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Old 09/06/06, 3:14 PM   #26
Drauk
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Originally Posted by arch
I haven't noticed any weird behaviour from any of the 13 bosses I´ve fought in Naxxramas compared to AQ, only level based partials which is 20 or so.
Faerlina ? Maybe its my perception, but i'm 90% sure she has some fire resist.

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Old 09/06/06, 3:23 PM   #27
arch
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Nope, nothing. Well, that doesn't mean that's the case, it might also mean that I'm never paying attention or generally just slacking :)

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Old 09/06/06, 3:23 PM   #28
Bibdy
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I currently have -50 to resists on my PvE gear (5/5 DC and Shackles of the Unscarred).

If I ever butcher other warlocks in DPS with similar gear (but have no -resist) while casting the exact same spells in a fight where high DPS is a priority, I'll let you know.

So far, I've yet to see it happen.

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Old 09/06/06, 3:57 PM   #29
Myonax
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In current content, 10 Spell penetration, can't be compared to 1% Hit with spells. 10 Spell penetration would have 0 impact on a level 63 mob at 0 resist. 1% To hit would improve your DPS though and for most encounters this is the case. With current pve content +spell to hit is far superior to spell penetration.

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Old 09/06/06, 3:58 PM   #30
Dulahey
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I have ZERO -resist gear and Faerlina seems just like everything else to me.

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Old 09/06/06, 4:03 PM   #31
Krug
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Originally Posted by Jaerel
Originally Posted by Hober
In my opinion the only way they could make it a worthwhile stat is by letting -resistance items lower the mob's resistance into negative á la old school CoS/CoE.
This would make the items containing -resistance worthy of thier iLvL
I actually like that idea a ton if they could toggle vuln hits for just NPC's. I won't lie...negative resistance hits in pvp were jawdropping, and a lot of fun, and I wouldn't squirm too much if they brought them back. They weren't terribly balanced though :).
If They bring back bugged SS/WW 40% enrage 5 cp Ghostly Strike and unnerf normalization sure buddy ;)

and on this topic, Gurg is right, they might as well remove -resists from PvE gear until it has a viable use in PvE

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Old 09/06/06, 4:19 PM   #32
Pontiac
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Originally Posted by Praetorian
It obviously helps there, but most mobs fall into two categories:
1) Low enough resist that CoS/CoE negates it entirely.
2) High enough resist that you aren't going to bother at all regardless.

Fireballing a Red Drakonid is never going to be smart, whether you have +40 penetration or +0.

I suppose if there were more things with 100-120 resist to various elements such that you need penetration on top of a Curse, then it'd help. But there aren't, really.
I think this may be the key, actually. Although targets like this don't exist in the game currently, it seems likely to me that Blizzard may be aiming these sorts of benefits at Burning Crusade. They wouldn't be able to get too crazy with requiring spell penetration in Naxxaramas at this point since not very many people are going to have it, but by the time BC hits lots of people are going to have quite a bit of it, and if the encounters in Coilfang or the Burning Citadel have lots of elites running around with 150 to all resists, for example, it starts to become a very valuble mechanic. I wouldn't put it past them to retroactively adjust resist values on old content like BWL and AQ later on once the mechanic is more fully in place, either.

Obviously this is total speculation, but it seems to me to run the most sensible line between "We're Stupid and Don't Get it" and "Blizzard is Stupid and Doesn't Get it".

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Old 09/06/06, 8:16 PM   #33
Saethir
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A Thread on the EU Mage Forums was suggesting that mobs have +5 Resistances to all schools of magic for every level it has over a player.

For example, a Level 63 mob would have 15 resistances to all school of magic vs. a Level 60 player.

This innate 15 resistance cannot be reduced by -Resist gear or by CoE/CoS, which could also explain the presence of partial resistances against mobs even with no extra resistances or against a player with a large amount of -Resist.

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Old 09/06/06, 9:11 PM   #34
 Hamlet
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I'm going to agree with Gurgthock on the "very, very confused" part. Not that this is anything new; I'm pretty sure that most Mages came to this conclusion a long time ago.

Even though Blizz has been getting better about these things recently, it's pretty easy to see how this one came about. Remember how, on the Test server, resists weren't yet capped at 0? They conjured up these stats, tested them internally, itemized items, all with that design in mind. And it wasn't a terrible concept--a linear -resist does, in fact, have a more significant impact against a high-resist target than against a low-resist one.

But for a few reasons, it doesn't work out well in this game. The way it was, it was in a no-mans-land. Strong enough that it was overpowered to let it affect resists below 0, but it didn't accomplish its design goal anyway. A Fire Mage with a bunch of -resist gear would still have been better off casting Frostbolt against a high Fire-resistance mobs.

So they changed it at the last minute. And when things get changed at the last minute in games, it's too late for spectacular design. You're trying to cut your losses and make sure you don't release a broken mechanic. So, as a result of all of this, we don't have a special suit of gear that makes us useful against high-resist mobs, we don't have broken vulns procs in PvP, and all we have is some slightly underpowered gear.

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Old 09/06/06, 10:59 PM   #35
SquattingCow
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Originally Posted by Navaash
Blizzard needs to come out and tell us already exactly what spell penetration does. It's a stat that has some utility in PvP but by all accounts is completely worthless in PvE.
Even then, I question its pvp utility in say, 2-3 months time for some people. T3 characters won't have any resists. Those still gearing up in T 1/2 will, but argueably you're going to smack them all other things being equal anyway. Someone goes at you in a full frost resist suit? Switch to fire. Maybe warlocks will have a slight disadvantage against other warlocks (who cares) or T2 priests, but these are the minority cases.

Food for thought: Staff of the Qiraji prophets. -50 to a target for X seconds. This would imply 40 mans have >125, right? Anyone got in data that confirms this debuff stacks with coe/cos? Becuase the only reason I can see between the "wtf" and "haha you dont get it" camps is if they didn't stack.

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Old 09/06/06, 11:17 PM   #36
Swiftz
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One thing I've noticed when I dps since I'm a fire mage is alot of partial resist. Now since I've Picked up Enigma Robes and Malice Stone Pendant for -33 resist, I've noticed a huge difference in the amout of partial resists I get. Spell penetration does not work with frost in PvE since there aren't any partial resists. It hasn't been stated what exactly Spell Penetration does but looking at my Nurfed combat log I definately notice a difference.

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Old 09/07/06, 1:20 AM   #37
Sancus
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Originally Posted by Swiftz
One thing I've noticed when I dps since I'm a fire mage is alot of partial resist. Now since I've Picked up Enigma Robes and Malice Stone Pendant for -33 resist, I've noticed a huge difference in the amout of partial resists I get. Spell penetration does not work with frost in PvE since there aren't any partial resists. It hasn't been stated what exactly Spell Penetration does but looking at my Nurfed combat log I definately notice a difference.
Unfortunately mathematical analysis shows no difference and trumps anecdotal evidence.

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Old 09/07/06, 1:35 AM   #38
dojke
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Originally Posted by Swiftz
One thing I've noticed when I dps since I'm a fire mage is alot of partial resist. Now since I've Picked up Enigma Robes and Malice Stone Pendant for -33 resist, I've noticed a huge difference in the amout of partial resists I get. Spell penetration does not work with frost in PvE since there aren't any partial resists. It hasn't been stated what exactly Spell Penetration does but looking at my Nurfed combat log I definately notice a difference.
Unless you're raiding molten core, I'm not sure that I agree with either of these statements.

- Our parses showed no discernable difference in partial resist rates between players. Neither in number of resists, or the percentage of the spell resisted. This was done over several naxx mobs (first 3 or 4 bosses).

- Saying that spell penetration doesn't work on frost (you mean binary spells but whatever) implies that there is no resist check on binary spells. This is simply not true. Binary spells just means that instead of being split amongst 0%/25%/50%/75%/100, you only have 0%/100%. The effective proportion of damage resisted for a given resist level will be the same, binary or not.

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Old 09/07/06, 2:20 AM   #39
Althor
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The question is can +spellhit (and I suppose -resist gear) counteract the level based resistances of a mob on binary spells.

We know it can't on non-binary spells. You'll still get partials. But what about binary?

With enough +spellhit (combined total of +16) and say -24 in spell penetration (going off the theory that each level above you adds 8 unmitigable resistance) will you be at the miminum 1% resist rate on boss mobs? Or will the resist rate be higher? What about instead of using spell penetration you instead use more +spellhit?

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Old 09/07/06, 3:17 AM   #40
Soul
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Originally Posted by Arawethion
I'm going to agree with Gurgthock on the "very, very confused" part. Not that this is anything new; I'm pretty sure that most Mages came to this conclusion a long time ago.

Even though Blizz has been getting better about these things recently, it's pretty easy to see how this one came about. Remember how, on the Test server, resists weren't yet capped at 0? They conjured up these stats, tested them internally, itemized items, all with that design in mind. And it wasn't a terrible concept--a linear -resist does, in fact, have a more significant impact against a high-resist target than against a low-resist one.

But for a few reasons, it doesn't work out well in this game. The way it was, it was in a no-mans-land. Strong enough that it was overpowered to let it affect resists below 0, but it didn't accomplish its design goal anyway. A Fire Mage with a bunch of -resist gear would still have been better off casting Frostbolt against a high Fire-resistance mobs.

So they changed it at the last minute. And when things get changed at the last minute in games, it's too late for spectacular design. You're trying to cut your losses and make sure you don't release a broken mechanic. So, as a result of all of this, we don't have a special suit of gear that makes us useful against high-resist mobs, we don't have broken vulns procs in PvP, and all we have is some slightly underpowered gear.
Well, one of the big problems is that the Resist system in WoW is pretty badly designed.

Spells can operate under two different resist mechanics: binary resists and partial resists. Binary resists are simple, but partial resists are not so simple, because you take damage in certain increments: 0%, 25%, 50%, 75%, 100%, 150% and 200% damage taken. As we all know, this caused issues with negative resists because the absurdly large increments of negative damage and the kooky partial damage look-up table more or less gives a target with -75 resists about a 1% chance to take double damage from two spells in a row. Since most of us were in BWL when this was going on, we saw this manifest in the form of Broodlord wipes. Oops, 12000 damage done in 3 seconds due to double vulnerable Shadow Bolt crits off a Nightfall proc.

I have no idea why they didn't revise the Resist system into something simpler and less retarded than what they currently have. If they had kept positive resists the same as they are and made negative resists a mirror of positive resists or, better yet, a linear gradient, then allowing -resist gear (and CoS/CoE) to drop resistance into the negatives would have been just fine. But nope, they floored a target's modified resist rate at 0 and we have a lot of useless gear.

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Old 09/07/06, 10:12 AM   #41
Necrotoid
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Originally Posted by Sancus
Originally Posted by Swiftz
One thing I've noticed when I dps since I'm a fire mage is alot of partial resist. Now since I've Picked up Enigma Robes and Malice Stone Pendant for -33 resist, I've noticed a huge difference in the amout of partial resists I get. Spell penetration does not work with frost in PvE since there aren't any partial resists. It hasn't been stated what exactly Spell Penetration does but looking at my Nurfed combat log I definately notice a difference.
Unfortunately mathematical analysis shows no difference and trumps anecdotal evidence.
A few studies parsing data for 5+ mages each on multiple fights showed identical resist rates for huge -resists and none at all. Each study was pretty convincing.


Originally Posted by Saethir
A Thread on the EU Mage Forums was suggesting that mobs have +5 Resistances to all schools of magic for every level it has over a player.

For example, a Level 63 mob would have 15 resistances to all school of magic vs. a Level 60 player.

This innate 15 resistance cannot be reduced by -Resist gear or by CoE/CoS, which could also explain the presence of partial resistances against mobs even with no extra resistances or against a player with a large amount of -Resist.
I'm going to have to say that's a damned ugly way to model it, as a scientist. "We are observing partial resists of our spells, and inferring therefore the mob has some resistances. These resists do not go away after CoE and -resist gear, therefore they are un-overcome-able resists." A far better way to model it is to say the mob has a flat 5% partial resist rate, just like the flat glancing blow rate. Why invoke the resists mechanic for this phenomenon, if these resists cannot be affected by things that affect resists?

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Old 09/07/06, 10:36 AM   #42
Disposition
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After reading this thread for 20 minutes I still know nothing about - resists. :(

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Old 09/07/06, 10:49 AM   #43
Necrotoid
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Originally Posted by Disposition
After reading this thread for 20 minutes I still know nothing about - resists. :(
It's actually extremely simple. They subtract from your opponent's resists, down to a minimum of zero. The confusion comes from that fact that after CoS/CoE, almost ANYTHING in the game has zero resists already (players and almost all raid mobs).

Raid bosses have been observed time and time again to have a flat partial resist rate against spells, which is unaffected by both +hit and -resist gear. This is what is clouding the issue, but again it's simple: raid bosses have a flat partial resist rate. It's just there, and there's nothing you can do about it.

So, what good is this gear you ask? Well, if you're a fire mage and fighting someone in T1/2 armor, they might have 20-40 FR. Your -resist gear will remove this and you'll see slightly fewer partial resists on them.

That's about it. Mostly pointless.

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Old 09/07/06, 10:59 AM   #44
Disposition
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Originally Posted by Necrotoid
Originally Posted by Disposition
After reading this thread for 20 minutes I still know nothing about - resists. :(
It's actually extremely simple. They subtract from your opponent's resists, down to a minimum of zero. The confusion comes from that fact that after CoS/CoE, almost ANYTHING in the game has zero resists already (players and almost all raid mobs).

Raid bosses have been observed time and time again to have a flat partial resist rate against spells, which is unaffected by both +hit and -resist gear. This is what is clouding the issue, but again it's simple: raid bosses have a flat partial resist rate. It's just there, and there's nothing you can do about it.

So, what good is this gear you ask? Well, if you're a fire mage and fighting someone in T1/2 armor, they might have 20-40 FR. Your -resist gear will remove this and you'll see slightly fewer partial resists on them.

That's about it. Mostly pointless.
I was kinda just kidding around there :P, but you are right on with the pointless quote.

Anyways what would you recommend for pve - resist wise as a warlock? Can I avoid it all together and just go for hit? Or should I get around -20 like I look for in PvP?

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Old 09/07/06, 1:23 PM   #45
Harem
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Originally Posted by Disposition
Originally Posted by Necrotoid
Originally Posted by Disposition
After reading this thread for 20 minutes I still know nothing about - resists. :(
It's actually extremely simple. They subtract from your opponent's resists, down to a minimum of zero. The confusion comes from that fact that after CoS/CoE, almost ANYTHING in the game has zero resists already (players and almost all raid mobs).

Raid bosses have been observed time and time again to have a flat partial resist rate against spells, which is unaffected by both +hit and -resist gear. This is what is clouding the issue, but again it's simple: raid bosses have a flat partial resist rate. It's just there, and there's nothing you can do about it.

So, what good is this gear you ask? Well, if you're a fire mage and fighting someone in T1/2 armor, they might have 20-40 FR. Your -resist gear will remove this and you'll see slightly fewer partial resists on them.

That's about it. Mostly pointless.
I was kinda just kidding around there :P, but you are right on with the pointless quote.

Anyways what would you recommend for pve - resist wise as a warlock? Can I avoid it all together and just go for hit? Or should I get around -20 like I look for in PvP?
-Resist is only good for pvp, and even then, situational against tier1/tier2 (only common gear with +resist). As for raid mobs, after CoE and CoS, their resists are usually at zero, and wearing any -resist is useless.

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Old 09/07/06, 1:48 PM   #46
Bibdy
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Could we just get negative resists back again? 1 shotting Paladins with Soul Fire was ever so much fun.

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Old 09/07/06, 1:49 PM   #47
Mosh
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Originally Posted by Necrotoid
Originally Posted by Sancus
Originally Posted by Swiftz
One thing I've noticed when I dps since I'm a fire mage is alot of partial resist. Now since I've Picked up Enigma Robes and Malice Stone Pendant for -33 resist, I've noticed a huge difference in the amout of partial resists I get. Spell penetration does not work with frost in PvE since there aren't any partial resists. It hasn't been stated what exactly Spell Penetration does but looking at my Nurfed combat log I definately notice a difference.
Unfortunately mathematical analysis shows no difference and trumps anecdotal evidence.
A few studies parsing data for 5+ mages each on multiple fights showed identical resist rates for huge -resists and none at all. Each study was pretty convincing.


Originally Posted by Saethir
A Thread on the EU Mage Forums was suggesting that mobs have +5 Resistances to all schools of magic for every level it has over a player.

For example, a Level 63 mob would have 15 resistances to all school of magic vs. a Level 60 player.

This innate 15 resistance cannot be reduced by -Resist gear or by CoE/CoS, which could also explain the presence of partial resistances against mobs even with no extra resistances or against a player with a large amount of -Resist.
I'm going to have to say that's a damned ugly way to model it, as a scientist. "We are observing partial resists of our spells, and inferring therefore the mob has some resistances. These resists do not go away after CoE and -resist gear, therefore they are un-overcome-able resists." A far better way to model it is to say the mob has a flat 5% partial resist rate, just like the flat glancing blow rate. Why invoke the resists mechanic for this phenomenon, if these resists cannot be affected by things that affect resists?
Because people are stuck in the belief that partial resists = resistance based and binary resists = level based. In the simplest of minds, there are no partial level based resists.

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Old 09/07/06, 2:16 PM   #48
Gumibear
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Has anyone analyzed the effect of -resists without CoS or CoE on a raid mob? Having to occasionally deal with a 2 Warlock raid, I've gone without CoS on a few bosses. What baffles me is that the only damage I really miss from not having CoS is the flat 10% modifier. I can't tell that the spell is increasing damage in Naxx at all beyond the flat modifier, which leads me to believe that Blizzard totally screwed up the intended functionality of CoS and CoE during the negative resist nerf. I always thought these two were supposed to cause you to get less resisted spells, and the added damage was just a side effect. Now it seems the added damage is the main effect, with the -resists barely having a use.

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Old 09/07/06, 2:20 PM   #49
Necrotoid
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Originally Posted by Gumibear
Has anyone analyzed the effect of -resists without CoS or CoE on a raid mob? Having to occasionally deal with a 2 Warlock raid, I've gone without CoS on a few bosses. What baffles me is that the only damage I really miss from not having CoS is the flat 10% modifier. I can't tell that the spell is increasing damage in Naxx at all beyond the flat modifier, which leads me to believe that Blizzard totally screwed up the intended functionality of CoS and CoE during the negative resist nerf. I always thought these two were supposed to cause you to get less resisted spells, and the added damage was just a side effect. Now it seems the added damage is the main effect, with the -resists barely having a use.
Most raid mobs do not have a lot of resists. CoE/S ensure these are reduced to 0, which is nice, but you are right: the 10% modifier is the truly important aspect.

Most raid bosses DO, however, have a flat partial and full resist rate, and you will see partial and full resists on your spells that cannot be overcome by Curses, -resist gear, or +spell hit gear.

DOT and rot.
Travian: Phased Weasel, -144 | 61, Damascus.

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Old 09/07/06, 4:28 PM   #50
stop
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Originally Posted by Bibdy
Could we just get negative resists back again? 1 shotting Paladins with Soul Fire was ever so much fun.
it also made pve a lot more interesting.
having to actually pay close attention to see if you hit the mob for a huge amount (and would have to calm down for a bit) was much more interesting than knowing how much you were going to hit for.

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