Originally Posted by Kullulu
I agree with half of what you say. Armor mitagates physical damage, resistance negates magic damage, resilience negates critical damage of all kinds. Each has a seperate purpose: resilience specifically dictates longer fights by making burst damage easier to heal through.
I disagree that you can't counter the latter though. Talents like ruin, predatory instincts, mortal shots, lethality(etc.) all boost critical damage. I think of them as fair game, since there are also talents that remove/add armor or resistances.
|
The problem is, that with the current resilience formula, bonus crit damage talents are crippled all together by such a margin, that added crit. chance will also get more and more pointless for casters. Any caster class will put their emphasis on + damage as a offensive stat, in high end s2 arena.
The added crit. damage for talents is for casters:
(1.5*RX-1)*H*CT
for melees:
(2*RX-1)*H*CT
with
H=Base Hit after armor or talent mitigation
RX= 1-resilience tool tip, crit damage reduction
CT=Crit talent modifiers(100% for shamans, ice mages, dest locks, 30% for hunters, rogues,20% for warriors, 150% for spell power/ice mages)
You can see easily that this equations quickly tend towards zero. At 20% tool tip reduction (about 400 resilience) talent bonus damage for casters will already be halfed, at 33.3% it will be zero.
reference:
http://forums.worldofwarcraft.com/th...630017&sid=1#0