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Fury Warrior DPS Attributes and Stat Guide - WoW Classic Season of Mastery
来自 Wowhead
[Last Updated]:
2023/12/02
变更日志
补丁:1.15.2
目录
评分:4.5/5
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评分:4.5/5
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Welcome to Wowhead's DPS Warrior Attributes and Stats Classic Guide, updated for WoW Classic. In this guide, we will explain what Attributes do for their character, what Secondary Stats are, as well as what things to prioritize for your character when comparing Gear, either while leveling or during end game content.
Our Warrior guides are always updated with the latest information from in-game experience, theorycrafting, and logs; make sure to check our changelog to this page, by clicking on
View Changelog
at the top of the page. If you are interested in more in-depth Warrior guides for WoW Classic, make sure to browse the
Navigation Bar
below, and our list of
Related Guides
just beneath the
Table of Contents
.
Overview
Leveling (1-60)
Beginners
Talents & Builds
BiS Gear
Rotation & Abilities
Stats
Enchants
Consumables
Addons
Macros
PvP
Dueling
PvP BiS Gear
Warsong Gulch Tips
Alterac Valley Tips
Arathi Basin Tips
Attributes
Strength
Strength determines the physical power of your character. A high strength improves your attack power. Strength is also a determining factor in how much damage you block if you use a shield. Rogues and hunters only use a partial value of strength to determine their power.
- World of Warcraft Game Manual, 2004
Strength is relatively simple for a Warrior. For every point of Strength gained from gear, the Warrior will gain two Attack Power. Strength and/or Attack Power is the most direct stat in terms of increasing your damage output, with specific abilities such as
嗜血
deal damage entirely based on your AP. Beyond increasing your damage output, Strength also increases the amount of damage you block while wearing a shield.
For a Level 60
战士
:
1 Strength = 2 Attack Power
Agility
Agility improves your armor rating, your chance to dodge an attack, and your chance to score a critical hit with a melee or ranged attack, thus dealing increased damage. Rogues and Hunters also use agility, in combination with strength, to determine their attack power.
- World of Warcraft Game Manual, 2004
For Warriors, Agility is quite an important stat, it strengthens your character in some ways, for DPS notably increasing your chance to land a critical strike. For quite some time, Players didn't know precisely how Agility was calculated, although thankfully in a Blue Post on the EU Forums in 2005, Blizzard cleared up the details on what Agility offers for every Class:
Agility increases the chance of a critical hit with melee and ranged attacks. The amount of the increase is dependent on both class and level. For most level 60 character classes, approximately 20 points of Agility will increase your critical hit chance by approximately 1%. Rogues require 29 Agility for an additional 1% critical hit chance, and Hunters require 53 Agility for an additional 1% critical hit chance, but both of these classes also gain attack power from agility, and the items available to them typically have much higher amounts of Agility.
Agility increases the chance to dodge an attack. The amount increased is dependant on both class and level. For most level 60 character classes, approximately 20 points of AGI will increase your chance to dodge by approximately 1%. Rogues only require 14.5 AGI for an additional 1% dodge chance. Hunters require 26.5 AGI for an additional 1% dodge chance, but Hunters typically have a high amount of agility, as well as an Aspect spell that further increases their chance to dodge attacks.
For a Level 60
战士
:
20 Agility = 1% Crit Chance, 1% Dodge
Stamina
Stamina affects your hit points, no matter what class you play. However, characters designed to absorb damage, such as warriors and paladins, gain more benefit from stamina than classes who have other capabilities, such as rogues and druids, who in turn gain more benefit than pure spellcasters, such as mages.
- World of Warcraft Game Manual, 2004
Stamina is a vital Attribute for PvP. In a lot of situations, your total Health can be your best asset in determining the outcome of a PVP encounter. As time goes on and items increase in item level, Stamina becomes more prevalent across all items and allows you to choose from a wider variety of items for PVP. In PvE, Stamina isn't as quite as necessary, but it can still play a vital role in helping you survive Boss mechanics.
For a Level 60
战士
:
1 Stamina = 10 Health
Intellect
Intelligence improves your mana reserves. Intelligence has no bearing on non-spellcasting classes.
- World of Warcraft Game Manual, 2004
Intellect offers no value for Damage in Raiding or PvP, but it will, however, increase the rate at which you learn Weapon Skill. If you are Level 60 and find a new Weapon, and you haven't leveled up the necessary Weapon Skill to 300, it would be a good idea to ask your neighborhood Mage for an
奥术智慧
Buff!
Spirit
Spirit determines the regeneration rate for your health and mana. A high spirit results in much faster regeneration, while a low spirit gives you reduced regeneration.
- World of Warcraft Game Manual, 2004
Spirit, like Intellect, doesn't offer a Warrior anything when it comes to Damage. While Leveling, however, Spirit can be extremely valuable for reducing a Warriors's overall downtime between pulls, as well as saving the Warrior a fair amount of Gold on food. Spirit is especially good while leveling in the hands of Trolls because of their racial
再生
.
Secondary Stats
Weapon Skill
While seeming relatively basic and boring, this is one of the most powerful modifiers a Player can come across in Classic WoW. Every Weapon Skill you gain over 300 substantially reduces Miss chance, Block chance, Parry, Dodge, while also increasing your chance to Critically Strike!
Each type of weapon, axes, swords, maces, etc, has its separate skill bar to fill. The only way to train Weapon Skill is to use that type of weapon against a target that yields experience or honor. In order to minimize the risk of missing attacks, along with being hit capped, melee classes and hunters must also have their Weapon Skill for their current weapon at its highest value at all times. Failing to do so, or fighting higher-level mobs will cause many of your attacks to fail and increase the punishment from glancing blows.
Every level, a player character can get 5 points in each of their skills, including Weapon Skills and Defense, with a max of 300 points at level 60. NPCs work similarly, however, they aren't limited to level 60, as boss-level enemies are considered 63. Having a weapon skill lower than your enemy's defense by over 10 points will also impact on your chance to hit with skills and abilities.
For every point of Weapon Skill the player has over their Target's Defense Skill, they gain the following:
Chance to
Miss
decreases by 0.04%.
Chance for a
Critical Hit
increases by 0.04%.
Target's chance to
Block
decreases by 0.04%.
Target's chance to (Melee Only)
Parry
decreases by 0.04%.
Target's chance to (Melee Only)
Dodge
decreases by 0.04%.
If you've done any amount of research into Classic World of Warcraft you have probably heard about
剑师护手
being one of the best items in the game because of how weapon skill works, and while the exact numbers for weapon skill are still subject to change it is important to touch on the benefits of Weapon Skill.
Enemies have a Defense that corresponds to 5 time their level (63=315, 62=310, 61=305, etc.) This is then checked against your Weapon Skill to determine your chance to miss and glancing blow damage reduction. Enemy mobs that have more than 10 defense skill more than your weapon skill also apply an additional 1% chance to miss. For the clearest example of the benefits of weapon skill, let's take a look at the benefits of having +5 weapon skill vs a level 63/boss enemy:
Reduces your chance to miss from 8% to 6% as well as removing the 1% hit penalty. This means that +5 weapon skill (305 weapon skill) effectively gives you a 3% hit bonus against a level 63/boss mob.
Reduces the damage reduction penalty of glancing blows from 35% to 15%. Weapon skill cannot, however, reduce the chance for a glancing blow to occur, as glancing blows will always happen 40% of the time when fighting a boss level mob.
Decreases the chance for the mob to dodge your attacks from 6.5% to 6%.
Here are some example of sources of weapon skills:
Swords:
Humans automatically have
剑类武器专精
as their racial, additionally players can increase their sword skill with
剑师护手
and
玛拉达斯,黑龙军团的符文之剑
.
Maces:
Humans also get
锤类武器专精
as one of their racials, additionally players can increase their mace skill with
阿努比萨斯战锤
from AQ 40.
Axes:
Orcs are the horde version of human gaining
斧专精
as one of their racials, players can further increase their axe skill with
剑师护手
.
Daggers:
Players can increase their skill with daggers with
剑师护手
, as well as
死亡之钉
and
古代熔火皮手套
.
Hit Rating
Level 60 Creatures and Enemy Players in the world will have a
Defense Skill
of 300. For a Level 60
战士
to never miss their Activated Abilities, such as
嗜血
or
斩杀
, it requires both 300 Weapon Skill and
5% Hit Rating
. The 5% Hit Rating is required to cover the base Miss Rate. Level 63 Creatures (as well as "Skull" Level Bosses) will have 315 Defense Skill, which requires
9% Hit Rating
to cover the base Miss Rate. This is a requirement and the most important stat for a DPS Warrior.
It is also important to understand that the 9% Hit Rating only really applies if the Warrior is standing behind the Boss. While attacking from behind the target can not Block or Parry. If a Warrior were to attack a Boss from the front, even with 9% Hit Rating, Activated Abilities have a chance to not connect.
For a Level 60
战士
:
5% Hit Rating = PvP
Ability
Hit Cap
9% Hit Rating = PvE
Ability
Hit Cap, from behind the Boss
26.4% Hit Rating = PvE
Auto Attack
Hit Cap, from behind the Boss
Crit Chance
All Physical Damage in Classic World of Warcraft can Critically Strike, increasing the Damage dealt by
200%
(Spells are only increased by 150%). Because of how the Hit Table functions in Classic, with 0% Hit Rating, you can only Crit for a maximum of 29.8% of the time with Auto Attacks, regardless of the Crit Chance on your gear (Even with 50% Crit Chance). With more Hit Rating, you can increase the effective "Cap" on Crit Chance, which is just another reason why Hit Rating is so important.
There is no such thing as a hard "Crit Cap" because it changes based on many factors. Maximum Critical Strike Chance is calculated based on Miss Chance, Dodge Chance, and the Warrior's Hit Rating. To put it in simplest terms, your Auto Attacks can not Crit more often than the opportunity for a Miss or a Dodge.
For a Level 60
战士
:
29.8% Crit Chance = Crit Cap of
Auto Attacks
with 0% Hit Rating, from behind the Boss
37.8% Crit Chance = Crit Cap of
Auto Attacks
with 9% Hit Rating, from behind the Boss
86.4% Crit Chance = Crit Cap of
Abilities
with 0% Hit Rating, from behind the Boss
94.4% Crit Chance = Crit Cap of
Abilities
with 9% Hit Rating, from behind the Boss
Stat Priority
At 300 Weapon Skill:
9% Hit Rating
Strength and Attack Power
Agility and Crit Chance
At 305 Weapon Skill:
6% Hit Rating
Strength and Attack Power
Agility and Crit Chance
Your first priority when stepping into raid is to make sure you are meeting your personal Hit threshold, beyond that the only other confusing stat is Weapon Skill; as of now, the exact numbers for Weapon Skill aren't known but, it is a safe bet that you'll want somewhere in the 5-8 extra weapon skill range. For some Races, this can be as easy as using the correct weapons: Humans get access to both
锤类武器专精
and
剑类武器专精
, and Orcs get access to
斧专精
. Outside of Racials, there are a plethora of items that increase your Weapon Skill, most infamously
剑师护手
come to mind. Once you're past the "complicated" stats, you reach a much more straightforward part of gearing. Strength will increase your Attack Power which is an essential stat for Fury Warriors due to having abilities that scale entirely off of AP; then you also have Agility and Crit Chance which will not only increase your damage but give you a chance to proc things like
乱舞
.
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Next Page:
Enchants
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评论
评论来自
Spacetauren
I've looked at your DPS guides for Fury warrior and Rogue, and I think there's one thing you should correct about Weapon skill. While, yes, there is a benefit to hit and crit chance for having your Weapon skill above your enemy's (so above 300 for trash mobs and dungeon bosses), the impact on Raid boss DPS of those factors is not that big, with only 0.6% hit chance and 0.6% crit chance lost against the boss' 315 defense skill.
The far greater effect of Weapon skill on gear is reducing the impact of glancing blows. When your weapon skill is smaller than the enemy's defense skill (which will always be the case against raid bosses), you have a 40% chance (I think), to get a glancing blow with each melee white hit. That reduces the damage you deal with that attack to 70% of normal damage if your weapon skill is 15 below the enemy's defense skill. Each point of weapon skill reduces this, and by reaching 310 weapon skill, glancing blows now only deal about 5% reduced damage !
Seeing as these guides seem to be in-depth, I figured they should to be more precise on how and why certain stats are sought after.
评论来自
xdembe
"Maximum Critical Strike Chance is calculated based on Miss Chance, Dodge Chance, and the Rogue's Hit Rating."
Isn't it warrior's guide?
评论来自
wingo667
Quoting from
Hit tables
, first Blizzard, then the OP:
There is some code in 1.12 that explicitly adds a modifier that causes the first 1% of +hit gained from talents or gear to be ignored against monsters with more than 10 Defense Skill above the attacking player’s Weapon Skill.
and
With an 8% miss chance for +3 mobs, and a 5% miss chance for even level mobs, does that mean that one of the intended effects of weapon skill is to reduce miss chance by 1% for every 5 points? That scaling seems to agree with our tests but larger sample sizes are needed to zero in.
How do you arrive at:
Reduces your chance to miss from 8% to 6% as well as removing the 1% hit penalty. This means that +5 weapon skill (305 weapon skill) effectively gives you a 3% hit bonus against a level 63/boss mob.
To me, that sounds rather like removing the "1% hit penalty", and another 1% miss change for 5 skill points, for 2% hit equivalent altogether.
One way or the other, the first 5 weapon skill points are the most efficient, increasing white damage by up to 10%. The next 5 skill points (from 305 to 310) still increase white damage by up to 5% - definitely worth getting, over pretty much everything else.
... but of course that's assuming the resurrected vanilla theorycrafting is "mostly right" ;)
Update: according to research started during Classic's beta, TheKrugLife's statement is correct (i.e. 305 weapon skill effectively lowers your hit cap from 9% to 6%), cp. the "Hit cap" table
here
.
评论来自
Roiba
Thanks for the guide. But can u show me ur formular for the crit cap? i found another source and im getting other results.
thanks in advance
评论来自
Keltiosh
Thanks for this detailed guide, too bad we have to equip mail/leather armors
I've made the choice to only equip plate equipment, even if it's harder to reach the caps !
评论来自
shipwreck
It doesn't look like this is being maintained anymore, but a small change I would make would be to change the numbers in the Crit Chance section. The first sentence should read, "increasing the Damage dealt by 100% (Spells are only increased by 50%)."
评论来自
rogermw
Are there relative weights for the stats, when choosing between 2 different pieces of gear?
I.e. if you're below the crit cap, how much attack power will (on average) boost your DPS by the same amount as +1% crit?
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