It's easy. 15% mitigation per (opponentLevel) resist to that element.
If a level 40 mob or player casts a fireball on you, if you have 80 FR, you will, on average, take 70% of the expected damage from that spell. If you have 200 FR, you will take 25%. 200 is the cap against level 40s, the same way 315 is the cap against 63s.
Originally Posted by Zellyn,February 11th, 2006 @ 8:30PM
Does anyone understand the scaling mechanism of resistances? The tooltip is less than worthless since it only describes resistances versus a naked equal level player. I'm curious, in particular, about how it scales against lower level mobs.
Oy, I forgot resists. One sec.
EDIT: Wait, no I didn't:
"D. Avg mitigation due to resists = .15*resist/casterlevel. Capped at .75."
i am a human with 305 swords and plus 5% to hit items. Today i missed in several duels against a 325def warrior. Is there a certain miss chance you can't avoid? Is it enough to equip 4% to hit against lvl60 for me?
For the purpose of making the post complete, you might want to add in the first post that +healing functions similarly to +dmg in all ways, except that talent % increases are added before +heal increases.
Originally Posted by Arawethion,February 10th, 2006 @ 3:34AM
Taunt and Growl have a unique effect: they insantly raise your total threat to be equal to highest person on the mob's hate list at the time the spell is cast.
Question though: Sometimes when taunting a mob, it doesn't focus it's attack on me, and the taunt also wasn't resisted/immune. Is this because the second I taunted (the person I pulled agro off) did a agro-generating ability and Immediatly stole it back?
Also, you taunt, and while the mob is taunted, and you perform a agro-generating ability (IE: Sunder, or Revenge) It doesn't add to the NEW threat level, but the old threat level?
(I'm asking this, becuase if someone steals agro, and I taunt/sunder, I always get and hold agro back, It's probably becuase the myself, and the other player have similar threat levels, and my taunting/sunder/revening moved me ahead of him)
Just making sure :) Thanks.
Healing is like music. The magic doesn't lie in the notes, but in the space in between.
As I understand it, taunt increases your threat to match the person currently at the top of the target's threat list. It also forces the target to attack you for a few seconds, but does not (I believe) alter the target they'd like to be attacking.
Mobs stay on their current target unless another player generates 110% of that threat.
So a mage does 100 points of aggro on a mob and steals aggro from the tank. Mob runs over to mage and starts hitting him. Tank runs over and taunts. Tank aggro jumps to 100 and the mob is forced to attack the tank for a couple seconds. At the end of those few seconds, if the tank has not generated an extra 10 threat, the mob will turn back to the mage and pound him into the ground.
This is why it's not sufficient to taunt the mob and expect aggro to stick. You need to taunt, sunder, HS, insult it's mother, to generate that extra 10% threat. In addition, if that mage is continuing to damage the mob your tank's job gets even harder.
I'm guessing this is why aggro management is so important end game - because of the 10% thing aggro is quite sticky and you have to work very hard to get aggro back off someone who has overaggroed, because taunt will only take you to 100%, not 110%.
I think I'm waiting until Kenco's thesis about aggro gets a bit more time-tested, but it looks pretty solid.
Taunting the mob will give you threat equal to the person who currently has aggro. During the 3 seconds it's on you, you have to gain more threat than the other guy. I'm unclear as to why you'd have to gain 10% of his aggro again--the mob is already on you when the Taunt debuff wears off (although, this raises a simular question of whether Mocking Blow/Challenging Shout, even though they give no permanent threat, can "unstick" a mob from somebody).
There's also the question of whether Taunt gives you threat equal to the mob's current target or to the highest person on his hate list. Wasn't there some kind of comment a while ago about being able to build massive threat on Rag by having a Hunter spam Distracting Shot for a bit and then Taunting?
Yes, I make a point of making sure our hunters never feign on Rag. They outdamage the rogues and DPS warriors, and thus have more aggro. Provided they don't feign and we have well-geared hunters, this allows warriors to get very solid aggro (ahead of the warriors/rogues, anyway) with a single taunt after each WoR.
The idea is that if the rogues are atop the aggro list, taunting as they run back in after a WoR might not be enough to maintain aggro for more than a few seconds and then you have dead rogues.
But if there's one hunter at 60,000 hate, while the rogues are all in the 30k-40k range, then one taunt will put the MT far, far ahead of the rogues until the next WoR, and it's 100% safe. Experience supports this theory.