)
- Increases armor and chance to dodge attacks. (1 AGI = 2 Armor)(20 AGI = 1% Dodge)
Theloras wrote:As important as straight Critical Strike
Stamina - Increases health points (1 Stamina = 10 Health).
Intellect -
- Increases mana points and chance to score a critical hit with spells. (1 INT = 15 Mana)
- Increases the rate at which weapon skills improve.
Rispetto wrote: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).
Rispetto wrote: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, given by the following table.
Rispetto wrote:Class : Expected @L60 : Int (per 1%)
Paladin : 106 : 54
Rispetto wrote:I tried to cut that table to the most relevant part about paladins. Retail uses a different system to calculate spell crit (very different from vanilla). Idk about Cataclysm, but the way it was calculated in wrath was you got spell crit rating, and then with some complex calculation (something like level divided by rating, plus int or some shit like that) a spell critical % chance was given. If you click the (source) link and look at the table, it basically means this; every 54 intellect points is 1% spell critical strike chance. Ah.. what does crit mean for a pally? We'll lets delve into that right now.
Killerduki wrote:28.5 intellect = 1% chance to score a critical strike with spells*
Spirit - Increases health and mana regeneration rates. (useless for Paladins)
Rispetto wrote:For Paladins it's pretty much useless. Priests have a higher base mana pool and base spirit because their class is designed for heavy regen, while we're designed to get our mana back from crits (instead of flat out regeneration), and THIS IS WHY THE DARKMOON FAIRE CARD IS MORE BENEFICIAL FOR ANOTHER CLASS. I'm not saying it's bad, but even with 7k in the bank, I choose my Second Wind over it. Why? Because 300 mana over 10 seconds (every 2 mins) and the +healing is much better than 100% regen while casting, when your regen humps to begin with. If you want to stack spirit (and thus hump total ass because you're like never criting, and you get more mana return with a 25% crit percentage [which I have fully buffed] than you will with a higher regen, again another reason priests have a higher mana pool) then be my guest; drop like 2,000g on a trinket you're just going to replace in BWL. Just don't sob when I'm smoking you on the healing meters (remember our first Nef kill? The one I was double the second best healer's net healing? Yeah, I went there. P.S: Hugs, that innervate was not a waste).
Armor - Decreases the amount of damage taken from physical attacks. The amount of reduction is influenced by the level of the attacker.
Substats
Attack Power - Increases the damage of your weapons.
Theloras wrote:Also increases the damage of your Seal of Command damage. (Very Important).
Critical Strike - Increase the chance to do 150-200% Damage.
With the Vengeance talent, each critical strike increases both your melee and holy damage by 15% for 8 seconds (Very Important).
Block - Chance to block incoming attacks.
Cysthen wrote:One of the reason TANKADINS ARE GOOD:
More block value from talents then Warriors due to Shield Specialization and 10% Strength. Although once Warriors reach Tier 3 they start getting more then you.
Dodge - Chance to Dodge incoming attacks. (Making the target miss doing damage)
Parry - Chance to Parry incoming attacks. (Block with weapons)
Defense - Less chance you will be crit and also gives more mitigation. Defense also "slightly" increase dodge, block, & parry (Crit cap is at 440.)
I don't fully agree with this next quote, but he did have a point:
Cysthen wrote:Don’t worry too much about getting the cap. It wont happen until you have half AQ40 gear and Styleens. Don’t count on it. Just get as much as you can and you will be fine. (Important).
+Hit - Increase your chance to hit the target. (I tend to think of this as Expertise, reduces the chance to be dodge or parried.) (Useful for Prot/Ret).
Theloras wrote:Protection Tree
3/3 Precision - No Brainer here +3% hit is a MUST HAVE
+Healing - Again an extremely important stat. I won't even mention why it's important.
Rispetto wrote:When you get a piece of gear that has +100 healing on it (lol naxx inc) and you only get +50 healing on your FoL, don't shit your pants. Your game isn't bugging out; and here's why.
The flat out +healing given from any +healing stat is based on a 3 second cast time. Why is this? Well because if you gave 100% of the +healing to all spells, no matter the spell casting time, druids would be overpowered, and would be the healer class in the game people would want in their raids. So the way it works is this; if you gain +100 healing from a piece of gear, and you want to apply it to your Flash of Lighht (1.5 second cast), you take 1.5 / 3 = 0.5. 0.5 x 100 = 50 So from +100 healing, +50 is applied to your FoL. For Holy Light; 2.5 / 3 = 0.8333~. 0.83 x 100 = 83 so you would gain +83 healing for HL. Starting to understand?
Spell Damage - This ups the damage of your Seal of Righteousness, Judgment, and Consecration.
Cysthen wrote:You should never need more then shoulder enchant and a spell weapon for swapping on Consecration. You can get plenty from consumables as well as some other threat bonus’s from having a Retribution Paladin in your party. (Not very important on gear).
Mana Per 5 (Mp5) - "Obviously helps your mana regeneration. You don’t need this on your gear but some is better than none - on top of the fact that you should be spamming Major Mana Potions and Demonic Runes. (Not critical but helps)." - Cysthen & Theloras
Spell Crit - In my opinion the most important stat along with +healing. (For Healadins)
Rispetto wrote:In my experience I would generally trade off a +healing piece for a +%crit piece if the loss in healing was around +25~~ for 1% crit. Don't know what that means? Figure it out. I'm not going to hold your hand here, just give you the facts and my view on the subject. Anyways.. as you probably should know by now, the Illumination talent grants you 100% of the mana cost of a spell when you crit (only for FoL, HL, and Holy Shock). For obvious reasons, crit is very.. very good for paladins. This is why many +%crit pieces that drop (such as robe of volatile power in MC) that are really good for DPS are given to Paladins because +%crit is just too damn important to pass up on a Paladin. If you ever get a chance to get a piece with high crit, get it. Whatever the cost.